(svn r23461) -Fix: handle a missing airport newgrf as graceful as possible by not crashing when loading such savegame or when an airport is removed
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@@ -2019,24 +2019,17 @@ CommandCost CmdRemoveRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, ui
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/**
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* Computes the minimal distance from town's xy to any airport's tile.
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* @param as airport's description
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* @param it An iterator over all airport tiles.
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* @param town_tile town's tile (t->xy)
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* @param airport_tile st->airport.tile
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* @return minimal manhattan distance from town_tile to any airport's tile
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*/
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static uint GetMinimalAirportDistanceToTile(const AirportSpec *as, byte layout, TileIndex town_tile, TileIndex airport_tile)
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static uint GetMinimalAirportDistanceToTile(TileIterator &it, TileIndex town_tile)
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{
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uint mindist = UINT_MAX;
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const AirportTileTable *it = as->table[layout];
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do {
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TileIndex cur_tile = airport_tile + ToTileIndexDiff(it->ti);
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uint dist = DistanceManhattan(town_tile, cur_tile);
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if (dist < mindist) {
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mindist = dist;
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}
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} while ((++it)->ti.x != -0x80);
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for (TileIndex cur_tile = it; cur_tile != INVALID_TILE; cur_tile = ++it) {
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mindist = min(mindist, DistanceManhattan(town_tile, cur_tile));
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}
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return mindist;
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}
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@@ -2046,18 +2039,17 @@ static uint GetMinimalAirportDistanceToTile(const AirportSpec *as, byte layout,
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* The further you get, the less noise you generate.
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* So all those folks at city council can now happily slee... work in their offices
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* @param as airport information
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* @param it An iterator over all airport tiles.
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* @param town_tile TileIndex of town's center, the one who will receive the airport's candidature
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* @param tile TileIndex of northern tile of an airport (present or to-be-built), NOT the station tile
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* @return the noise that will be generated, according to distance
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*/
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uint8 GetAirportNoiseLevelForTown(const AirportSpec *as, byte layout, TileIndex town_tile, TileIndex tile)
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uint8 GetAirportNoiseLevelForTown(const AirportSpec *as, TileIterator &it, TileIndex town_tile)
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{
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/* 0 cannot be accounted, and 1 is the lowest that can be reduced from town.
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* So no need to go any further*/
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if (as->noise_level < 2) return as->noise_level;
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assert(layout < as->num_table);
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uint distance = GetMinimalAirportDistanceToTile(as, layout, town_tile, tile);
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uint distance = GetMinimalAirportDistanceToTile(it, town_tile);
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/* The steps for measuring noise reduction are based on the "magical" (and arbitrary) 8 base distance
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* adding the town_council_tolerance 4 times, as a way to graduate, depending of the tolerance.
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@@ -2078,19 +2070,19 @@ uint8 GetAirportNoiseLevelForTown(const AirportSpec *as, byte layout, TileIndex
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* Finds the town nearest to given airport. Based on minimal manhattan distance to any airport's tile.
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* If two towns have the same distance, town with lower index is returned.
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* @param as airport's description
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* @param airport_tile st->airport.tile
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* @param it An iterator over all airport tiles
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* @return nearest town to airport
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*/
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Town *AirportGetNearestTown(const AirportSpec *as, byte layout, TileIndex airport_tile)
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Town *AirportGetNearestTown(const AirportSpec *as, const TileIterator &it)
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{
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assert(layout < as->num_table);
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Town *t, *nearest = NULL;
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uint add = as->size_x + as->size_y - 2; // GetMinimalAirportDistanceToTile can differ from DistanceManhattan by this much
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uint mindist = UINT_MAX - add; // prevent overflow
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FOR_ALL_TOWNS(t) {
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if (DistanceManhattan(t->xy, airport_tile) < mindist + add) { // avoid calling GetMinimalAirportDistanceToTile too often
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uint dist = GetMinimalAirportDistanceToTile(as, layout, t->xy, airport_tile);
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if (DistanceManhattan(t->xy, it) < mindist + add) { // avoid calling GetMinimalAirportDistanceToTile too often
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TileIterator *copy = it.Clone();
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uint dist = GetMinimalAirportDistanceToTile(*copy, t->xy);
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delete copy;
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if (dist < mindist) {
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nearest = t;
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mindist = dist;
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@@ -2113,8 +2105,9 @@ void UpdateAirportsNoise()
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FOR_ALL_STATIONS(st) {
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if (st->airport.tile != INVALID_TILE && st->airport.type != AT_OILRIG) {
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const AirportSpec *as = st->airport.GetSpec();
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Town *nearest = AirportGetNearestTown(as, st->airport.layout, st->airport.tile);
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nearest->noise_reached += GetAirportNoiseLevelForTown(as, st->airport.layout, nearest->xy, st->airport.tile);
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AirportTileIterator it(st);
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Town *nearest = AirportGetNearestTown(as, it);
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nearest->noise_reached += GetAirportNoiseLevelForTown(as, it, nearest->xy);
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}
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}
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}
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@@ -2166,8 +2159,9 @@ CommandCost CmdBuildAirport(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
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if (cost.Failed()) return cost;
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/* The noise level is the noise from the airport and reduce it to account for the distance to the town center. */
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Town *nearest = AirportGetNearestTown(as, layout, tile);
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uint newnoise_level = GetAirportNoiseLevelForTown(as, layout, nearest->xy, tile);
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AirportTileTableIterator iter(as->table[layout], tile);
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Town *nearest = AirportGetNearestTown(as, iter);
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uint newnoise_level = GetAirportNoiseLevelForTown(as, iter, nearest->xy);
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/* Check if local auth would allow a new airport */
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StringID authority_refuse_message = STR_NULL;
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@@ -2309,6 +2303,16 @@ static CommandCost RemoveAirport(TileIndex tile, DoCommandFlag flags)
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if (a->targetairport == st->index && a->state != FLYING) return CMD_ERROR;
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}
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if (flags & DC_EXEC) {
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const AirportSpec *as = st->airport.GetSpec();
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/* The noise level is the noise from the airport and reduce it to account for the distance to the town center.
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* And as for construction, always remove it, even if the setting is not set, in order to avoid the
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* need of recalculation */
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AirportTileIterator it(st);
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Town *nearest = AirportGetNearestTown(as, it);
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nearest->noise_reached -= GetAirportNoiseLevelForTown(as, it, nearest->xy);
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}
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TILE_AREA_LOOP(tile_cur, st->airport) {
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if (!st->TileBelongsToAirport(tile_cur)) continue;
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@@ -2336,12 +2340,6 @@ static CommandCost RemoveAirport(TileIndex tile, DoCommandFlag flags)
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);
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}
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/* The noise level is the noise from the airport and reduce it to account for the distance to the town center.
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* And as for construction, always remove it, even if the setting is not set, in order to avoid the
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* need of recalculation */
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Town *nearest = AirportGetNearestTown(as, st->airport.layout, tile);
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nearest->noise_reached -= GetAirportNoiseLevelForTown(as, st->airport.layout, nearest->xy, tile);
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st->rect.AfterRemoveRect(st, st->airport);
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st->airport.Clear();
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