/* $Id$ */ /** @file station_cmd.c */ #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. * @param st Station to be deleted */ 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; } 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); MarkAllViewportsDirty( sign.left - 6, sign.top, sign.left + (sign.width_1 << 2) + 12, sign.top + 48); } } void Station::MarkTilesDirty() const { TileIndex tile = train_tile; int w, h; /* XXX No station is recorded as 0, not INVALID_TILE... */ if (tile == 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(void) { 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 (!IsValidStation(st)) { 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; } /** Determines whether a station is a buoy only. * @todo Ditch this encoding of buoys */ bool Station::IsBuoy() const { return (this->had_vehicle_of_type & HVOT_BUOY) != 0; } /************************************************************************/ /* StationRect implementation */ /************************************************************************/ StationRect::StationRect() { MakeEmpty(); } void StationRect::MakeEmpty() { left = top = right = bottom = 0; } bool StationRect::PtInRectXY(int x, int y) const { return (left <= x && x <= right && top <= y && y <= bottom); } 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 (!PtInRectXY(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(PtInRectXY(TileX(tile), TileY(tile))); assert(PtInRectXY(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( void ) { 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; }