Changeset - r14021:1aae6a0ffa3b
[Not reviewed]
master
0 3 0
rubidium - 14 years ago 2009-12-20 16:19:47
rubidium@openttd.org
(svn r18574) -Fix [FS#3392] (r18481): manually sending trains and RVs to depots didn't quite work
3 files changed with 14 insertions and 9 deletions:
0 comments (0 inline, 0 general)
src/roadveh_cmd.cpp
Show inline comments
 
@@ -352,26 +352,26 @@ CommandCost CmdSellRoadVeh(TileIndex til
 
	if (flags & DC_EXEC) {
 
		delete v;
 
	}
 

	
 
	return ret;
 
}
 

	
 
static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
 
{
 
	if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
 

	
 
	switch (_settings_game.pf.pathfinder_for_roadvehs) {
 
		case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, _settings_game.pf.npf.maximum_go_to_depot_penalty);
 
		case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, _settings_game.pf.yapf.maximum_go_to_depot_penalty);
 
		case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
 
		case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
 

	
 
		default: NOT_REACHED();
 
	}
 
}
 

	
 
bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
 
{
 
	FindDepotData rfdd = FindClosestRoadDepot(this, 0);
 
	if (rfdd.best_length == UINT_MAX) return false;
 

	
 
	if (location    != NULL) *location    = rfdd.tile;
 
	if (destination != NULL) *destination = GetDepotIndex(rfdd.tile);
src/ship_cmd.cpp
Show inline comments
 
@@ -88,30 +88,35 @@ SpriteID Ship::GetImage(Direction direct
 
	uint8 spritenum = this->spritenum;
 

	
 
	if (is_custom_sprite(spritenum)) {
 
		SpriteID sprite = GetCustomVehicleSprite(this, direction);
 
		if (sprite != 0) return sprite;
 

	
 
		spritenum = Engine::Get(this->engine_type)->original_image_index;
 
	}
 

	
 
	return _ship_sprites[spritenum] + direction;
 
}
 

	
 
static const Depot *FindClosestShipDepot(const Vehicle *v)
 
static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
 
{
 
	/* Find the closest depot */
 
	const Depot *depot;
 
	const Depot *best_depot = NULL;
 
	uint best_dist = UINT_MAX;
 
	/* If we don't have a maximum distance, i.e. distance = 0,
 
	 * we want to find any depot so the best distance of no
 
	 * depot must be more than any correct distance. On the
 
	 * other hand if we have set a maximum distance, any depot
 
	 * further away than max_distance can safely be ignored. */
 
	uint best_dist = max_distance == 0 ? UINT_MAX : max_distance + 1;
 

	
 
	FOR_ALL_DEPOTS(depot) {
 
		TileIndex tile = depot->xy;
 
		if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
 
			uint dist = DistanceManhattan(tile, v->tile);
 
			if (dist < best_dist) {
 
				best_dist = dist;
 
				best_depot = depot;
 
			}
 
		}
 
	}
 

	
 
@@ -125,27 +130,27 @@ static void CheckIfShipNeedsService(Vehi
 
		VehicleServiceInDepot(v);
 
		return;
 
	}
 

	
 
	uint max_distance;
 
	switch (_settings_game.pf.pathfinder_for_ships) {
 
		case VPF_OPF:  max_distance = 12; break;
 
		case VPF_NPF:  max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty  / NPF_TILE_LENGTH;  break;
 
		case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break;
 
		default: NOT_REACHED();
 
	}
 

	
 
	const Depot *depot = FindClosestShipDepot(v);
 
	const Depot *depot = FindClosestShipDepot(v, max_distance);
 

	
 
	if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > max_distance) {
 
	if (depot == NULL) {
 
		if (v->current_order.IsType(OT_GOTO_DEPOT)) {
 
			v->current_order.MakeDummy();
 
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 
		}
 
		return;
 
	}
 

	
 
	v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
 
	v->dest_tile = depot->xy;
 
	SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 
}
 

	
 
@@ -715,25 +720,25 @@ CommandCost CmdSellShip(TileIndex tile, 
 

	
 
	CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
 

	
 
	if (flags & DC_EXEC) {
 
		delete v;
 
	}
 

	
 
	return ret;
 
}
 

	
 
bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
 
{
 
	const Depot *depot = FindClosestShipDepot(this);
 
	const Depot *depot = FindClosestShipDepot(this, 0);
 

	
 
	if (depot == NULL) return false;
 

	
 
	if (location    != NULL) *location    = depot->xy;
 
	if (destination != NULL) *destination = depot->index;
 

	
 
	return true;
 
}
 

	
 
/** Send a ship to the depot.
 
 * @param tile unused
 
 * @param flags type of operation
src/train_cmd.cpp
Show inline comments
 
@@ -2098,26 +2098,26 @@ CommandCost CmdRefitRailVehicle(TileInde
 
/** returns the tile of a depot to goto to. The given vehicle must not be
 
 * crashed! */
 
static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
 
{
 
	assert(!(v->vehstatus & VS_CRASHED));
 

	
 
	if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
 

	
 
	PBSTileInfo origin = FollowTrainReservation(v);
 
	if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
 

	
 
	switch (_settings_game.pf.pathfinder_for_trains) {
 
		case VPF_NPF: return NPFTrainFindNearestDepot(v, _settings_game.pf.npf.maximum_go_to_depot_penalty);
 
		case VPF_YAPF: return YapfTrainFindNearestDepot(v, _settings_game.pf.yapf.maximum_go_to_depot_penalty);
 
		case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
 
		case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
 

	
 
		default: NOT_REACHED();
 
	}
 
}
 

	
 
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
 
{
 
	FindDepotData tfdd = FindClosestTrainDepot(this, 0);
 
	if (tfdd.best_length == UINT_MAX) return false;
 

	
 
	if (location    != NULL) *location    = tfdd.tile;
 
	if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
0 comments (0 inline, 0 general)