(svn r12578) -Codechange: merge the aircrafts ProcessOrder too into the 'unified' ProcessOrder.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 16 years ago
parent 65fedf0cfb
commit 5eb5889954

@ -126,6 +126,7 @@ struct Aircraft : public Vehicle {
bool IsInDepot() const { return (this->vehstatus & VS_HIDDEN) != 0 && IsHangarTile(this->tile); }
void Tick();
void OnNewDay();
TileIndex GetOrderStationLocation(StationID station);
};
#endif /* AIRCRAFT_H */

@ -1361,74 +1361,48 @@ static void HandleAircraftSmoke(Vehicle *v)
}
}
static void ProcessAircraftOrder(Vehicle *v)
{
switch (v->current_order.type) {
case OT_GOTO_DEPOT:
if (!(v->current_order.flags & OFB_PART_OF_ORDERS)) return;
if (v->current_order.flags & OFB_SERVICE_IF_NEEDED &&
!VehicleNeedsService(v)) {
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
}
break;
case OT_LOADING: return;
default: break;
}
if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;
const Order *order = GetVehicleOrder(v, v->cur_order_index);
if (order == NULL|| (order->type == OT_DUMMY && !CheckForValidOrders(v))) {
/*
* We do not have an order. This can be divided into two cases:
* 1) we are heading to an invalid station. In this case we must
* find another airport to go to. If there is nowhere to go,
* we will destroy the aircraft as it otherwise will enter
* the holding pattern for the first airport, which can cause
* the plane to go into an undefined state when building an
* airport with the same StationID.
* 2) we are (still) heading to a (still) valid airport, then we
* can continue going there. This can happen when you are
* changing the aircraft's orders while in-flight or in for
* example a depot. However, when we have a current order to
* go to a depot, we have to keep that order so the aircraft
* actually stops.
*/
const Station *st = GetStation(v->u.air.targetairport);
if (!st->IsValid() || st->airport_tile == 0) {
CommandCost ret;
PlayerID old_player = _current_player;
void HandleMissingAircraftOrders(Vehicle *v)
{
/*
* We do not have an order. This can be divided into two cases:
* 1) we are heading to an invalid station. In this case we must
* find another airport to go to. If there is nowhere to go,
* we will destroy the aircraft as it otherwise will enter
* the holding pattern for the first airport, which can cause
* the plane to go into an undefined state when building an
* airport with the same StationID.
* 2) we are (still) heading to a (still) valid airport, then we
* can continue going there. This can happen when you are
* changing the aircraft's orders while in-flight or in for
* example a depot. However, when we have a current order to
* go to a depot, we have to keep that order so the aircraft
* actually stops.
*/
const Station *st = GetStation(v->u.air.targetairport);
if (!st->IsValid() || st->airport_tile == 0) {
CommandCost ret;
PlayerID old_player = _current_player;
_current_player = v->owner;
ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
_current_player = old_player;
_current_player = v->owner;
ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
_current_player = old_player;
if (CmdFailed(ret)) CrashAirplane(v);
} else if (v->current_order.type != OT_GOTO_DEPOT) {
v->current_order.Free();
}
return;
if (CmdFailed(ret)) CrashAirplane(v);
} else if (v->current_order.type != OT_GOTO_DEPOT) {
v->current_order.Free();
}
}
if (order->type == v->current_order.type &&
order->flags == v->current_order.flags &&
order->dest == v->current_order.dest)
return;
v->current_order = *order;
/* orders are changed in flight, ensure going to the right station */
if (order->type == OT_GOTO_STATION && v->u.air.state == FLYING) {
AircraftNextAirportPos_and_Order(v);
TileIndex Aircraft::GetOrderStationLocation(StationID station)
{
/* Orders are changed in flight, ensure going to the right station. */
if (this->u.air.state == FLYING) {
AircraftNextAirportPos_and_Order(this);
}
InvalidateVehicleOrder(v);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
/* Aircraft do not use dest-tile */
return 0;
}
void Aircraft::MarkDirty()
@ -2149,7 +2123,7 @@ static void AircraftEventHandler(Vehicle *v, int loop)
}
HandleAircraftSmoke(v);
ProcessAircraftOrder(v);
ProcessOrders(v);
v->HandleLoading(loop != 0);
if (v->current_order.type >= OT_LOADING) return;

