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@ -1124,27 +1124,24 @@ static bool AddNearbyStation(TileIndex tile, void *user_data)
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* @param distant_join Search for adjacent stations (false) or stations fully
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* within station spread
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**/
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static const Station *FindStationsNearby(TileIndex tile, int w, int h, bool distant_join)
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static const Station *FindStationsNearby(TileArea ta, bool distant_join)
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{
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TileArea ctx;
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ctx.tile = tile;
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ctx.w = w;
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ctx.h = h;
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TileArea ctx = ta;
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_stations_nearby_list.Clear();
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_deleted_stations_nearby.Clear();
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/* Check the inside, to return, if we sit on another station */
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BEGIN_TILE_LOOP(t, w, h, tile)
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BEGIN_TILE_LOOP(t, ta.w, ta.h, ta.tile)
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if (t < MapSize() && IsTileType(t, MP_STATION) && Station::IsValidID(GetStationIndex(t))) return Station::GetByTile(t);
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END_TILE_LOOP(t, w, h, tile)
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END_TILE_LOOP(t, ta.w, ta.h, ta.tile)
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/* Look for deleted stations */
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const BaseStation *st;
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FOR_ALL_BASE_STATIONS(st) {
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if (Station::IsExpected(st) && !st->IsInUse() && st->owner == _local_company) {
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/* Include only within station spread (yes, it is strictly less than) */
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if (max(DistanceMax(tile, st->xy), DistanceMax(TILE_ADDXY(tile, w - 1, h - 1), st->xy)) < _settings_game.station.station_spread) {
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if (max(DistanceMax(ta.tile, st->xy), DistanceMax(TILE_ADDXY(ta.tile, ta.w - 1, ta.h - 1), st->xy)) < _settings_game.station.station_spread) {
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TileAndStation *ts = _deleted_stations_nearby.Append();
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ts->tile = st->xy;
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ts->station = st->index;
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@ -1161,11 +1158,11 @@ static const Station *FindStationsNearby(TileIndex tile, int w, int h, bool dist
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/* Only search tiles where we have a chance to stay within the station spread.
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* The complete check needs to be done in the callback as we don't know the
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* extent of the found station, yet. */
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if (distant_join && min(w, h) >= _settings_game.station.station_spread) return NULL;
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uint max_dist = distant_join ? _settings_game.station.station_spread - min(w, h) : 1;
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if (distant_join && min(ta.w, ta.h) >= _settings_game.station.station_spread) return NULL;
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uint max_dist = distant_join ? _settings_game.station.station_spread - min(ta.w, ta.h) : 1;
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tile = TILE_ADD(ctx.tile, TileOffsByDir(DIR_N));
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CircularTileSearch(&tile, max_dist, w, h, AddNearbyStation, &ctx);
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TileIndex tile = TILE_ADD(ctx.tile, TileOffsByDir(DIR_N));
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CircularTileSearch(&tile, max_dist, ta.w, ta.h, AddNearbyStation, &ctx);
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return NULL;
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}
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@ -1203,21 +1200,17 @@ static const NWidgetPart _nested_select_station_widgets[] = {
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struct SelectStationWindow : Window {
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CommandContainer select_station_cmd; ///< Command to build new station
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TileIndex tile; ///< Base tile of new station
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int size_x; ///< Size in x direction of new station
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int size_y; ///< Size in y direction of new station
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TileArea area; ///< Location of new station
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SelectStationWindow(const WindowDesc *desc, CommandContainer cmd, int w, int h) :
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SelectStationWindow(const WindowDesc *desc, CommandContainer cmd, TileArea ta) :
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Window(desc, 0),
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select_station_cmd(cmd),
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tile(cmd.tile),
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size_x(w),
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size_y(h)
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area(ta)
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{
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this->vscroll.cap = 6;
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this->resize.step_height = 10;
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FindStationsNearby(this->tile, this->size_x, this->size_y, true);
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FindStationsNearby(this->area, true);
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this->FindWindowPlacementAndResize(desc);
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}
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@ -1281,7 +1274,7 @@ struct SelectStationWindow : Window {
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virtual void OnInvalidateData(int data)
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{
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FindStationsNearby(this->tile, this->size_x, this->size_y, true);
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FindStationsNearby(this->area, true);
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this->SetDirty();
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}
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};
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@ -1301,7 +1294,7 @@ static const WindowDesc _select_station_desc(
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* @param h Height of the to-be-built station
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* @return whether we need to show the station selection window.
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*/
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static bool StationJoinerNeeded(CommandContainer cmd, int w, int h)
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static bool StationJoinerNeeded(CommandContainer cmd, TileArea ta)
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{
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/* Only show selection if distant join is enabled in the settings */
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if (!_settings_game.station.distant_join_stations) return false;
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@ -1326,7 +1319,7 @@ static bool StationJoinerNeeded(CommandContainer cmd, int w, int h)
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/* Test for adjacent station or station below selection.
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* If adjacent-stations is disabled and we are building next to a station, do not show the selection window.
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* but join the other station immediatelly. */
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const Station *st = FindStationsNearby(cmd.tile, w, h, false);
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const Station *st = FindStationsNearby(ta, false);
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return st == NULL && (_settings_game.station.adjacent_stations || _stations_nearby_list.Length() == 0);
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}
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@ -1336,12 +1329,12 @@ static bool StationJoinerNeeded(CommandContainer cmd, int w, int h)
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* @param w Width of the to-be-built station
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* @param h Height of the to-be-built station
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*/
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void ShowSelectStationIfNeeded(CommandContainer cmd, int w, int h)
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void ShowSelectStationIfNeeded(CommandContainer cmd, TileArea ta)
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{
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if (StationJoinerNeeded(cmd, w, h)) {
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if (StationJoinerNeeded(cmd, ta)) {
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if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace();
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if (BringWindowToFrontById(WC_SELECT_STATION, 0)) return;
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new SelectStationWindow(&_select_station_desc, cmd, w, h);
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new SelectStationWindow(&_select_station_desc, cmd, ta);
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} else {
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DoCommandP(&cmd);
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}
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