ScriptVehicleList_Depot::ScriptVehicleList_Depot(TileIndex tile) { if (!ScriptMap::IsValidTile(tile)) return; DestinationID dest; VehicleType type; switch (GetTileType(tile)) { case MP_STATION: // Aircraft if (!IsAirport(tile)) return; type = VEH_AIRCRAFT; dest = GetStationIndex(tile); break; case MP_RAILWAY: if (!IsRailDepot(tile)) return; type = VEH_TRAIN; dest = GetDepotIndex(tile); break; case MP_ROAD: if (!IsRoadDepot(tile)) return; type = VEH_ROAD; dest = GetDepotIndex(tile); break; case MP_WATER: if (!IsShipDepot(tile)) return; type = VEH_SHIP; dest = GetDepotIndex(tile); break; default: // No depot return; } const Vehicle *v; FOR_ALL_VEHICLES(v) { if ((v->owner == ScriptObject::GetCompany() || ScriptObject::GetCompany() == OWNER_DEITY) && v->IsPrimaryVehicle() && v->type == type) { const Order *order; FOR_VEHICLE_ORDERS(v, order) { if (order->IsType(OT_GOTO_DEPOT) && order->GetDestination() == dest) { this->AddItem(v->index); break; } } } } }
/** * Clean up a depot */ Depot::~Depot() { if (CleaningPool()) return; if (!IsDepotTile(this->xy) || GetDepotIndex(this->xy) != this->index) { /* It can happen there is no depot here anymore (TTO/TTD savegames) */ return; } /* Clear the order backup. */ OrderBackup::Reset(this->xy, false); /* Clear the depot from all order-lists */ RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, this->index); /* Delete the depot-window */ DeleteWindowById(WC_VEHICLE_DEPOT, this->xy); /* Delete the depot list */ VehicleType vt; switch (GetTileType(this->xy)) { default: NOT_REACHED(); case MP_RAILWAY: vt = VEH_TRAIN; break; case MP_ROAD: vt = VEH_ROAD; break; case MP_WATER: vt = VEH_SHIP; break; } DeleteWindowById(GetWindowClassForVehicleType(vt), VehicleListIdentifier(VL_DEPOT_LIST, vt, GetTileOwner(this->xy), this->index).Pack()); }
static bool CheckShipLeaveDepot(Ship *v) { if (!v->IsChainInDepot()) return false; /* We are leaving a depot, but have to go to the exact same one; re-enter */ if (v->current_order.IsType(OT_GOTO_DEPOT) && IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) { VehicleEnterDepot(v); return true; } TileIndex tile = v->tile; Axis axis = GetShipDepotAxis(tile); DiagDirection north_dir = ReverseDiagDir(AxisToDiagDir(axis)); TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir)); DiagDirection south_dir = AxisToDiagDir(axis); TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir)); TrackBits north_tracks = DiagdirReachesTracks(north_dir) & GetTileShipTrackStatus(north_neighbour); TrackBits south_tracks = DiagdirReachesTracks(south_dir) & GetTileShipTrackStatus(south_neighbour); if (north_tracks && south_tracks) { /* Ask pathfinder for best direction */ bool reverse = false; bool path_found; switch (_settings_game.pf.pathfinder_for_ships) { case VPF_OPF: reverse = OPFShipChooseTrack(v, north_neighbour, north_dir, north_tracks, path_found) == INVALID_TRACK; break; // OPF always allows reversing case VPF_NPF: reverse = NPFShipCheckReverse(v); break; case VPF_YAPF: reverse = YapfShipCheckReverse(v); break; default: NOT_REACHED(); } if (reverse) north_tracks = TRACK_BIT_NONE; } if (north_tracks) { /* Leave towards north */ v->direction = DiagDirToDir(north_dir); } else if (south_tracks) { /* Leave towards south */ v->direction = DiagDirToDir(south_dir); } else { /* Both ways blocked */ return false; } v->state = AxisToTrackBits(axis); v->vehstatus &= ~VS_HIDDEN; v->cur_speed = 0; v->UpdateViewport(true, true); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); PlayShipSound(v); VehicleServiceInDepot(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); SetWindowClassesDirty(WC_SHIPS_LIST); return false; }
static bool CheckShipLeaveDepot(Ship *v) { if (!v->IsInDepot()) return false; /* We are leaving a depot, but have to go to the exact same one; re-enter */ if (v->current_order.IsType(OT_GOTO_DEPOT) && IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) { VehicleEnterDepot(v); return true; } TileIndex tile = v->tile; Axis axis = GetShipDepotAxis(tile); /* Check first (north) side */ if (DiagdirReachesTracks((DiagDirection)axis) & GetTileShipTrackStatus(TILE_ADD(tile, ToTileIndexDiff(_ship_leave_depot_offs[axis])))) { v->direction = ReverseDir(AxisToDirection(axis)); /* Check second (south) side */ } else if (DiagdirReachesTracks((DiagDirection)(axis + 2)) & GetTileShipTrackStatus(TILE_ADD(tile, -2 * ToTileIndexDiff(_ship_leave_depot_offs[axis])))) { v->direction = AxisToDirection(axis); } else { return false; } v->state = AxisToTrackBits(axis); v->vehstatus &= ~VS_HIDDEN; v->cur_speed = 0; v->UpdateViewport(false, true); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); PlayShipSound(v); VehicleServiceInDepot(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); SetWindowClassesDirty(WC_SHIPS_LIST); return false; }