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Location: cpp/openttd-patchpack/source/src/station.cpp
r6071:3dcae6ddc2c7
13.3 KiB
text/x-c
(svn r8802) -Fix
-Fix: When inserting an order for a ship while checking the distance between the new order and the order it is inserted after adhere the order types to determine the correct type of destination (i.e. station or depot)
Also do a better job in determining the preceding order
NOTE: 0.5 candidate
-Fix: When inserting an order for a ship while checking the distance between the new order and the order it is inserted after adhere the order types to determine the correct type of destination (i.e. station or depot)
Also do a better job in determining the preceding order
NOTE: 0.5 candidate
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/** @file station_cmd.c */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "debug.h"
#include "functions.h"
#include "station_map.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "station.h"
#include "gfx.h"
#include "window.h"
#include "viewport.h"
#include "command.h"
#include "town.h"
#include "vehicle.h"
#include "news.h"
#include "saveload.h"
#include "economy.h"
#include "player.h"
#include "airport.h"
#include "sprite.h"
#include "depot.h"
#include "train.h"
#include "water_map.h"
#include "industry_map.h"
#include "newgrf_callbacks.h"
#include "newgrf_station.h"
#include "yapf/yapf.h"
#include "date.h"
#include "helpers.hpp"
Station::Station(TileIndex tile)
{
DEBUG(station, cDebugCtorLevel, "I+%3d", index);
xy = tile;
airport_tile = dock_tile = train_tile = 0;
bus_stops = truck_stops = NULL;
had_vehicle_of_type = 0;
time_since_load = 255;
time_since_unload = 255;
delete_ctr = 0;
facilities = 0;
last_vehicle_type = VEH_Invalid;
random_bits = 0; // Random() must be called when station is really built (DC_EXEC)
waiting_triggers = 0;
}
/**
* Clean up a station by clearing vehicle orders and invalidating windows.
* 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.
* @param st Station to be deleted
*/
Station::~Station()
{
DEBUG(station, cDebugCtorLevel, "I-%3d", index);
DeleteName(string_id);
MarkDirty();
RebuildStationLists();
InvalidateWindowClasses(WC_STATION_LIST);
DeleteWindowById(WC_STATION_VIEW, index);
/* Now delete all orders that go to the station */
RemoveOrderFromAllVehicles(OT_GOTO_STATION, index);
/* Subsidies need removal as well */
DeleteSubsidyWithStation(index);
free(speclist);
xy = 0;
}
void* Station::operator new(size_t size)
{
Station *st = AllocateRaw();
return st;
}
void* Station::operator new(size_t size, int st_idx)
{
if (!AddBlockIfNeeded(&_Station_pool, st_idx))
error("Stations: failed loading savegame: too many stations");
Station *st = GetStation(st_idx);
return st;
}
void Station::operator delete(void *p)
{
}
void Station::operator delete(void *p, int st_idx)
{
}
/** 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(byte new_facility_bit, TileIndex facil_xy)
{
if (facilities == 0) {
xy = facil_xy;
random_bits = Random();
}
facilities |= new_facility_bit;
owner = _current_player;
build_date = _date;
}
void Station::MarkDirty() const
{
if (sign.width_1 != 0) {
InvalidateWindowWidget(WC_STATION_VIEW, index, 1);
MarkAllViewportsDirty(
sign.left - 6,
sign.top,
sign.left + (sign.width_1 << 2) + 12,
sign.top + 48);
}
}
void Station::MarkTilesDirty() const
{
TileIndex tile = train_tile;
int w, h;
/* XXX No station is recorded as 0, not INVALID_TILE... */
if (tile == 0) return;
for (h = 0; h < trainst_h; h++) {
for (w = 0; w < trainst_w; w++) {
if (TileBelongsToRailStation(tile)) {
MarkTileDirtyByTile(tile);
}
tile += TileDiffXY(1, 0);
}
tile += TileDiffXY(-w, 1);
}
}
bool Station::TileBelongsToRailStation(TileIndex tile) const
{
return IsTileType(tile, MP_STATION) && GetStationIndex(tile) == index && IsRailwayStation(tile);
}
/*static*/ Station *Station::AllocateRaw(void)
{
Station *st = NULL;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* TODO - This is just a temporary stage, this will be removed. */
for (st = GetStation(0); st != NULL; st = (st->index + 1U < GetStationPoolSize()) ? GetStation(st->index + 1U) : NULL) {
if (!st->IsValid()) {
StationID index = st->index;
memset(st, 0, sizeof(Station));
st->index = index;
return st;
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_Station_pool)) return AllocateRaw();
_error_message = STR_3008_TOO_MANY_STATIONS_LOADING;
return NULL;
}
/** Obtain the length of a platform
* @pre tile must be a railway station tile
* @param tile A tile that contains the platform in question
* @returns The length of the platform
*/
uint Station::GetPlatformLength(TileIndex tile) const
{
TileIndex t;
TileIndexDiff delta;
uint len = 0;
assert(TileBelongsToRailStation(tile));
delta = (GetRailStationAxis(tile) == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
t = tile;
do {
t -= delta;
len++;
} while (IsCompatibleTrainStationTile(t, tile));
t = tile;
do {
t += delta;
len++;
} while (IsCompatibleTrainStationTile(t, tile));
return len - 1;
}
/** Determines the REMAINING length of a platform, starting at (and including)
* the given tile.
