(svn r2255) - Fix: [ 9680363 ] [NPF] Broken buoy handling for ships

Buoys will now try to get within 3 tiles of a buoy instead of a the actual buoy tile. This gets ships to got past buoys in a realistic (IMO) way instead of barging right through them.
- Fix: [NPF] Trains get curves penalties sometimes even when the track is straight.
- Add: [NPF] Ships get a penalty for going over buoys now, so they will try to go around.
- Add: [NPF] Ships get a penalty for curves too, yay for straight lines.
- Add: TrackdirToTrack(), TrackToTrackdir(), IsDiagonalTrack() and IsDiagonalTrackdir() helper functions.
- Add: IsBuoy() and IsBuoyTile() helper functions.
- Codechange: Rearranged part of the control flow of ShipController(), removing a goto.
This commit is contained in:
matthijs
2005-05-02 22:13:20 +00:00
parent a7b661d47b
commit ba733c005d
9 changed files with 119 additions and 50 deletions

View File

@@ -714,46 +714,58 @@ static void ShipController(Vehicle *v)
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x8) goto reverse_direction;
if (v->dest_tile != 0 && v->dest_tile == gp.new_tile) {
if (v->current_order.type == OT_GOTO_DEPOT) {
if ((gp.x&0xF)==8 && (gp.y&0xF)==8) {
ShipEnterDepot(v);
return;
}
} else if (v->current_order.type == OT_GOTO_STATION) {
Station *st;
v->last_station_visited = v->current_order.station;
/* Process station in the orderlist. Don't do that for buoys (HVOT_BUOY) */
st = GetStation(v->current_order.station);
if (!(st->had_vehicle_of_type & HVOT_BUOY)
&& (st->facilities & FACIL_DOCK)) { /* ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations */
v->current_order.type = OT_LOADING;
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD;
v->current_order.flags |= OF_NON_STOP;
ShipArrivesAt(v, st);
SET_EXPENSES_TYPE(EXPENSES_SHIP_INC);
if (LoadUnloadVehicle(v)) {
InvalidateWindow(WC_SHIPS_LIST, v->owner);
MarkShipDirty(v);
}
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
} else { /* leave buoys right aways */
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
v->cur_order_index++;
InvalidateVehicleOrder(v);
}
goto else_end;
}
}
/* A leave station order only needs one tick to get processed, so we can
* always skip ahead. */
if (v->current_order.type == OT_LEAVESTATION) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
} else if (v->dest_tile != 0) {
/* We have a target, let's see if we reached it... */
if (v->current_order.type == OT_GOTO_STATION &&
IsBuoyTile(v->dest_tile) &&
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 */
v->cur_order_index++;
v->current_order.type = OT_DUMMY;
InvalidateVehicleOrder(v);
} else {
/* Non-buoy orders really need to reach the tile */
if (v->dest_tile == gp.new_tile) {
if (v->current_order.type == OT_GOTO_DEPOT) {
if ((gp.x&0xF)==8 && (gp.y&0xF)==8) {
ShipEnterDepot(v);
return;
}
} else if (v->current_order.type == OT_GOTO_STATION) {
Station *st;
v->last_station_visited = v->current_order.station;
/* Process station in the orderlist. */
st = GetStation(v->current_order.station);
if (st->facilities & FACIL_DOCK) { /* ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations */
v->current_order.type = OT_LOADING;
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD;
v->current_order.flags |= OF_NON_STOP;
ShipArrivesAt(v, st);
SET_EXPENSES_TYPE(EXPENSES_SHIP_INC);
if (LoadUnloadVehicle(v)) {
InvalidateWindow(WC_SHIPS_LIST, v->owner);
MarkShipDirty(v);
}
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
} else { /* leave stations without docks right aways */
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
v->cur_order_index++;
InvalidateVehicleOrder(v);
}
}
}
}
}
}
} else {
@@ -789,7 +801,6 @@ static void ShipController(Vehicle *v)
v->direction = b[2];
}
else_end:;
/* update image of ship, as well as delta XY */
dir = ShipGetNewDirection(v, gp.x, gp.y);