2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 /** @file ship_cmd.cpp Handling of ships. */
12 #include "landscape.h"
13 #include "timetable.h"
14 #include "news_func.h"
15 #include "company_func.h"
16 #include "depot_base.h"
17 #include "station_base.h"
18 #include "newgrf_engine.h"
19 #include "pathfinder/yapf/yapf.h"
20 #include "pathfinder/yapf/yapf_ship_regions.h"
21 #include "newgrf_sound.h"
22 #include "spritecache.h"
23 #include "strings_func.h"
24 #include "window_func.h"
25 #include "timer/timer_game_calendar.h"
26 #include "timer/timer_game_economy.h"
27 #include "vehicle_func.h"
28 #include "sound_func.h"
30 #include "game/game.hpp"
31 #include "engine_base.h"
32 #include "company_base.h"
33 #include "tunnelbridge_map.h"
34 #include "zoom_func.h"
35 #include "framerate_type.h"
37 #include "industry_map.h"
40 #include "table/strings.h"
42 #include <unordered_set>
44 #include "safeguards.h"
46 /** Max distance in tiles (as the crow flies) to search for depots when user clicks "go to depot". */
47 constexpr int MAX_SHIP_DEPOT_SEARCH_DISTANCE
= 80;
50 * Determine the effective #WaterClass for a ship travelling on a tile.
51 * @param tile Tile of interest
52 * @return the waterclass to be used by the ship.
54 WaterClass
GetEffectiveWaterClass(TileIndex tile
)
56 if (HasTileWaterClass(tile
)) return GetWaterClass(tile
);
57 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
58 assert(GetTunnelBridgeTransportType(tile
) == TRANSPORT_WATER
);
59 return WATER_CLASS_CANAL
;
61 if (IsTileType(tile
, MP_RAILWAY
)) {
62 assert(GetRailGroundType(tile
) == RAIL_GROUND_WATER
);
63 return WATER_CLASS_SEA
;
68 static const uint16_t _ship_sprites
[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
71 bool IsValidImageIndex
<VEH_SHIP
>(uint8_t image_index
)
73 return image_index
< lengthof(_ship_sprites
);
76 static inline TrackBits
GetTileShipTrackStatus(TileIndex tile
)
78 return TrackStatusToTrackBits(GetTileTrackStatus(tile
, TRANSPORT_WATER
, 0));
81 static void GetShipIcon(EngineID engine
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
83 const Engine
*e
= Engine::Get(engine
);
84 uint8_t spritenum
= e
->u
.ship
.image_index
;
86 if (is_custom_sprite(spritenum
)) {
87 GetCustomVehicleIcon(engine
, DIR_W
, image_type
, result
);
88 if (result
->IsValid()) return;
90 spritenum
= e
->original_image_index
;
93 assert(IsValidImageIndex
<VEH_SHIP
>(spritenum
));
94 result
->Set(DIR_W
+ _ship_sprites
[spritenum
]);
97 void DrawShipEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
100 GetShipIcon(engine
, image_type
, &seq
);
103 seq
.GetBounds(&rect
);
104 preferred_x
= Clamp(preferred_x
,
105 left
- UnScaleGUI(rect
.left
),
106 right
- UnScaleGUI(rect
.right
));
108 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
112 * Get the size of the sprite of a ship sprite heading west (used for lists).
113 * @param engine The engine to get the sprite from.
114 * @param[out] width The width of the sprite.
115 * @param[out] height The height of the sprite.
116 * @param[out] xoffs Number of pixels to shift the sprite to the right.
117 * @param[out] yoffs Number of pixels to shift the sprite downwards.
118 * @param image_type Context the sprite is used in.
