Files @ r23420:9c4e5ff5cf11
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Location: cpp/openttd-patchpack/source/src/station.cpp - annotation

PeterN
Feature: Industries with neutral stations (e.g. Oil Rig) only supply/accept cargo to/from their neutral station. (#7234)

This change is a controlled by a game setting, located under Environment ->
Industries which allows toggling the behaviour. It defaults to enabled.

"Company stations can serve industries with attached neutral stations"

When enabled, industries with attached neutral station (such as Oil Rigs) may
also be served by company-owned stations built nearby. This is the traditional
behaviour.

When disabled, these industries may only be served by their neutral station.
Any nearby company-owned stations won't be able to serve them, nor will the
neutral station serve anything else other than the industry.
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/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file station.cpp Implementation of the station base class. */

#include "stdafx.h"
#include "company_func.h"
#include "company_base.h"
#include "roadveh.h"
#include "viewport_func.h"
#include "date_func.h"
#include "command_func.h"
#include "news_func.h"
#include "aircraft.h"
#include "vehiclelist.h"
#include "core/pool_func.hpp"
#include "station_base.h"
#include "roadstop_base.h"
#include "industry.h"
#include "core/random_func.hpp"
#include "linkgraph/linkgraph.h"
#include "linkgraph/linkgraphschedule.h"

#include "table/strings.h"

#include "safeguards.h"

/** The pool of stations. */
StationPool _station_pool("Station");
INSTANTIATE_POOL_METHODS(Station)

BaseStation::~BaseStation()
{
	free(this->name);
	free(this->speclist);

	if (CleaningPool()) return;

	DeleteWindowById(WC_TRAINS_LIST,   VehicleListIdentifier(VL_STATION_LIST, VEH_TRAIN,    this->owner, this->index).Pack());
	DeleteWindowById(WC_ROADVEH_LIST,  VehicleListIdentifier(VL_STATION_LIST, VEH_ROAD,     this->owner, this->index).Pack());
	DeleteWindowById(WC_SHIPS_LIST,    VehicleListIdentifier(VL_STATION_LIST, VEH_SHIP,     this->owner, this->index).Pack());
	DeleteWindowById(WC_AIRCRAFT_LIST, VehicleListIdentifier(VL_STATION_LIST, VEH_AIRCRAFT, this->owner, this->index).Pack());

	this->sign.MarkDirty();
}

Station::Station(TileIndex tile) :
	SpecializedStation<Station, false>(tile),
	bus_station(INVALID_TILE, 0, 0),
	truck_station(INVALID_TILE, 0, 0),
	dock_tile(INVALID_TILE),
	indtype(IT_INVALID),
	time_since_load(255),
	time_since_unload(255),
	last_vehicle_type(VEH_INVALID)
{
	/* this->random_bits is set in Station::AddFacility() */
}

/**
 * Clean up a station by clearing vehicle orders, invalidating windows and
 * removing link stats.
 * Aircraft-Hangar orders need special treatment here, as the hangars are
 * actually part of a station (tiletype is STATION), but the order type
 * is OT_GOTO_DEPOT.
 */
Station::~Station()
{
	if (CleaningPool()) {
		for (CargoID c = 0; c < NUM_CARGO; c++) {
			this->goods[c].cargo.OnCleanPool();
		}
		return;
	}

	while (!this->loading_vehicles.empty()) {
		this->loading_vehicles.front()->LeaveStation();
	}

	Aircraft *a;
	FOR_ALL_AIRCRAFT(a) {
		if (!a->IsNormalAircraft()) continue;
		if (a->targetairport == this->index) a->targetairport = INVALID_STATION;
	}

	for (CargoID c = 0; c < NUM_CARGO; ++c) {
		LinkGraph *lg = LinkGraph::GetIfValid(this->goods[c].link_graph);
		if (lg == NULL) continue;

		for (NodeID node = 0; node < lg->Size(); ++node) {
			Station *st = Station::Get((*lg)[node].Station());
			st->goods[c].flows.erase(this->index);
			if ((*lg)[node][this->goods[c].node].LastUpdate() != INVALID_DATE) {
				st->goods[c].flows.DeleteFlows(this->index);
				RerouteCargo(st, c, this->index, st->index);
			}
		}
		lg->RemoveNode(this->goods[c].node);
		if (lg->Size() == 0) {
			LinkGraphSchedule::instance.Unqueue(lg);
			delete lg;
		}
	}

	Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		/* Forget about this station if this station is removed */
		if (v->last_station_visited == this->index) {
			v->last_station_visited = INVALID_STATION;
		}
		if (v->last_loading_station == this->index) {
			v->last_loading_station = INVALID_STATION;
		}
	}

	/* Clear the persistent storage. */
	delete this->airport.psa;

	if (this->owner == OWNER_NONE) {
		/* Invalidate all in case of oil rigs. */
		InvalidateWindowClassesData(WC_STATION_LIST, 0);
	} else {
		InvalidateWindowData(WC_STATION_LIST, this->owner, 0);
	}

	DeleteWindowById(WC_STATION_VIEW, index);

	/* Now delete all orders that go to the station */
	RemoveOrderFromAllVehicles(OT_GOTO_STATION, this->index);

	/* Remove all news items */
	DeleteStationNews(this->index);

	for (CargoID c = 0; c < NUM_CARGO; c++) {
		this->goods[c].cargo.Truncate();
	}

	CargoPacket::InvalidateAllFrom(this->index);
}


/**
 * Invalidating of the JoinStation window has to be done
 * after removing item from the pool.
 * @param index index of deleted item
 */
void BaseStation::PostDestructor(size_t index)
{
	InvalidateWindowData(WC_SELECT_STATION, 0, 0);
}

/**
 * Get the primary road stop (the first road stop) that the given vehicle can load/unload.
 * @param v the vehicle to get the first road stop for
 * @return the first roadstop that this vehicle can load at
 */
RoadStop *Station::GetPrimaryRoadStop(const RoadVehicle *v) const
{
	RoadStop *rs = this->GetPrimaryRoadStop(v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK);

	for (; rs != NULL; rs = rs->next) {
		/* The vehicle cannot go to this roadstop (different roadtype) */
		if ((GetRoadTypes(rs->xy) & v->compatible_roadtypes) == ROADTYPES_NONE) continue;
		/* The vehicle is articulated and can therefore not go to a standard road stop. */
		if (IsStandardRoadStopTile(rs->xy) && v->HasArticulatedPart()) continue;

		/* The vehicle can actually go to this road stop. So, return it! */
		break;
	}

	return rs;
}

/**
 * Called when new facility is built on the station. If it is the first facility
 * it initializes also 'xy' and 'random_bits' members
 */
void Station::AddFacility(StationFacility new_facility_bit, TileIndex facil_xy)
{
	if (this->facilities == FACIL_NONE) {
		this->xy = facil_xy;
		this->random_bits = Random();
	}
	this->facilities |= new_facility_bit;
	this->owner = _current_company;
	this->build_date = _date;
}

/**
 * Marks the tiles of the station as dirty.
 *
 * @ingroup dirty
 */
void Station::MarkTilesDirty(bool cargo_change) const
{
	TileIndex tile = this->train_station.tile;
	int w, h;

	if (tile == INVALID_TILE) return;

	/* cargo_change is set if we're refreshing the tiles due to cargo moving
	 * around. */
	if (cargo_change) {
		/* Don't waste time updating if there are no custom station graphics
		 * that might change. Even if there are custom graphics, they might
		 * not change. Unfortunately we have no way of telling. */
		if (this->num_specs == 0) return;
	}

	for (h = 0; h < train_station.h; h++) {
		for (w = 0; w < train_station.w; w++) {
			if (this->TileBelongsToRailStation(tile)) {
				MarkTileDirtyByTile(tile);
			}
			tile += TileDiffXY(1, 0);
		}
		tile += TileDiffXY(-w, 1);
	}
}

/* virtual */ uint Station::GetPlatformLength(TileIndex tile) const
{
	assert(this->TileBelongsToRailStation(tile));

