virtual void OnPlacePresize(Point pt, TileIndex tile_from) { DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile_from, NULL)); TileIndex tile_to = (dir != INVALID_DIAGDIR ? TileAddByDiagDir(tile_from, ReverseDiagDir(dir)) : tile_from); VpSetPresizeRange(tile_from, tile_to); }
virtual void OnPlacePresize(Point pt, TileIndex tile_from) { TileIndex tile_to = tile_from; if (this->last_clicked_widget == WID_DT_BUILD_AQUEDUCT) { GetOtherAqueductEnd(tile_from, &tile_to); } else { DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile_from)); if (IsValidDiagDirection(dir)) { /* Locks and docks always select the tile "down" the slope. */ tile_to = TileAddByDiagDir(tile_from, ReverseDiagDir(dir)); /* Locks also select the tile "up" the slope. */ if (this->last_clicked_widget == WID_DT_LOCK) tile_from = TileAddByDiagDir(tile_from, dir); } } VpSetPresizeRange(tile_from, tile_to); }
/** * Clean up unnecessary RoadBits of a planed tile. * @param tile current tile * @param org_rb planed RoadBits * @return optimised RoadBits */ RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb) { if (!IsValidTile(tile)) return ROAD_NONE; for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { const TileIndex neighbor_tile = TileAddByDiagDir(tile, dir); /* Get the Roadbit pointing to the neighbor_tile */ const RoadBits target_rb = DiagDirToRoadBits(dir); /* If the roadbit is in the current plan */ if (org_rb & target_rb) { bool connective = false; const RoadBits mirrored_rb = MirrorRoadBits(target_rb); if (IsValidTile(neighbor_tile)) { switch (GetTileType(neighbor_tile)) { /* Always connective ones */ case MP_CLEAR: case MP_TREES: connective = true; break; /* The conditionally connective ones */ case MP_TUNNELBRIDGE: case MP_STATION: case MP_ROAD: if (IsNormalRoadTile(neighbor_tile)) { /* Always connective */ connective = true; } else { const RoadBits neighbor_rb = GetAnyRoadBits(neighbor_tile, ROADTYPE_ROAD) | GetAnyRoadBits(neighbor_tile, ROADTYPE_TRAM); /* Accept only connective tiles */ connective = (neighbor_rb & mirrored_rb) != ROAD_NONE; } break; case MP_RAILWAY: connective = IsPossibleCrossing(neighbor_tile, DiagDirToAxis(dir)); break; case MP_WATER: /* Check for real water tile */ connective = !IsWater(neighbor_tile); break; /* The definitely not connective ones */ default: break; } } /* If the neighbor tile is inconnective, remove the planed road connection to it */ if (!connective) org_rb ^= target_rb; } } return org_rb; }
virtual void OnPlaceObject(Point pt, TileIndex tile) { switch (this->last_clicked_widget) { case WID_DT_CANAL: // Build canal button VpStartPlaceSizing(tile, (_game_mode == GM_EDITOR) ? VPM_X_AND_Y : VPM_X_OR_Y, DDSP_CREATE_WATER); break; case WID_DT_LOCK: // Build lock button DoCommandP(tile, 0, 0, CMD_BUILD_LOCK | CMD_MSG(STR_ERROR_CAN_T_BUILD_LOCKS), CcBuildDocks); break; case WID_DT_DEMOLISH: // Demolish aka dynamite button PlaceProc_DemolishArea(tile); break; case WID_DT_DEPOT: // Build depot button DoCommandP(tile, _ship_depot_direction, 0, CMD_BUILD_SHIP_DEPOT | CMD_MSG(STR_ERROR_CAN_T_BUILD_SHIP_DEPOT), CcBuildDocks); break; case WID_DT_STATION: { // Build station button uint32 p2 = (uint32)INVALID_STATION << 16; // no station to join /* tile is always the land tile, so need to evaluate _thd.pos */ CommandContainer cmdcont = { tile, _ctrl_pressed, p2, CMD_BUILD_DOCK | CMD_MSG(STR_ERROR_CAN_T_BUILD_DOCK_HERE), CcBuildDocks, "" }; /* Determine the watery part of the dock. */ DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile)); TileIndex tile_to = (dir != INVALID_DIAGDIR ? TileAddByDiagDir(tile, ReverseDiagDir(dir)) : tile); ShowSelectStationIfNeeded(cmdcont, TileArea(tile, tile_to)); break; } case WID_DT_BUOY: // Build buoy button DoCommandP(tile, 0, 0, CMD_BUILD_BUOY | CMD_MSG(STR_ERROR_CAN_T_POSITION_BUOY_HERE), CcBuildDocks); break; case WID_DT_RIVER: // Build river button (in scenario editor) VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_CREATE_RIVER); break; case WID_DT_BUILD_AQUEDUCT: // Build aqueduct button DoCommandP(tile, GetOtherAqueductEnd(tile), TRANSPORT_WATER << 15, CMD_BUILD_BRIDGE | CMD_MSG(STR_ERROR_CAN_T_BUILD_AQUEDUCT_HERE), CcBuildBridge); break; default: NOT_REACHED(); } }
