(svn r1698) - Feature [autoreplace] helicopters will now go to the nearest hangar if they are set to autoreplace and don't have any airport with a hangar in

schedule
This commit is contained in:
bjarni 2005-01-27 15:43:44 +00:00
parent eebb2f196d
commit 14f0cb2704
1 changed files with 90 additions and 9 deletions

View File

@ -33,6 +33,50 @@ static const SpriteID _aircraft_sprite[] = {
0x0EBD, 0x0EC5
};
// use this to find the nearest hangar to v
// bit 16 is set in the return value if the player do not have any airports with a hangar (like helipads only)
static uint32 FindNearestHangar(Vehicle *v)
{
/* TODO add a check to see if the aircraft can land at the airport */
Station *st;
uint32 temp_distance, distance = 65000;
uint16 index_to_target = 0;
FOR_ALL_STATIONS(st) {
if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
if (GetAirport(st->airport_type)->terminals != NULL) {
TileIndex airport_tile = st->airport_tile;
temp_distance = abs((v->x_pos >> 4) - TileX(airport_tile)) + abs((v->y_pos >> 4) - TileY(airport_tile));
if (temp_distance < distance) {
distance = temp_distance;
index_to_target = st->index;
}
}
}
}
if (distance == 65000)
SETBIT(index_to_target, 16);
return index_to_target;
}
// returns true if vehicle v have an airport in the schedule, that has a hangar
static bool HaveHangarInOrderList(Vehicle *v)
{
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
const Station *st = GetStation(order->station);
if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
// If an airport doesn't have terminals (so no landing space for airports),
// it surely doesn't have any hangars
if (GetAirport(st->airport_type)->terminals != NULL)
return true;
}
}
return false;
}
int GetAircraftImage(Vehicle *v, byte direction)
{
int spritenum = v->spritenum;
@ -360,10 +404,11 @@ int32 CmdSendAircraftToHangar(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
Station *st;
uint16 next_airport_index;
v = GetVehicle(p1);
if (p2 != 0) v->set_for_replacement = true; //now all clients knows that the vehicle wants to be replaced
if (HASBIT(p2, 16)) v->set_for_replacement = true; //now all clients knows that the vehicle wants to be replaced
if (!CheckOwnership(v->owner))
return CMD_ERROR;
@ -376,7 +421,8 @@ int32 CmdSendAircraftToHangar(int x, int y, uint32 flags, uint32 p1, uint32 p2)
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
} else {
st = GetStation(v->u.air.targetairport);
next_airport_index = (HASBIT(p2, 17)) ? (int16)p2 : v->u.air.targetairport;
st = GetStation(next_airport_index);
// If an airport doesn't have terminals (so no landing space for airports),
// it surely doesn't have any hangars
if (st->xy == 0 || st->airport_tile == 0 || GetAirport(st->airport_type)->terminals == NULL)
@ -384,9 +430,13 @@ int32 CmdSendAircraftToHangar(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = p2 == 0 ? OF_NON_STOP | OF_FULL_LOAD : 0;
v->current_order.station = v->u.air.targetairport;
v->current_order.flags = v->set_for_replacement ? 0 : OF_NON_STOP | OF_FULL_LOAD;
v->current_order.station = next_airport_index;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
if (HASBIT(p2, 17)) {
AircraftNextAirportPos_and_Order(v);
v->u.air.targetairport = next_airport_index;
}
}
}
@ -1439,11 +1489,42 @@ static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *
AircraftNextAirportPos_and_Order(v);
// check if the aircraft needs to be replaced or renewed and send it to a hangar if needed
if (v->current_order.type != OT_GOTO_DEPOT && ((v->owner == _local_player && _autoreplace_array[v->engine_type] != v->engine_type) ||
(v->owner == _local_player && _patches.autorenew && v->age - v->max_age > (_patches.autorenew_months * 30)))) {
_current_player = _local_player;
DoCommandP(v->tile, v->index, 1, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR);
_current_player = OWNER_NONE;
if (v->current_order.type != OT_GOTO_DEPOT && v->owner == _local_player) {
// only the vehicle owner needs to calculate the rest (locally)
if ((_autoreplace_array[v->engine_type] != v->engine_type) ||
(_patches.autorenew && v->age - v->max_age > (_patches.autorenew_months * 30))) {
if (v->set_for_replacement) {
Station *st = GetStation(v->u.air.targetairport);
// If an airport doesn't have terminals (so no landing space for airports),
// it surely doesn't have any hangars
if (st->xy == 0 || st->airport_tile == 0 || GetAirport(st->airport_type)->terminals == NULL)
return;
/* this is not the airport, where the helicopter will be replaced
No need to make everybody check this, since it would be a waste of bandwidth */
}
{
bool has_hangar = HaveHangarInOrderList(v); // this info is needed twice, but we only want to loop the orders once ;)
uint32 next_airport = 0;
if (!has_hangar) {
// the helicopter needs help to find a hangar since there are none in the schedule
SETBIT(next_airport, 17);
next_airport |= FindNearestHangar(v);
if (HASBIT(next_airport, 16)) {
/* when shared airports are allowed, a check for a rentable hangar should be added here */
/* TODO: tell the player that he needs a hangar */
v->set_for_replacement = false; //needed so it will check again later when the player might have build a hangar
return; // player do not own any hangars
}
}
SETBIT(next_airport, 16);
_current_player = _local_player;
DoCommandP(v->tile, v->index, next_airport, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR);
_current_player = OWNER_NONE;
}
}
}
}