(svn r18458) -Codechange: make the 'check train length' code of CmdMoveRailVehicle a separate function

This commit is contained in:
rubidium 2009-12-11 15:50:07 +00:00
parent cd9e525808
commit fddedbe7ac
1 changed files with 42 additions and 20 deletions

View File

@ -1150,6 +1150,38 @@ static CommandCost CheckNewTrainLength(const Train *dst_head, const Train *src_h
return CommandCost();
}
/**
* Check/validate whether we may actually build a new train
* @param dst The destination for the to be moved vehicle
* @param src The to be moved vehicle
* @param move_chain Whether to move all vehicles after src or not
* @param flags Any command flags given to CmdMoveRailVehicle
* @return possible error of this command.
*/
static CommandCost CheckNewTrain(const Train *dst, Train *src, bool move_chain, DoCommandFlag flags)
{
/* Moving a loco to a new line?, then we need to assign a unitnumber. */
if (dst == NULL && !src->IsFrontEngine() && src->IsEngine()) {
UnitID unit_num = GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings_game.vehicle.max_trains) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) src->unitnumber = unit_num;
}
/* When we move the front vehicle, the second vehicle might need a unitnumber.
* We do not need to assign that here because there will be a second call to
* CmdMoveRailVehicle to make the new train which will then go through the
* unitnumber setting procedure described above. */
if (!move_chain && (src->IsFreeWagon() || (src->IsFrontEngine() && dst == NULL))) {
const Train *second = src->GetNextUnit();
if (second != NULL && second->IsEngine() && GetFreeUnitNumber(VEH_TRAIN) > _settings_game.vehicle.max_trains) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
}
return CommandCost();
}
/** Move a rail vehicle around inside the depot.
* @param tile unused
* @param flags type of operation
@ -1165,6 +1197,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
{
VehicleID s = GB(p1, 0, 16);
VehicleID d = GB(p1, 16, 16);
bool move_chain = HasBit(p2, 0);
Train *src = Train::GetIfValid(s);
if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
@ -1208,7 +1241,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
/* when moving all wagons, we can't have the same src_head and dst_head */
if (HasBit(p2, 0) && src_head == dst_head) return CommandCost();
if (move_chain && src_head == dst_head) return CommandCost();
if ((flags & DC_AUTOREPLACE) == 0) {
/* If the autoreplace flag is set we already are sure about
@ -1216,25 +1249,14 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
* cannot add more units to a chain. As such it will never
* create a too long vehicle and thus there is no need to
* do the length checks for autoreplace. */
CommandCost ret = CheckNewTrainLength(dst_head, src_head, src, HasBit(p2, 0));
CommandCost ret = CheckNewTrainLength(dst_head, src_head, src, move_chain);
if (ret.Failed()) return ret;
}
/* moving a loco to a new line?, then we need to assign a unitnumber. */
if (dst == NULL && !src->IsFrontEngine() && src->IsEngine()) {
UnitID unit_num = ((flags & DC_AUTOREPLACE) != 0 ? 0 : GetFreeUnitNumber(VEH_TRAIN));
if (unit_num > _settings_game.vehicle.max_trains)
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) src->unitnumber = unit_num;
}
/* When we move the front vehicle, the second vehicle might need a unitnumber */
if (!HasBit(p2, 0) && (src->IsFreeWagon() || (src->IsFrontEngine() && dst == NULL)) && (flags & DC_AUTOREPLACE) == 0) {
Train *second = src->GetNextUnit();
if (second != NULL && second->IsEngine() && GetFreeUnitNumber(VEH_TRAIN) > _settings_game.vehicle.max_trains) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
/* If the autoreplace flag is set we do not need to test for
* a new unit number because we are not going to create a
* new train. As such this can be skipped for autoreplace. */
ret = CheckNewTrain(dst, src, move_chain, flags);
if (ret.Failed()) return ret;
}
/*
@ -1318,7 +1340,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
}
/* Only check further wagons if told to move the chain */
if (!HasBit(p2, 0)) break;
if (!move_chain) break;
/*
* Adding a next wagon to the chain so we can test the other wagons.
@ -1358,7 +1380,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
}
}
if (HasBit(p2, 0)) {
if (move_chain) {
/* unlink ALL wagons */
if (src != src_head) {
Train *v = src_head;