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Location: cpp/openttd-patchpack/source/src/station.cpp
r7010:fd8e3ec6f727
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(svn r10266) -Codechange: keep track of the origin, time of travel and accumulated feeder share (transfers) of individual pieces of cargo. This means that cargo isn't thrown on a big pile when it's put in a station or unloaded at a station, however the GUI does not reflect these changes yet so you will not actually see it.
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/** @file station.cpp */
#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.
*/
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;
for (CargoID c = 0; c < NUM_CARGO; c++) {
goods[c].cargo.Truncate(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);
/* We use ZOOM_LVL_MAX here, as every viewport can have an other zoom,
* and there is no way for us to know which is the biggest. So make the
* biggest area dirty, and we are safe for sure. */
MarkAllViewportsDirty(
sign.left - 6,
sign.top,
sign.left + ScaleByZoom(sign.width_1 + 12, ZOOM_LVL_MAX),
sign.top + ScaleByZoom(12, ZOOM_LVL_MAX));
}
}
void Station::MarkTilesDirty(bool cargo_change) const
{
TileIndex tile = train_tile;
int w, h;
/* XXX No station is recorded as 0, not INVALID_TILE... */
if (tile == 0) 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 < 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()
{
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
* @return 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()
{
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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