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authorbjarni <bjarni@openttd.org>2005-01-27 15:43:44 +0000
committerbjarni <bjarni@openttd.org>2005-01-27 15:43:44 +0000
commite7e26a9db0386e40f1c4b7490d01b0d9c30de4a3 (patch)
tree5e2a4c93645eefa326591335de2ad21ba2efb784
parentbbde9225f4ff800c0f5e4324050b690119e65b31 (diff)
downloadopenttd-e7e26a9db0386e40f1c4b7490d01b0d9c30de4a3.tar.xz
(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
-rw-r--r--aircraft_cmd.c99
1 files changed, 90 insertions, 9 deletions
diff --git a/aircraft_cmd.c b/aircraft_cmd.c
index ce4ee322b..66314f350 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;
+ }
+ }
}
}