* @param tile the tile from which to start searching. Must be a railway station tile
* @param dir The direction in which to search.
* @return The platform length
*/
uint Station::GetPlatformLength(TileIndex tile, DiagDirection dir) const
{
TileIndex start_tile = tile;
uint length = 0;
assert(IsRailwayStationTile(tile));
assert(dir < DIAGDIR_END);
do {
length ++;
tile += TileOffsByDiagDir(dir);
} while (IsCompatibleTrainStationTile(tile, start_tile));
return length;
}
/** Determines whether a station is a buoy only.
* @todo Ditch this encoding of buoys
*/
bool Station::IsBuoy() const
{
return (had_vehicle_of_type & HVOT_BUOY) != 0;
}
/** Determines whether a station exists
* @todo replace 0 by INVALID_TILE
*/
bool Station::IsValid() const
{
return xy != 0;
}
/************************************************************************/
/* StationRect implementation */
/************************************************************************/
StationRect::StationRect()
{
MakeEmpty();
}
void StationRect::MakeEmpty()
{
left = top = right = 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 maxmium 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 (left - distance <= x && x <= right + distance && top - distance <= y && y <= bottom + distance);
}
bool StationRect::IsEmpty() const
{
return (left == 0 || left > right || top > bottom);
}
bool StationRect::BeforeAddTile(TileIndex tile, StationRectMode mode)
{
int x = TileX(tile);
int y = TileY(tile);
if (IsEmpty()) {
/* we are adding the first station tile */
left = right = x;
top = bottom = y;
} else if (!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, left), min(y, top), max(x, right), max(y, 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 > _patches.station_spread || h > _patches.station_spread)) {
assert(mode != ADD_TRY);
_error_message = STR_306C_STATION_TOO_SPREAD_OUT;
return false;
}
/* 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 true;
}
bool StationRect::BeforeAddRect(TileIndex tile, int w, int h, StationRectMode mode)
{
return BeforeAddTile(tile, mode) && BeforeAddTile(TILE_ADDXY(tile, w - 1, h - 1), mode);
}
/*static*/ bool StationRect::ScanForStationTiles(StationID st_id, int left_a, int top_a, int right_a, int bottom_a)
{
TileIndex top_left = TileXY(left_a, top_a);
int width = right_a - left_a + 1;
int height = bottom_a - top_a + 1;
BEGIN_TILE_LOOP(tile, width, height, top_left)
if (IsTileType(tile, MP_STATION) && GetStationIndex(tile) == st_id) return true;
END_TILE_LOOP(tile, width, height, top_left);
return false;
}
bool StationRect::AfterRemoveTile(Station *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 == left);
bool right_edge = (x == right);
bool top_edge = (y == top);
bool bottom_edge = (y == bottom);
/* can we reduce the rect in either direction? */
bool reduce_x = ((left_edge || right_edge) && !ScanForStationTiles(st->index, x, top, x, bottom));
bool reduce_y = ((top_edge || bottom_edge) && !ScanForStationTiles(st->index, left, y, 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 */
left = x = x + 1;
} else {
/* move right edge left */
right = x = x - 1;
}
}
if (reduce_y) {
/* reduce vertically */
if (top_edge) {
/* move top edge down */
top = y = y + 1;
} else {
/* move bottom edge up */
bottom = y = y - 1;
}
}
if (left > right || top > bottom) {
/* can't continue, if the remaining rectangle is empty */
MakeEmpty();
return true; // empty remaining rect
}
}
return false; // non-empty remaining rect
}
bool StationRect::AfterRemoveRect(Station *st, TileIndex tile, int w, int h)
{
assert(PtInExtendedRect(TileX(tile), TileY(tile)));
assert(PtInExtendedRect(TileX(tile) + w - 1, TileY(tile) + h - 1));
bool empty = AfterRemoveTile(st, tile);
