(svn r18399) -Codechange: bail out early in FloodVehicle instead of a massive if (...) { } else { return }

This commit is contained in:
rubidium 2009-12-04 18:38:09 +00:00
parent c1c9a3e835
commit 3817153a8e
1 changed files with 58 additions and 62 deletions

View File

@ -784,75 +784,71 @@ static void FloodVehicles(TileIndex tile)
static void FloodVehicle(Vehicle *v)
{
if (!(v->vehstatus & VS_CRASHED)) {
uint16 pass = 0;
if ((v->vehstatus & VS_CRASHED) != 0) return;
if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_AIRCRAFT) return;
if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_AIRCRAFT) {
if (v->type == VEH_AIRCRAFT) {
/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
* because that's always the shadow. Except for the heliport, because
* that station has a big z_offset for the aircraft. */
if (!IsTileType(v->tile, MP_STATION) || !IsAirport(v->tile) || GetTileMaxZ(v->tile) != 0) return;
const Station *st = Station::GetByTile(v->tile);
const AirportFTAClass *airport = st->Airport();
if (v->type == VEH_AIRCRAFT) {
/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
* because that's always the shadow. Except for the heliport, because
* that station has a big z_offset for the aircraft. */
if (!IsTileType(v->tile, MP_STATION) || !IsAirport(v->tile) || GetTileMaxZ(v->tile) != 0) return;
const Station *st = Station::GetByTile(v->tile);
const AirportFTAClass *airport = st->Airport();
if (v->z_pos != airport->delta_z + 1) return;
if (v->z_pos != airport->delta_z + 1) return;
} else {
v = v->First();
}
uint pass = 0;
/* crash all wagons, and count passengers */
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();
u->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(u);
}
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN: {
Train *t = Train::From(v);
if (t->IsFrontEngine()) {
pass += 4; // driver
/* FreeTrainTrackReservation() calls GetVehicleTrackdir() that doesn't like crashed vehicles.
* In this case, v->direction matches v->u.rail.track, so we can do this (it wasn't crashed before) */
t->vehstatus &= ~VS_CRASHED;
if (!HasBit(t->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(t);
t->vehstatus |= VS_CRASHED;
}
if (v->type != VEH_AIRCRAFT) v = v->First();
/* crash all wagons, and count passengers */
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();
u->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(u);
}
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN: {
Train *t = Train::From(v);
if (t->IsFrontEngine()) {
pass += 4; // driver
/* FreeTrainTrackReservation() calls GetVehicleTrackdir() that doesn't like crashed vehicles.
* In this case, v->direction matches v->u.rail.track, so we can do this (it wasn't crashed before) */
t->vehstatus &= ~VS_CRASHED;
if (!HasBit(t->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(t);
t->vehstatus |= VS_CRASHED;
}
t->crash_anim_pos = 4000; // max 4440, disappear pretty fast
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->IsRoadVehFront()) pass += 1; // driver
rv->crashed_ctr = 2000; // max 2220, disappear pretty fast
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
} break;
case VEH_AIRCRAFT:
pass += 2; // driver
Aircraft::From(v)->crashed_counter = 9000; // max 10000, disappear pretty fast
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
break;
}
} else {
return;
t->crash_anim_pos = 4000; // max 4440, disappear pretty fast
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
break;
}
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->IsRoadVehFront()) pass += 1; // driver
rv->crashed_ctr = 2000; // max 2220, disappear pretty fast
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
} break;
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_FLOODED));
SetDParam(0, pass);
AddVehicleNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE,
NS_ACCIDENT,
v->index);
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
case VEH_AIRCRAFT:
pass += 2; // driver
Aircraft::From(v)->crashed_counter = 9000; // max 10000, disappear pretty fast
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
break;
}
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_FLOODED));
SetDParam(0, pass);
AddVehicleNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE,
NS_ACCIDENT,
v->index);
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
/**