(svn r5888) -Fix: [autoreplace] if vehicles breakdowns and service are turned off, the vehicles failed to enter any depots
now they will quickly go to a depot if set to be replaced
the tradeoff is that a vehicle set to be replaced and without a depot in the orders will forget about the orders and head for a depot. If the replace fails (lack of money), it will exit and try to head for the depot again
also all vehicles of that type will rush to the depots at once, risking causing traffic jams. This is because there is no way to even it out like normal depot visits offers
Tip: add a depot to the orders of all vehicles, set it to service only and it will always be skipped unless the vehicle is set to be replaced. This should help on the jam issue and if the replace fails, the vehicle will go though a whole round of the orders and make more money before trying again
/* $Id$ */
/** @file town_map.h Accessors for towns */
#ifndef TOWN_MAP_H
#define TOWN_MAP_H
#include "town.h"
static inline int GetHouseType(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
return _m[t].m4;
}
static inline TownID GetTownIndex(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_STREET)); // XXX incomplete
return _m[t].m2;
}
/**
* Set the town index for a road or house tile.
* @param tile the tile
* @param index the index of the town
*/
static inline void SetTownIndex(TileIndex t, TownID index)
{
assert(IsTileType(t, MP_STREET) || IsTileType(t, MP_HOUSE));
_m[t].m2 = index;
}
static inline bool LiftHasDestination(TileIndex t)
{
return HASBIT(_m[t].m5, 7);
}
static inline void SetLiftDestination(TileIndex t, byte dest)
{
SB(_m[t].m5, 0, 6, dest);
SETBIT(_m[t].m1, 7); /* Start moving */
}
static inline byte GetLiftDestination(TileIndex t)
{
return GB(_m[t].m5, 0, 6);
}
static inline bool IsLiftMoving(TileIndex t)
{
return HASBIT(_m[t].m1, 7);
}
static inline void BeginLiftMovement(TileIndex t)
{
SETBIT(_m[t].m5, 7);
}
static inline void HaltLift(TileIndex t)
{
CLRBIT(_m[t].m1, 7);
CLRBIT(_m[t].m5, 7);
SB(_m[t].m5, 0, 6, 0);
DeleteAnimatedTile(t);
}
static inline byte GetLiftPosition(TileIndex t)
{
return GB(_m[t].m1, 0, 7);
}
static inline void SetLiftPosition(TileIndex t, byte pos)
{
SB(_m[t].m1, 0, 7, pos);
}
static inline Town* GetTownByTile(TileIndex t)
{
return GetTown(GetTownIndex(t));
}
Town* CalcClosestTownFromTile(TileIndex tile, uint threshold);
static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, byte type)
{
assert(IsTileType(t, MP_CLEAR));
SetTileType(t, MP_HOUSE);
_m[t].m1 = 0;
_m[t].m2 = tid;
SB(_m[t].m3, 6, 2, stage);
_m[t].m4 = type;
SB(_m[t].m5, 0, 2, counter);
MarkTileDirtyByTile(t);
}
enum {
TWO_BY_TWO_BIT = 2, ///< House is two tiles in X and Y directions
ONE_BY_TWO_BIT = 1, ///< House is two tiles in Y direction
TWO_BY_ONE_BIT = 0, ///< House is two tiles in X direction
};
static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, byte size, byte type)
{
MakeHouseTile(t, tid, counter, stage, type);
if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, ONE_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type);
if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, TWO_BY_ONE_BIT)) MakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type);
if (HASBIT(size, TWO_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type);
}
/**
* House Construction Scheme.
* Construction counter, for buildings under construction. Incremented on every
* periodic tile processing.
* On wraparound, the stage of building in is increased.
* (Get|Set|Inc)HouseBuildingStage are taking care of the real stages,
* (as the sprite for the next phase of house building)
* (Get|Set|Inc)HouseConstructionTick is simply a tick counter between the
* different stages
*/
/**
* Gets the building stage of a house
* @param tile the tile of the house to get the building stage of
* @pre IsTileType(t, MP_HOUSE)
* @return the building stage of the house
*/
static inline byte GetHouseBuildingStage(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
return GB(_m[t].m3, 6, 2);
}
/**
* Sets the building stage of a house
* @param tile the tile of the house to set the building stage of
* @param stage the new stage
* @pre IsTileType(t, MP_HOUSE)
*/
static inline void SetHouseBuildingStage(TileIndex t, byte stage)
{
assert(IsTileType(t, MP_HOUSE));
SB(_m[t].m3, 6, 2, stage);
}
/**
* Increments the building stage of a house
* @param tile the tile of the house to increment the building stage of
* @pre IsTileType(t, MP_HOUSE)
*/
static inline void IncHouseBuildingStage( TileIndex t )
{
assert(IsTileType(t, MP_HOUSE));
AB(_m[t].m3, 6, 2, 1);
}
/**
* Gets the construction stage of a house
* @param tile the tile of the house to get the construction stage of
* @pre IsTileType(t, MP_HOUSE)
* @return the construction stage of the house
*/
static inline byte GetHouseConstructionTick(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
return GB(_m[t].m5, 0, 3);
}
/**
* Sets the construction stage of a house
* @param tile the tile of the house to set the construction stage of
* @param stage the new stage
* @pre IsTileType(t, MP_HOUSE)
*/
static inline void SetHouseConstructionTick(TileIndex t, byte stage)
{
assert(IsTileType(t, MP_HOUSE));
SB(_m[t].m5, 0, 3, stage);
}
/**
* Sets the increment stage of a house
* @param tile the tile of the house to increment the construction stage of
* @pre IsTileType(t, MP_HOUSE)
*/
static inline void IncHouseConstructionTick(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
AB(_m[t].m5, 0, 3, 1);
}
#endif /* TOWN_MAP_H */