	TileIndexDiff delta = (GetRailStationAxis(tile) == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));

	TileIndex t = tile;
	uint len = 0;
	do {
		t -= delta;
		len++;
	} while (IsCompatibleTrainStationTile(t, tile));

	t = tile;
	do {
		t += delta;
		len++;
	} while (IsCompatibleTrainStationTile(t, tile));

	return len - 1;
}

/* virtual */ uint Station::GetPlatformLength(TileIndex tile, DiagDirection dir) const
{
	TileIndex start_tile = tile;
	uint length = 0;
	assert(IsRailStationTile(tile));
	assert(dir < DIAGDIR_END);

	do {
		length++;
		tile += TileOffsByDiagDir(dir);
	} while (IsCompatibleTrainStationTile(tile, start_tile));

	return length;
}

/**
 * Determines the catchment radius of the station
 * @return The radius
 */
uint Station::GetCatchmentRadius() const
{
	uint ret = CA_NONE;

	if (_settings_game.station.modified_catchment) {
		if (this->bus_stops          != NULL)         ret = max<uint>(ret, CA_BUS);
		if (this->truck_stops        != NULL)         ret = max<uint>(ret, CA_TRUCK);
		if (this->train_station.tile != INVALID_TILE) ret = max<uint>(ret, CA_TRAIN);
		if (this->dock_tile          != INVALID_TILE) ret = max<uint>(ret, CA_DOCK);
		if (this->airport.tile       != INVALID_TILE) ret = max<uint>(ret, this->airport.GetSpec()->catchment);
	} else {
		if (this->bus_stops != NULL || this->truck_stops != NULL || this->train_station.tile != INVALID_TILE || this->dock_tile != INVALID_TILE || this->airport.tile != INVALID_TILE) {
			ret = CA_UNMODIFIED;
		}
	}

	return ret;
}

/**
 * Determines catchment rectangle of this station
 * @return clamped catchment rectangle
 */
Rect Station::GetCatchmentRect() const
{
	assert(!this->rect.IsEmpty());

	/* Compute acceptance rectangle */
	int catchment_radius = this->GetCatchmentRadius();

	Rect ret = {
		max<int>(this->rect.left   - catchment_radius, 0),
		max<int>(this->rect.top    - catchment_radius, 0),
		min<int>(this->rect.right  + catchment_radius, MapMaxX()),
		min<int>(this->rect.bottom + catchment_radius, MapMaxY())
	};

	return ret;
}

/** Rect and pointer to IndustryVector */
struct RectAndIndustryVector {
	Rect rect;                       ///< The rectangle to search the industries in.
	IndustryVector *industries_near; ///< The nearby industries.
};

/**
 * Callback function for Station::RecomputeIndustriesNear()
 * Tests whether tile is an industry and possibly adds
 * the industry to station's industries_near list.
 * @param ind_tile tile to check
 * @param user_data pointer to RectAndIndustryVector
 * @return always false, we want to search all tiles
 */
static bool FindIndustryToDeliver(TileIndex ind_tile, void *user_data)
{
	/* Only process industry tiles */
	if (!IsTileType(ind_tile, MP_INDUSTRY)) return false;

	RectAndIndustryVector *riv = (RectAndIndustryVector *)user_data;
	Industry *ind = Industry::GetByTile(ind_tile);

	/* Don't check further if this industry is already in the list */
	if (riv->industries_near->Contains(ind)) return false;

	/* Only process tiles in the station acceptance rectangle */
	int x = TileX(ind_tile);
	int y = TileY(ind_tile);
	if (x < riv->rect.left || x > riv->rect.right || y < riv->rect.top || y > riv->rect.bottom) return false;

	/* Include only industries that can accept cargo */
	uint cargo_index;
	for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
		if (ind->accepts_cargo[cargo_index] != CT_INVALID) break;
	}
	if (cargo_index >= lengthof(ind->accepts_cargo)) return false;

