(svn r9040) -Codechange: the build window and CmdBuildAircraft() now shares the code to figure out if an aircraft is buildable in the hangar in question

This should help ensuring that the build command and the list are consistent in what aircraft are buildable
replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
bjarni 18 years ago
parent a24913d461
commit f61f1962c5

@ -42,6 +42,20 @@ static inline bool IsAircraftInHangarStopped(const Vehicle* v)
return IsAircraftInHangar(v) && v->vehstatus & VS_STOPPED;
}
/** Checks if an aircraft is buildable at the tile in question
* @param engine The engine to test
* @param tile The tile where the hangar is
* @return true if the aircraft can be build
*/
static inline bool IsAircraftBuildableAtStation(EngineID engine, TileIndex tile)
{
const Station *st = GetStationByTile(tile);
const AirportFTAClass *apc = st->Airport();
const AircraftVehicleInfo *avi = AircraftVehInfo(engine);
return apc->flags & (avi->subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS);
}
uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo*);
void CcBuildAircraft(bool success, TileIndex tile, uint32 p1, uint32 p2);

@ -227,7 +227,6 @@ uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi)
}
}
/** Build an aircraft.
* @param tile tile of depot where aircraft is built
* @param flags for command
@ -250,11 +249,7 @@ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
/* Prevent building aircraft types at places which can't handle them */
const Station* st = GetStationByTile(tile);
const AirportFTAClass* apc = st->Airport();
if (!(apc->flags & (avi->subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS))) {
return CMD_ERROR;
}
if (!IsAircraftBuildableAtStation(p1, tile)) return CMD_ERROR;
/* Allocate 2 or 3 vehicle structs, depending on type
* vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
@ -367,6 +362,9 @@ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
* layout for #th position of depot. Since layout must start with a listing
* of all depots, it is simple */
for (uint i = 0;; i++) {
const Station *st = GetStationByTile(tile);
const AirportFTAClass *apc = st->Airport();
assert(i != apc->nof_depots);
if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) {
assert(apc->layout[i].heading == HANGAR);

@ -694,26 +694,11 @@ static void GenerateBuildAircraftList(Window *w)
* when planes become obsolete and are removed */
sel_id = INVALID_ENGINE;
for (eid = AIRCRAFT_ENGINES_INDEX; eid < AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; eid++) {
if (IsEngineBuildable(eid, VEH_Aircraft, _local_player)) {
const AircraftVehicleInfo *avi = AircraftVehInfo(eid);
switch (bv->filter.flags & ~AirportFTAClass::SHORT_STRIP) { // we don't care about the length of the runway here
case AirportFTAClass::HELICOPTERS:
if (avi->subtype != AIR_HELI) continue;
break;
case AirportFTAClass::AIRPLANES:
if (!(avi->subtype & AIR_CTOL)) continue;
break;
case AirportFTAClass::ALL: break;
default:
NOT_REACHED();
}
EngList_Add(&bv->eng_list, eid);
if (!IsEngineBuildable(eid, VEH_Aircraft, _local_player)) continue;
if (w->window_number != 0 && !IsAircraftBuildableAtStation(eid, w->window_number)) continue;
if (eid == bv->sel_engine) sel_id = eid;
}
EngList_Add(&bv->eng_list, eid);
if (eid == bv->sel_engine) sel_id = eid;
}
bv->sel_engine = sel_id;

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