mirror of https://github.com/OpenTTD/OpenTTD.git
(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
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eebb2f196d
commit
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@ -33,6 +33,50 @@ static const SpriteID _aircraft_sprite[] = {
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0x0EBD, 0x0EC5
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0x0EBD, 0x0EC5
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};
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};
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// use this to find the nearest hangar to v
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// bit 16 is set in the return value if the player do not have any airports with a hangar (like helipads only)
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static uint32 FindNearestHangar(Vehicle *v)
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{
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/* TODO add a check to see if the aircraft can land at the airport */
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Station *st;
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uint32 temp_distance, distance = 65000;
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uint16 index_to_target = 0;
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FOR_ALL_STATIONS(st) {
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if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
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if (GetAirport(st->airport_type)->terminals != NULL) {
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TileIndex airport_tile = st->airport_tile;
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temp_distance = abs((v->x_pos >> 4) - TileX(airport_tile)) + abs((v->y_pos >> 4) - TileY(airport_tile));
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if (temp_distance < distance) {
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distance = temp_distance;
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index_to_target = st->index;
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}
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}
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}
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}
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if (distance == 65000)
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SETBIT(index_to_target, 16);
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return index_to_target;
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}
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// returns true if vehicle v have an airport in the schedule, that has a hangar
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static bool HaveHangarInOrderList(Vehicle *v)
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{
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const Order *order;
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FOR_VEHICLE_ORDERS(v, order) {
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const Station *st = GetStation(order->station);
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if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
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// If an airport doesn't have terminals (so no landing space for airports),
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// it surely doesn't have any hangars
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if (GetAirport(st->airport_type)->terminals != NULL)
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return true;
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}
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}
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return false;
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}
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int GetAircraftImage(Vehicle *v, byte direction)
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int GetAircraftImage(Vehicle *v, byte direction)
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{
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{
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int spritenum = v->spritenum;
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int spritenum = v->spritenum;
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@ -360,10 +404,11 @@ int32 CmdSendAircraftToHangar(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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{
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Vehicle *v;
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Vehicle *v;
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Station *st;
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Station *st;
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uint16 next_airport_index;
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v = GetVehicle(p1);
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v = GetVehicle(p1);
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if (p2 != 0) v->set_for_replacement = true; //now all clients knows that the vehicle wants to be replaced
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if (HASBIT(p2, 16)) v->set_for_replacement = true; //now all clients knows that the vehicle wants to be replaced
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if (!CheckOwnership(v->owner))
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if (!CheckOwnership(v->owner))
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return CMD_ERROR;
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return CMD_ERROR;
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@ -376,7 +421,8 @@ int32 CmdSendAircraftToHangar(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
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}
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}
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} else {
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} else {
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st = GetStation(v->u.air.targetairport);
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next_airport_index = (HASBIT(p2, 17)) ? (int16)p2 : v->u.air.targetairport;
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st = GetStation(next_airport_index);
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// If an airport doesn't have terminals (so no landing space for airports),
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// If an airport doesn't have terminals (so no landing space for airports),
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// it surely doesn't have any hangars
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// it surely doesn't have any hangars
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if (st->xy == 0 || st->airport_tile == 0 || GetAirport(st->airport_type)->terminals == NULL)
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if (st->xy == 0 || st->airport_tile == 0 || GetAirport(st->airport_type)->terminals == NULL)
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@ -384,9 +430,13 @@ int32 CmdSendAircraftToHangar(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (flags & DC_EXEC) {
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if (flags & DC_EXEC) {
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v->current_order.type = OT_GOTO_DEPOT;
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v->current_order.type = OT_GOTO_DEPOT;
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v->current_order.flags = p2 == 0 ? OF_NON_STOP | OF_FULL_LOAD : 0;
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v->current_order.flags = v->set_for_replacement ? 0 : OF_NON_STOP | OF_FULL_LOAD;
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v->current_order.station = v->u.air.targetairport;
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v->current_order.station = next_airport_index;
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
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if (HASBIT(p2, 17)) {
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AircraftNextAirportPos_and_Order(v);
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v->u.air.targetairport = next_airport_index;
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}
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}
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}
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}
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}
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@ -1439,11 +1489,42 @@ static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *
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AircraftNextAirportPos_and_Order(v);
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AircraftNextAirportPos_and_Order(v);
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// check if the aircraft needs to be replaced or renewed and send it to a hangar if needed
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// check if the aircraft needs to be replaced or renewed and send it to a hangar if needed
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if (v->current_order.type != OT_GOTO_DEPOT && ((v->owner == _local_player && _autoreplace_array[v->engine_type] != v->engine_type) ||
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if (v->current_order.type != OT_GOTO_DEPOT && v->owner == _local_player) {
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(v->owner == _local_player && _patches.autorenew && v->age - v->max_age > (_patches.autorenew_months * 30)))) {
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// only the vehicle owner needs to calculate the rest (locally)
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_current_player = _local_player;
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if ((_autoreplace_array[v->engine_type] != v->engine_type) ||
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DoCommandP(v->tile, v->index, 1, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR);
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(_patches.autorenew && v->age - v->max_age > (_patches.autorenew_months * 30))) {
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_current_player = OWNER_NONE;
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if (v->set_for_replacement) {
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Station *st = GetStation(v->u.air.targetairport);
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// If an airport doesn't have terminals (so no landing space for airports),
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// it surely doesn't have any hangars
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if (st->xy == 0 || st->airport_tile == 0 || GetAirport(st->airport_type)->terminals == NULL)
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return;
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/* this is not the airport, where the helicopter will be replaced
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No need to make everybody check this, since it would be a waste of bandwidth */
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}
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{
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bool has_hangar = HaveHangarInOrderList(v); // this info is needed twice, but we only want to loop the orders once ;)
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uint32 next_airport = 0;
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if (!has_hangar) {
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// the helicopter needs help to find a hangar since there are none in the schedule
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SETBIT(next_airport, 17);
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next_airport |= FindNearestHangar(v);
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if (HASBIT(next_airport, 16)) {
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/* when shared airports are allowed, a check for a rentable hangar should be added here */
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/* TODO: tell the player that he needs a hangar */
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v->set_for_replacement = false; //needed so it will check again later when the player might have build a hangar
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return; // player do not own any hangars
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}
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}
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SETBIT(next_airport, 16);
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_current_player = _local_player;
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DoCommandP(v->tile, v->index, next_airport, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR);
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_current_player = OWNER_NONE;
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}
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}
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}
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}
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}
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}
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