From 14f0cb27045ee750b8210f90fcf4f72e7dd0c0ed Mon Sep 17 00:00:00 2001 From: bjarni Date: Thu, 27 Jan 2005 15:43:44 +0000 Subject: [PATCH] (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 --- aircraft_cmd.c | 99 +++++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 90 insertions(+), 9 deletions(-) diff --git a/aircraft_cmd.c b/aircraft_cmd.c index ce4ee322bf..66314f350f 100644 --- a/aircraft_cmd.c +++ b/aircraft_cmd.c @@ -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; + } + } } }