	*riv->industries_near->Append() = ind;

	return false;
}

/**
 * Recomputes Station::industries_near, list of industries possibly
 * accepting cargo in station's catchment radius
 */
void Station::RecomputeIndustriesNear()
{
	this->industries_near.Clear();
	if (this->rect.IsEmpty()) return;

	if (!_settings_game.station.serve_neutral_industries && this->industry != NULL) {
		/* Station is associated with an industry, so we only need to deliver to that industry. */
		*this->industries_near.Append() = this->industry;
		return;
	}

	RectAndIndustryVector riv = {
		this->GetCatchmentRect(),
		&this->industries_near
	};

	/* Compute maximum extent of acceptance rectangle wrt. station sign */
	TileIndex start_tile = this->xy;
	uint max_radius = max(
		max(DistanceManhattan(start_tile, TileXY(riv.rect.left,  riv.rect.top)), DistanceManhattan(start_tile, TileXY(riv.rect.left,  riv.rect.bottom))),
		max(DistanceManhattan(start_tile, TileXY(riv.rect.right, riv.rect.top)), DistanceManhattan(start_tile, TileXY(riv.rect.right, riv.rect.bottom)))
	);

	CircularTileSearch(&start_tile, 2 * max_radius + 1, &FindIndustryToDeliver, &riv);
}

/**
 * Recomputes Station::industries_near for all stations
 */
/* static */ void Station::RecomputeIndustriesNearForAll()
{
	Station *st;
	FOR_ALL_STATIONS(st) st->RecomputeIndustriesNear();
}

/************************************************************************/
/*                     StationRect implementation                       */
/************************************************************************/

StationRect::StationRect()
{
	this->MakeEmpty();
}

void StationRect::MakeEmpty()
{
	this->left = this->top = this->right = this->bottom = 0;
}

/**
 * Determines whether a given point (x, y) is within a certain distance of
 * the station rectangle.
 * @note x and y are in Tile coordinates
 * @param x X coordinate
 * @param y Y coordinate
 * @param distance The maximum distance a point may have (L1 norm)
 * @return true if the point is within distance tiles of the station rectangle
 */
bool StationRect::PtInExtendedRect(int x, int y, int distance) const
{
	return this->left - distance <= x && x <= this->right + distance &&
			this->top - distance <= y && y <= this->bottom + distance;
}

bool StationRect::IsEmpty() const
{
	return this->left == 0 || this->left > this->right || this->top > this->bottom;
}

CommandCost StationRect::BeforeAddTile(TileIndex tile, StationRectMode mode)
{
	int x = TileX(tile);
	int y = TileY(tile);
	if (this->IsEmpty()) {
		/* we are adding the first station tile */
		if (mode != ADD_TEST) {
			this->left = this->right = x;
			this->top = this->bottom = y;
		}
	} else if (!this->PtInExtendedRect(x, y)) {
		/* current rect is not empty and new point is outside this rect
		 * make new spread-out rectangle */
		Rect new_rect = {min(x, this->left), min(y, this->top), max(x, this->right), max(y, this->bottom)};

		/* check new rect dimensions against preset max */
		int w = new_rect.right - new_rect.left + 1;
		int h = new_rect.bottom - new_rect.top + 1;
		if (mode != ADD_FORCE && (w > _settings_game.station.station_spread || h > _settings_game.station.station_spread)) {
			assert(mode != ADD_TRY);
			return_cmd_error(STR_ERROR_STATION_TOO_SPREAD_OUT);
		}

		/* spread-out ok, return true */
		if (mode != ADD_TEST) {
			/* we should update the station rect */
			*this = new_rect;
		}
	} else {
		; // new point is inside the rect, we don't need to do anything
	}
	return CommandCost();
}

CommandCost StationRect::BeforeAddRect(TileIndex tile, int w, int h, StationRectMode mode)
{
	if (mode == ADD_FORCE || (w <= _settings_game.station.station_spread && h <= _settings_game.station.station_spread)) {
		/* Important when the old rect is completely inside the new rect, resp. the old one was empty. */
		CommandCost ret = this->BeforeAddTile(tile, mode);
		if (ret.Succeeded()) ret = this->BeforeAddTile(TILE_ADDXY(tile, w - 1, h - 1), mode);
		return ret;
	}
	return CommandCost();
}