120 void GetShipSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
122 VehicleSpriteSeq seq
;
123 GetShipIcon(engine
, image_type
, &seq
);
126 seq
.GetBounds(&rect
);
128 width
= UnScaleGUI(rect
.Width());
129 height
= UnScaleGUI(rect
.Height());
130 xoffs
= UnScaleGUI(rect
.left
);
131 yoffs
= UnScaleGUI(rect
.top
);
134 void Ship::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
136 uint8_t spritenum
= this->spritenum
;
138 if (image_type
== EIT_ON_MAP
) direction
= this->rotation
;
140 if (is_custom_sprite(spritenum
)) {
141 GetCustomVehicleSprite(this, direction
, image_type
, result
);
142 if (result
->IsValid()) return;
144 spritenum
= this->GetEngine()->original_image_index
;
147 assert(IsValidImageIndex
<VEH_SHIP
>(spritenum
));
148 result
->Set(_ship_sprites
[spritenum
] + direction
);
151 static const Depot
*FindClosestShipDepot(const Vehicle
*v
, uint max_distance
)
153 const int max_region_distance
= (max_distance
/ WATER_REGION_EDGE_LENGTH
) + 1;
155 static std::unordered_set
<int> visited_patch_hashes
;
156 static std::deque
<WaterRegionPatchDesc
> patches_to_search
;
157 visited_patch_hashes
.clear();
158 patches_to_search
.clear();
160 /* Step 1: find a set of reachable Water Region Patches using BFS. */
161 const WaterRegionPatchDesc start_patch
= GetWaterRegionPatchInfo(v
->tile
);
162 patches_to_search
.push_back(start_patch
);
163 visited_patch_hashes
.insert(CalculateWaterRegionPatchHash(start_patch
));
165 while (!patches_to_search
.empty()) {
166 /* Remove first patch from the queue and make it the current patch. */
167 const WaterRegionPatchDesc current_node
= patches_to_search
.front();
168 patches_to_search
.pop_front();
170 /* Add neighbors of the current patch to the search queue. */
171 TVisitWaterRegionPatchCallBack visitFunc
= [&](const WaterRegionPatchDesc
&water_region_patch
) {
172 /* Note that we check the max distance per axis, not the total distance. */
173 if (std::abs(water_region_patch
.x
- start_patch
.x
) > max_region_distance
||
174 std::abs(water_region_patch
.y
- start_patch
.y
) > max_region_distance
) return;
176 const int hash
= CalculateWaterRegionPatchHash(water_region_patch
);
177 if (visited_patch_hashes
.count(hash
) == 0) {
178 visited_patch_hashes
.insert(hash
);
179 patches_to_search
.push_back(water_region_patch
);
183 VisitWaterRegionPatchNeighbors(current_node
, visitFunc
);
186 /* Step 2: Find the closest depot within the reachable Water Region Patches. */
187 const Depot
*best_depot
= nullptr;
188 uint best_dist_sq
= std::numeric_limits
<uint
>::max();
189 for (const Depot
*depot
: Depot::Iterate()) {
190 const TileIndex tile
= depot
->xy
;
191 if (IsShipDepotTile(tile
) && IsTileOwner(tile
, v
->owner
)) {
192 const uint dist_sq
= DistanceSquare(tile
, v
->tile
);
193 if (dist_sq
< best_dist_sq
&& dist_sq
<= max_distance
* max_distance
&&
194 visited_patch_hashes
.count(CalculateWaterRegionPatchHash(GetWaterRegionPatchInfo(tile
))) > 0) {
195 best_dist_sq
= dist_sq
;
204 static void CheckIfShipNeedsService(Vehicle
*v
)
206 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_ships
== 0 || !v
->NeedsAutomaticServicing()) return;
207 if (v
->IsChainInDepot()) {
208 VehicleServiceInDepot(v
);
212 uint max_distance
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
/ YAPF_TILE_LENGTH
;
214 const Depot
*depot
= FindClosestShipDepot(v
, max_distance
);
216 if (depot
== nullptr) {
217 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
218 v
->current_order
.MakeDummy();
219 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
224 v
->current_order
.MakeGoToDepot(depot
->index
, ODTFB_SERVICE
);
225 v
->SetDestTile(depot
->xy
);
226 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
230 * Update the caches of this ship.