@ -1277,6 +1277,22 @@ Date GetServiceIntervalClamped(uint index)
return (_patches.servint_ispercent) ? Clamp(index, MIN_SERVINT_PERCENT, MAX_SERVINT_PERCENT) : Clamp(index, MIN_SERVINT_DAYS, MAX_SERVINT_DAYS);
}
/**
*
* Check if a vehicle has any valid orders
*
* @return false if there are no valid orders
*
*/
static bool CheckForValidOrders(const Vehicle *v)
{
const Order *order;
FOR_VEHICLE_ORDERS(v, order) if (order->type != OT_DUMMY) return true;
return false;
}
/**
* Handle the orders of a vehicle and determine the next place
* to go to if needed.
@ -1298,9 +1314,12 @@ bool ProcessOrders(Vehicle *v)
break;
case OT_LOADING:
case OT_LEAVESTATION:
return false;
case OT_LEAVESTATION:
if (v->type != VEH_AIRCRAFT) return false;
break;
default: break;
}
@ -1334,7 +1353,14 @@ bool ProcessOrders(Vehicle *v)
const Order *order = GetVehicleOrder(v, v->cur_order_index);
/* If no order, do nothing. */
if (order == NULL) {
if (order == NULL || (v->type == VEH_AIRCRAFT && order->type == OT_DUMMY && !CheckForValidOrders(v))) {
if (v->type == VEH_AIRCRAFT) {
/* Aircraft do something vastly different here, so handle separately */
extern void HandleMissingAircraftOrders(Vehicle *v);
HandleMissingAircraftOrders(v);
return false;
}
v->current_order.Free();
v->dest_tile = 0;
if (v->type == VEH_ROAD) ClearSlot(v);
@ -1361,6 +1387,7 @@ bool ProcessOrders(Vehicle *v)
case VEH_TRAIN:
break;
case VEH_AIRCRAFT:
case VEH_SHIP:
InvalidateWindowClasses(v->GetVehicleListWindowClass());
break;
@ -1368,14 +1395,11 @@ bool ProcessOrders(Vehicle *v)
switch (order->type) {
case OT_GOTO_STATION:
if (order->dest == v->last_station_visited) {
v->last_station_visited = INVALID_STATION;
}
v->dest_tile = v->GetOrderStationLocation(order->dest);
break;
case OT_GOTO_DEPOT:
v->dest_tile = GetDepot(order->dest)->xy;
if (v->type != VEH_AIRCRAFT) v->dest_tile = GetDepot(order->dest)->xy;
break;
case OT_GOTO_WAYPOINT:
@ -1390,22 +1414,6 @@ bool ProcessOrders(Vehicle *v)
return may_reverse;
}
/**
*
* Check if a vehicle has any valid orders
*
* @return false if there are no valid orders
*
*/
bool CheckForValidOrders(const Vehicle* v)
{
const Order *order;
FOR_VEHICLE_ORDERS(v, order) if (order->type != OT_DUMMY) return true;
return false;
}
void InitializeOrders()
{
_Order_pool.CleanPool();

@ -35,7 +35,6 @@ void InvalidateVehicleOrder(const Vehicle *v);
bool VehicleHasDepotOrders(const Vehicle *v);
void CheckOrders(const Vehicle*);
void DeleteVehicleOrders(Vehicle *v);
bool CheckForValidOrders(const Vehicle* v);
bool ProcessOrders(Vehicle *v);
#define MIN_SERVINT_PERCENT 5

@ -756,8 +756,9 @@ static void HandleBrokenRoadVeh(Vehicle *v)
TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
{
TileIndex dest = INVALID_TILE;
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
TileIndex dest = INVALID_TILE;
const RoadStop *rs = GetStation(station)->GetPrimaryRoadStop(this);
if (rs != NULL) {
uint mindist = MAX_UVALUE(uint);

@ -244,6 +244,8 @@ void Ship::PlayLeaveStationSound() const
TileIndex Ship::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
Station *st = GetStation(station);
if (st->dock_tile != 0) {
return TILE_ADD(st->dock_tile, ToTileIndexDiff(GetDockOffset(st->dock_tile)));

@ -2617,6 +2617,8 @@ bad:;
TileIndex Train::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
return GetStation(station)->xy;
}

Loading…
Cancel
Save