static void ShipController(Ship *v) { uint32 r; const byte *b; Direction dir; Track track; TrackBits tracks; v->tick_counter++; v->current_order_time++; if (v->HandleBreakdown()) return; if (v->vehstatus & VS_STOPPED) return; ProcessOrders(v); v->HandleLoading(); if (v->current_order.IsType(OT_LOADING)) return; if (CheckShipLeaveDepot(v)) return; v->ShowVisualEffect(); if (!ShipAccelerate(v)) return; GetNewVehiclePosResult gp = GetNewVehiclePos(v); if (v->state != TRACK_BIT_WORMHOLE) { /* Not on a bridge */ if (gp.old_tile == gp.new_tile) { /* Staying in tile */ if (v->IsInDepot()) { gp.x = v->x_pos; gp.y = v->y_pos; } else { /* Not inside depot */ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction; /* A leave station order only needs one tick to get processed, so we can * always skip ahead. */ if (v->current_order.IsType(OT_LEAVESTATION)) { v->current_order.Free(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); /* Test if continuing forward would lead to a dead-end, moving into the dock. */ DiagDirection exitdir = VehicleExitDir(v->direction, v->state); TileIndex tile = TileAddByDiagDir(v->tile, exitdir); if (TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0, exitdir)) == TRACK_BIT_NONE) goto reverse_direction; } else if (v->dest_tile != 0) { /* We have a target, let's see if we reached it... */ if (v->current_order.IsType(OT_GOTO_WAYPOINT) && DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) { /* We got within 3 tiles of our target buoy, so let's skip to our * next order */ UpdateVehicleTimetable(v, true); v->IncrementRealOrderIndex(); v->current_order.MakeDummy(); } else { /* Non-buoy orders really need to reach the tile */ if (v->dest_tile == gp.new_tile) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) { VehicleEnterDepot(v); return; } } else if (v->current_order.IsType(OT_GOTO_STATION)) { v->last_station_visited = v->current_order.GetDestination(); /* Process station in the orderlist. */ Station *st = Station::Get(v->current_order.GetDestination()); if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations ShipArrivesAt(v, st); v->BeginLoading(); } else { // leave stations without docks right aways v->current_order.MakeLeaveStation(); v->IncrementRealOrderIndex(); } } } } } } } else { /* New tile */ if (!IsValidTile(gp.new_tile)) goto reverse_direction; DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile); assert(diagdir != INVALID_DIAGDIR); tracks = GetAvailShipTracks(gp.new_tile, diagdir); if (tracks == TRACK_BIT_NONE) goto reverse_direction; /* Choose a direction, and continue if we find one */ track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks); if (track == INVALID_TRACK) goto reverse_direction; b = _ship_subcoord[diagdir][track]; gp.x = (gp.x & ~0xF) | b[0]; gp.y = (gp.y & ~0xF) | b[1]; /* Call the landscape function and tell it that the vehicle entered the tile */ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction; if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { v->tile = gp.new_tile; v->state = TrackToTrackBits(track); /* Update ship cache when the water class changes. Aqueducts are always canals. */ WaterClass old_wc = GetEffectiveWaterClass(gp.old_tile); WaterClass new_wc = GetEffectiveWaterClass(gp.new_tile); if (old_wc != new_wc) v->UpdateCache(); } v->direction = (Direction)b[2]; } } else { /* On a bridge */ if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { v->x_pos = gp.x; v->y_pos = gp.y; v->UpdatePosition(); if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true); return; } } /* update image of ship, as well as delta XY */ v->x_pos = gp.x; v->y_pos = gp.y; v->z_pos = GetSlopePixelZ(gp.x, gp.y); getout: v->UpdatePosition(); v->UpdateViewport(true, true); return; reverse_direction: dir = ReverseDir(v->direction); v->direction = dir; goto getout; }