232 void Ship::UpdateCache()
234 const ShipVehicleInfo
*svi
= ShipVehInfo(this->engine_type
);
236 /* Get speed fraction for the current water type. Aqueducts are always canals. */
237 bool is_ocean
= GetEffectiveWaterClass(this->tile
) == WATER_CLASS_SEA
;
238 uint raw_speed
= GetVehicleProperty(this, PROP_SHIP_SPEED
, svi
->max_speed
);
239 this->vcache
.cached_max_speed
= svi
->ApplyWaterClassSpeedFrac(raw_speed
, is_ocean
);
241 /* Update cargo aging period. */
242 this->vcache
.cached_cargo_age_period
= GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD
, EngInfo(this->engine_type
)->cargo_age_period
);
244 this->UpdateVisualEffect();
247 Money
Ship::GetRunningCost() const
249 const Engine
*e
= this->GetEngine();
250 uint cost_factor
= GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR
, e
->u
.ship
.running_cost
);
251 return GetPrice(PR_RUNNING_SHIP
, cost_factor
, e
->GetGRF());
254 /** Calendar day handler. */
255 void Ship::OnNewCalendarDay()
260 /** Economy day handler. */
261 void Ship::OnNewEconomyDay()
263 EconomyAgeVehicle(this);
265 if ((++this->day_counter
& 7) == 0) {
266 DecreaseVehicleValue(this);
269 CheckVehicleBreakdown(this);
270 CheckIfShipNeedsService(this);
274 if (this->running_ticks
== 0) return;
276 CommandCost
cost(EXPENSES_SHIP_RUN
, this->GetRunningCost() * this->running_ticks
/ (CalendarTime::DAYS_IN_YEAR
* Ticks::DAY_TICKS
));
278 this->profit_this_year
-= cost
.GetCost();
279 this->running_ticks
= 0;
281 SubtractMoneyFromCompanyFract(this->owner
, cost
);
283 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
284 /* we need this for the profit */
285 SetWindowClassesDirty(WC_SHIPS_LIST
);
288 Trackdir
Ship::GetVehicleTrackdir() const
290 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
292 if (this->IsInDepot()) {
293 /* We'll assume the ship is facing outwards */
294 return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile
));
297 if (this->state
== TRACK_BIT_WORMHOLE
) {
298 /* ship on aqueduct, so just use its direction and assume a diagonal track */
299 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
302 return TrackDirectionToTrackdir(FindFirstTrack(this->state
), this->direction
);
305 void Ship::MarkDirty()
307 this->colourmap
= PAL_NONE
;
308 this->UpdateViewport(true, false);
312 void Ship::PlayLeaveStationSound(bool force
) const
314 if (PlayVehicleSound(this, VSE_START
, force
)) return;
315 SndPlayVehicleFx(ShipVehInfo(this->engine_type
)->sfx
, this);
318 TileIndex
Ship::GetOrderStationLocation(StationID station
)
320 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
322 const Station
*st
= Station::Get(station
);
323 if (CanVehicleUseStation(this, st
)) {
326 this->IncrementRealOrderIndex();
331 void Ship::UpdateDeltaXY()
333 static const int8_t _delta_xy_table
[8][4] = {
334 /* y_extent, x_extent, y_offs, x_offs */
335 { 6, 6, -3, -3}, // N
336 { 6, 32, -3, -16}, // NE
337 { 6, 6, -3, -3}, // E
338 {32, 6, -16, -3}, // SE
339 { 6, 6, -3, -3}, // S
340 { 6, 32, -3, -16}, // SW
341 { 6, 6, -3, -3}, // W
342 {32, 6, -16, -3}, // NW
345 const int8_t *bb
= _delta_xy_table
[this->rotation
];
346 this->x_offs
= bb
[3];
347 this->y_offs
= bb
[2];
348 this->x_extent
= bb
[1];
349 this->y_extent
= bb
[0];
352 if (this->direction
!= this->rotation
) {
353 /* If we are rotating, then it is possible the ship was moved to its next position. In that
354 * case, because we are still showing the old direction, the ship will appear to glitch sideways
355 * slightly. We can work around this by applying an additional offset to make the ship appear
356 * where it was before it moved. */
357 this->x_offs
-= this->x_pos
- this->rotation_x_pos
;
358 this->y_offs
-= this->y_pos
- this->rotation_y_pos
;
363 * Test-procedure for HasVehicleOnPos to check for any ships which are moving.