if (w != 1 || h != 1) empty = empty || AfterRemoveTile(st, TILE_ADDXY(tile, w - 1, h - 1));
return empty;
}
StationRect& StationRect::operator = (Rect src)
{
left = src.left;
top = src.top;
right = src.right;
bottom = src.bottom;
return *this;
}
/************************************************************************/
/* RoadStop implementation */
/************************************************************************/
/** Allocates a new RoadStop onto the pool, or recycles an unsed one
* @return a pointer to the new roadstop
*/
void *RoadStop::operator new(size_t size)
{
RoadStop *rs = AllocateRaw();
return rs;
}
/** Gets a RoadStop with a given index and allocates it when needed
* @return a pointer to the roadstop
*/
void *RoadStop::operator new(size_t size, int index)
{
if (!AddBlockIfNeeded(&_RoadStop_pool, index)) {
error("RoadStops: failed loading savegame: too many RoadStops");
}
RoadStop *rs = GetRoadStop(index);
return rs;
}
void RoadStop::operator delete(void *p)
{
}
void RoadStop::operator delete(void *p, int index)
{
}
/** Initializes a RoadStop */
RoadStop::RoadStop(TileIndex tile) :
xy(tile),
status(3), // stop is free
num_vehicles(0),
next(NULL)
{
DEBUG(ms, cDebugCtorLevel, "I+ at %d[0x%x]", tile, tile);
}
/** De-Initializes a RoadStops. This includes clearing all slots that vehicles might
* have and unlinks it from the linked list of road stops at the given station
*/
RoadStop::~RoadStop()
{
/* Clear the slot assignment of all vehicles heading for this road stop */
if (num_vehicles != 0) {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Road && v->u.road.slot == this) ClearSlot(v);
}
}
assert(num_vehicles == 0);
DEBUG(ms, cDebugCtorLevel , "I- at %d[0x%x]", xy, xy);
xy = INVALID_TILE;
}
/** Low-level function for allocating a RoadStop on the pool */
RoadStop *RoadStop::AllocateRaw( void )
{
RoadStop *rs;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* TODO - This is just a temporary stage, this will be removed. */
for (rs = GetRoadStop(0); rs != NULL; rs = (rs->index + 1U < GetRoadStopPoolSize()) ? GetRoadStop(rs->index + 1U) : NULL) {
if (!rs->IsValid()) {
RoadStopID index = rs->index;
memset(rs, 0, sizeof(*rs));
rs->index = index;
return rs;
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_RoadStop_pool)) return AllocateRaw();
return NULL;
}
/** Determines whether a RoadStop is a valid (i.e. existing) one */
bool RoadStop::IsValid() const
{
return xy != INVALID_TILE;
}
/** Checks whether there is a free bay in this road stop */
bool RoadStop::HasFreeBay() const
{
return GB(status, 0, MAX_BAY_COUNT) != 0;
}
/** Checks whether the given bay is free in this road stop */
bool RoadStop::IsFreeBay(uint nr) const
{
assert(nr < MAX_BAY_COUNT);
return HASBIT(status, nr);
}
/**
* Allocates a bay
* @return the allocated bay number
* @pre this->HasFreeBay()
*/
uint RoadStop::AllocateBay()
{
assert(HasFreeBay());
/* Find the first free bay. If the bit is set, the bay is free. */
uint bay_nr = 0;
while (!HASBIT(status, bay_nr)) bay_nr++;
CLRBIT(status, bay_nr);
return bay_nr;
}
/**
* Allocates a bay in a drive-through road stop
* @param nr the number of the bay to allocate
*/
void RoadStop::AllocateDriveThroughBay(uint nr)
{
assert(nr < MAX_BAY_COUNT);
CLRBIT(status, nr);
}
/**
* Frees the given bay
* @param nr the number of the bay to free
*/
void RoadStop::FreeBay(uint nr)
{
assert(nr < MAX_BAY_COUNT);
SETBIT(status, nr);
}
/** Checks whether the entrance of the road stop is occupied by a vehicle */
bool RoadStop::IsEntranceBusy() const
{
return HASBIT(status, 7);
}
/** Makes an entrance occupied or free */
void RoadStop::SetEntranceBusy(bool busy)
{
SB(status, 7, 1, busy);
}
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