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Location: cpp/openttd-patchpack/source/depot.c
r3478:523ece58cb16
2.6 KiB
text/x-c
(svn r4323) -Regression: Clear the slot assignments of all vehicles heading twoards a road stop if that road stop gets removed
This issue was fixed in r2210 and reintroduced in r4259 when the multistop handling was overhauled.
This issue was fixed in r2210 and reintroduced in r4259 when the multistop handling was overhauled.
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#include "stdafx.h"
#include "openttd.h"
#include "depot.h"
#include "functions.h"
#include "tile.h"
#include "map.h"
#include "table/strings.h"
#include "saveload.h"
#include "order.h"
enum {
/* Max depots: 64000 (8 * 8000) */
DEPOT_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
DEPOT_POOL_MAX_BLOCKS = 8000,
};
/**
* Called if a new block is added to the depot-pool
*/
static void DepotPoolNewBlock(uint start_item)
{
Depot *depot;
FOR_ALL_DEPOTS_FROM(depot, start_item)
depot->index = start_item++;
}
/* Initialize the town-pool */
MemoryPool _depot_pool = { "Depots", DEPOT_POOL_MAX_BLOCKS, DEPOT_POOL_BLOCK_SIZE_BITS, sizeof(Depot), &DepotPoolNewBlock, 0, 0, NULL };
/**
* Gets a depot from a tile
*
* @return Returns the depot if the tile had a depot, else it returns NULL
*/
Depot *GetDepotByTile(TileIndex tile)
{
Depot *depot;
FOR_ALL_DEPOTS(depot) {
if (depot->xy == tile)
return depot;
}
return NULL;
}
/**
* Allocate a new depot
*/
Depot *AllocateDepot(void)
{
Depot *depot;
FOR_ALL_DEPOTS(depot) {
if (!IsValidDepot(depot)) {
uint index = depot->index;
memset(depot, 0, sizeof(Depot));
depot->index = index;
return depot;
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_depot_pool))
return AllocateDepot();
return NULL;
}
/**
* Delete a depot
*/
void DoDeleteDepot(TileIndex tile)
{
Order order;
Depot *depot;
/* Get the depot */
depot = GetDepotByTile(tile);
/* Clear the tile */
DoClearSquare(tile);
/* Clear the depot */
depot->xy = 0;
/* Clear the depot from all order-lists */
order.type = OT_GOTO_DEPOT;
order.station = depot->index;
DeleteDestinationFromVehicleOrder(order);
/* Delete the depot-window */
DeleteWindowById(WC_VEHICLE_DEPOT, tile);
}
void InitializeDepot(void)
{
CleanPool(&_depot_pool);
AddBlockToPool(&_depot_pool);
}
static const SaveLoad _depot_desc[] = {
SLE_CONDVAR(Depot, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Depot, xy, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(Depot,town_index, SLE_UINT16),
SLE_END()
};
static void Save_DEPT(void)
{
Depot *depot;
FOR_ALL_DEPOTS(depot) {
if (IsValidDepot(depot)) {
SlSetArrayIndex(depot->index);
SlObject(depot, _depot_desc);
}
}
}
static void Load_DEPT(void)
{
int index;
while ((index = SlIterateArray()) != -1) {
Depot *depot;
if (!AddBlockIfNeeded(&_depot_pool, index))
error("Depots: failed loading savegame: too many depots");
depot = GetDepot(index);
SlObject(depot, _depot_desc);
}
}
const ChunkHandler _depot_chunk_handlers[] = {
{ 'DEPT', Save_DEPT, Load_DEPT, CH_ARRAY | CH_LAST},
};
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