365 static Vehicle
*EnsureNoMovingShipProc(Vehicle
*v
, void *)
367 return v
->type
== VEH_SHIP
&& v
->cur_speed
!= 0 ? v
: nullptr;
370 static bool CheckReverseShip(const Ship
*v
, Trackdir
*trackdir
= nullptr)
372 /* Ask pathfinder for best direction */
373 return YapfShipCheckReverse(v
, trackdir
);
376 static bool CheckShipLeaveDepot(Ship
*v
)
378 if (!v
->IsChainInDepot()) return false;
380 /* Check if we should wait here for unbunching. */
381 if (v
->IsWaitingForUnbunching()) return true;
383 /* We are leaving a depot, but have to go to the exact same one; re-enter */
384 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
385 IsShipDepotTile(v
->tile
) && GetDepotIndex(v
->tile
) == v
->current_order
.GetDestination()) {
386 VehicleEnterDepot(v
);
390 /* Don't leave depot if no destination set */
391 if (v
->dest_tile
== 0) return true;
393 /* Don't leave depot if another vehicle is already entering/leaving */
394 /* This helps avoid CPU load if many ships are set to start at the same time */
395 if (HasVehicleOnPos(v
->tile
, nullptr, &EnsureNoMovingShipProc
)) return true;
397 TileIndex tile
= v
->tile
;
398 Axis axis
= GetShipDepotAxis(tile
);
400 DiagDirection north_dir
= ReverseDiagDir(AxisToDiagDir(axis
));
401 TileIndex north_neighbour
= TileAdd(tile
, TileOffsByDiagDir(north_dir
));
402 DiagDirection south_dir
= AxisToDiagDir(axis
);
403 TileIndex south_neighbour
= TileAdd(tile
, 2 * TileOffsByDiagDir(south_dir
));
405 TrackBits north_tracks
= DiagdirReachesTracks(north_dir
) & GetTileShipTrackStatus(north_neighbour
);
406 TrackBits south_tracks
= DiagdirReachesTracks(south_dir
) & GetTileShipTrackStatus(south_neighbour
);
407 if (north_tracks
&& south_tracks
) {
408 if (CheckReverseShip(v
)) north_tracks
= TRACK_BIT_NONE
;
412 /* Leave towards north */
413 v
->rotation
= v
->direction
= DiagDirToDir(north_dir
);
414 } else if (south_tracks
) {
415 /* Leave towards south */
416 v
->rotation
= v
->direction
= DiagDirToDir(south_dir
);
418 /* Both ways blocked */
422 v
->state
= AxisToTrackBits(axis
);
423 v
->vehstatus
&= ~VS_HIDDEN
;
426 v
->UpdateViewport(true, true);
427 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
429 VehicleServiceInDepot(v
);
430 v
->LeaveUnbunchingDepot();
431 v
->PlayLeaveStationSound();
432 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
433 SetWindowClassesDirty(WC_SHIPS_LIST
);
439 * Accelerates the ship towards its target speed.
440 * @param v Ship to accelerate.
441 * @return Number of steps to move the ship.
443 static uint
ShipAccelerate(Vehicle
*v
)
446 speed
= std::min
<uint
>(v
->cur_speed
+ v
->acceleration
, v
->vcache
.cached_max_speed
);
447 speed
= std::min
<uint
>(speed
, v
->current_order
.GetMaxSpeed() * 2);
449 /* updates statusbar only if speed have changed to save CPU time */
450 if (speed
!= v
->cur_speed
) {
451 v
->cur_speed
= speed
;
452 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
455 const uint advance_speed
= v
->GetAdvanceSpeed(speed
);
456 const uint number_of_steps
= (advance_speed
+ v
->progress
) / v
->GetAdvanceDistance();
457 const uint remainder
= (advance_speed
+ v
->progress
) % v
->GetAdvanceDistance();
458 assert(remainder
<= std::numeric_limits
<uint8_t>::max());
459 v
->progress
= static_cast<uint8_t>(remainder
);
460 return number_of_steps
;
464 * Ship arrives at a dock. If it is the first time, send out a news item.