/**
 * Check whether station tiles of the given station id exist in the given rectangle
 * @param st_id    Station ID to look for in the rectangle
 * @param left_a   Minimal tile X edge of the rectangle
 * @param top_a    Minimal tile Y edge of the rectangle
 * @param right_a  Maximal tile X edge of the rectangle (inclusive)
 * @param bottom_a Maximal tile Y edge of the rectangle (inclusive)
 * @return \c true if a station tile with the given \a st_id exists in the rectangle, \c false otherwise
 */
/* static */ bool StationRect::ScanForStationTiles(StationID st_id, int left_a, int top_a, int right_a, int bottom_a)
{
	TileArea ta(TileXY(left_a, top_a), TileXY(right_a, bottom_a));
	TILE_AREA_LOOP(tile, ta) {
		if (IsTileType(tile, MP_STATION) && GetStationIndex(tile) == st_id) return true;
	}

	return false;
}

bool StationRect::AfterRemoveTile(BaseStation *st, TileIndex tile)
{
	int x = TileX(tile);
	int y = TileY(tile);

	/* look if removed tile was on the bounding rect edge
	 * and try to reduce the rect by this edge
	 * do it until we have empty rect or nothing to do */
	for (;;) {
		/* check if removed tile is on rect edge */
		bool left_edge = (x == this->left);
		bool right_edge = (x == this->right);
		bool top_edge = (y == this->top);
		bool bottom_edge = (y == this->bottom);

		/* can we reduce the rect in either direction? */
		bool reduce_x = ((left_edge || right_edge) && !ScanForStationTiles(st->index, x, this->top, x, this->bottom));
		bool reduce_y = ((top_edge || bottom_edge) && !ScanForStationTiles(st->index, this->left, y, this->right, y));
		if (!(reduce_x || reduce_y)) break; // nothing to do (can't reduce)

		if (reduce_x) {
			/* reduce horizontally */
			if (left_edge) {
				/* move left edge right */
				this->left = x = x + 1;
			} else {
				/* move right edge left */
				this->right = x = x - 1;
			}
		}
		if (reduce_y) {
			/* reduce vertically */
			if (top_edge) {
				/* move top edge down */
				this->top = y = y + 1;
			} else {
				/* move bottom edge up */
				this->bottom = y = y - 1;
			}
		}

		if (left > right || top > bottom) {
			/* can't continue, if the remaining rectangle is empty */
			this->MakeEmpty();
			return true; // empty remaining rect
		}
	}
	return false; // non-empty remaining rect
}

bool StationRect::AfterRemoveRect(BaseStation *st, TileArea ta)
{
	assert(this->PtInExtendedRect(TileX(ta.tile), TileY(ta.tile)));
	assert(this->PtInExtendedRect(TileX(ta.tile) + ta.w - 1, TileY(ta.tile) + ta.h - 1));

	bool empty = this->AfterRemoveTile(st, ta.tile);
	if (ta.w != 1 || ta.h != 1) empty = empty || this->AfterRemoveTile(st, TILE_ADDXY(ta.tile, ta.w - 1, ta.h - 1));
	return empty;
}

StationRect& StationRect::operator = (const Rect &src)
{
	this->left = src.left;
	this->top = src.top;
	this->right = src.right;
	this->bottom = src.bottom;
	return *this;
}

/**
 * Calculates the maintenance cost of all airports of a company.
 * @param owner Company.
 * @return Total cost.
 */
Money AirportMaintenanceCost(Owner owner)
{
	Money total_cost = 0;

	const Station *st;
	FOR_ALL_STATIONS(st) {
		if (st->owner == owner && (st->facilities & FACIL_AIRPORT)) {
			total_cost += _price[PR_INFRASTRUCTURE_AIRPORT] * st->airport.GetSpec()->maintenance_cost;
		}
	}
	/* 3 bits fraction for the maintenance cost factor. */
	return total_cost >> 3;
}