(svn r16260) -Codechange: Add Vehicle::IncrementOrderIndex() to deduplicate some code.

pull/155/head
frosch 15 years ago
parent 20dab97717
commit 8bb92c110d

@ -798,9 +798,9 @@ CommandCost CmdMoveOrder(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
/* Update the current order */
if (u->cur_order_index == moving_order) {
u->cur_order_index = target_order;
} else if(u->cur_order_index > moving_order && u->cur_order_index <= target_order) {
} else if (u->cur_order_index > moving_order && u->cur_order_index <= target_order) {
u->cur_order_index--;
} else if(u->cur_order_index < moving_order && u->cur_order_index >= target_order) {
} else if (u->cur_order_index < moving_order && u->cur_order_index >= target_order) {
u->cur_order_index++;
}
@ -1654,7 +1654,7 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth)
}
} else {
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
v->IncrementOrderIndex();
}
} else if (v->type != VEH_AIRCRAFT) {
v->dest_tile = GetDepot(order->GetDestination())->xy;
@ -1675,12 +1675,12 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth)
v->current_order_time += GetVehicleOrder(v, next_order)->travel_time;
} else {
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
v->IncrementOrderIndex();
}
/* Get the current order */
if (v->cur_order_index >= v->GetNumOrders()) v->cur_order_index = 0;
assert(v->cur_order_index < v->GetNumOrders());
/* Get the current order */
const Order *order = GetVehicleOrder(v, v->cur_order_index);
v->current_order = *order;
return UpdateOrderDest(v, order, conditional_depth + 1);
@ -1709,7 +1709,7 @@ bool ProcessOrders(Vehicle *v)
if ((v->current_order.GetDepotOrderType() & ODTFB_SERVICE) && !v->NeedsServicing()) {
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
v->IncrementOrderIndex();
}
break;
@ -1735,7 +1735,7 @@ bool ProcessOrders(Vehicle *v)
/* Check if we've reached the waypoint? */
if (v->current_order.IsType(OT_GOTO_WAYPOINT) && v->tile == v->dest_tile) {
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
v->IncrementOrderIndex();
}
/* Check if we've reached a non-stop station.. */
@ -1744,7 +1744,7 @@ bool ProcessOrders(Vehicle *v)
v->current_order.GetDestination() == GetStationIndex(v->tile)) {
v->last_station_visited = v->current_order.GetDestination();
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
v->IncrementOrderIndex();
}
/* Get the current order */

@ -692,7 +692,7 @@ TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
return dest;
} else {
/* There is no stop left at the station, so don't even TRY to go there */
this->cur_order_index++;
this->IncrementOrderIndex();
return 0;
}
}

@ -235,7 +235,7 @@ TileIndex Ship::GetOrderStationLocation(StationID station)
if (st->dock_tile != INVALID_TILE) {
return TILE_ADD(st->dock_tile, ToTileIndexDiff(GetDockOffset(st->dock_tile)));
} else {
this->cur_order_index++;
this->IncrementOrderIndex();
return 0;
}
}
@ -614,9 +614,8 @@ static void ShipController(Vehicle *v)
/* We got within 3 tiles of our target buoy, so let's skip to our
* next order */
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
v->IncrementOrderIndex();
v->current_order.MakeDummy();
InvalidateVehicleOrder(v, 0);
} else {
/* Non-buoy orders really need to reach the tile */
if (v->dest_tile == gp.new_tile) {
@ -635,8 +634,7 @@ static void ShipController(Vehicle *v)
v->BeginLoading();
} else { // leave stations without docks right aways
v->current_order.MakeLeaveStation();
v->cur_order_index++;
InvalidateVehicleOrder(v, 0);
v->IncrementOrderIndex();
}
}
}

@ -3284,7 +3284,7 @@ TileIndex Train::GetOrderStationLocation(StationID station)
const Station *st = GetStation(station);
if (!(st->facilities & FACIL_TRAIN)) {
/* The destination station has no trainstation tiles. */
this->cur_order_index++;
this->IncrementOrderIndex();
return 0;
}

@ -1067,7 +1067,7 @@ void VehicleEnterDepot(Vehicle *v)
if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
/* Part of orders */
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
v->IncrementOrderIndex();
}
if (t.GetDepotActionType() & ODATFB_HALT) {
/* Vehicles are always stopped on entering depots. Do not restart this one. */
@ -1577,8 +1577,7 @@ void Vehicle::HandleLoading(bool mode)
default: return;
}
this->cur_order_index++;
InvalidateVehicleOrder(this, 0);
this->IncrementOrderIndex();
}
CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
@ -1605,7 +1604,7 @@ CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
if (flags & DC_EXEC) {
/* If the orders to 'goto depot' are in the orders list (forced servicing),
* then skip to the next order; effectively cancelling this forced service */
if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->cur_order_index++;
if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->IncrementOrderIndex();
this->current_order.MakeDummy();
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);

@ -598,6 +598,16 @@ public:
* @return the cost of the depot action.
*/
CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);
/**
* Increments cur_order_index, keeps care of the wrap-around and invalidates the GUI.
* Note: current_order is not invalidated.
*/
void IncrementOrderIndex() {
this->cur_order_index++;
if (this->cur_order_index >= this->GetNumOrders()) this->cur_order_index = 0;
InvalidateVehicleOrder(this, 0);
}
};
/**

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