465 * @param v Ship that arrived.
466 * @param st Station being visited.
468 static void ShipArrivesAt(const Vehicle
*v
, Station
*st
)
470 /* Check if station was ever visited before */
471 if (!(st
->had_vehicle_of_type
& HVOT_SHIP
)) {
472 st
->had_vehicle_of_type
|= HVOT_SHIP
;
474 SetDParam(0, st
->index
);
476 STR_NEWS_FIRST_SHIP_ARRIVAL
,
477 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
481 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
482 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
488 * Runs the pathfinder to choose a track to continue along.
490 * @param v Ship to navigate
491 * @param tile Tile, the ship is about to enter
492 * @param tracks Available track choices on \a tile
493 * @return Track to choose, or INVALID_TRACK when to reverse.
495 static Track
ChooseShipTrack(Ship
*v
, TileIndex tile
, TrackBits tracks
)
497 bool path_found
= true;
500 if (v
->dest_tile
== 0) {
501 /* No destination, don't invoke pathfinder. */
502 track
= TrackBitsToTrack(v
->state
);
503 if (!IsDiagonalTrack(track
)) track
= TrackToOppositeTrack(track
);
504 if (!HasBit(tracks
, track
)) track
= FindFirstTrack(tracks
);
507 /* Attempt to follow cached path. */
508 if (!v
->path
.empty()) {
509 track
= TrackdirToTrack(v
->path
.front());
511 if (HasBit(tracks
, track
)) {
513 /* HandlePathfindResult() is not called here because this is not a new pathfinder result. */
517 /* Cached path is invalid so continue with pathfinder. */
521 track
= YapfShipChooseTrack(v
, tile
, path_found
, v
->path
);
524 v
->HandlePathfindingResult(path_found
);
529 * Get the available water tracks on a tile for a ship entering a tile.
530 * @param tile The tile about to enter.
531 * @param dir The entry direction.
532 * @return The available trackbits on the next tile.
534 static inline TrackBits
GetAvailShipTracks(TileIndex tile
, DiagDirection dir
)
536 TrackBits tracks
= GetTileShipTrackStatus(tile
) & DiagdirReachesTracks(dir
);
541 /** Structure for ship sub-coordinate data for moving into a new tile via a Diagdir onto a Track. */
542 struct ShipSubcoordData
{
543 uint8_t x_subcoord
; ///< New X sub-coordinate on the new tile
544 uint8_t y_subcoord
; ///< New Y sub-coordinate on the new tile
545 Direction dir
; ///< New Direction to move in on the new track
547 /** Ship sub-coordinate data for moving into a new tile via a Diagdir onto a Track.
548 * Array indexes are Diagdir, Track.
549 * There will always be three possible tracks going into an adjacent tile via a Diagdir,
550 * so each Diagdir sub-array will have three valid and three invalid structures per Track.
552 static const ShipSubcoordData _ship_subcoord
[DIAGDIR_END
][TRACK_END
] = {
555 {15, 8, DIR_NE
}, // TRACK_X
556 { 0, 0, INVALID_DIR
}, // TRACK_Y
557 { 0, 0, INVALID_DIR
}, // TRACK_UPPER
558 {15, 8, DIR_E
}, // TRACK_LOWER
559 {15, 7, DIR_N
}, // TRACK_LEFT
560 { 0, 0, INVALID_DIR
}, // TRACK_RIGHT
564 { 0, 0, INVALID_DIR
}, // TRACK_X
565 { 8, 0, DIR_SE
}, // TRACK_Y
566 { 7, 0, DIR_E
}, // TRACK_UPPER
567 { 0, 0, INVALID_DIR
}, // TRACK_LOWER
568 { 8, 0, DIR_S
}, // TRACK_LEFT
569 { 0, 0, INVALID_DIR
}, // TRACK_RIGHT
573 { 0, 8, DIR_SW
}, // TRACK_X
574 { 0, 0, INVALID_DIR
}, // TRACK_Y
575 { 0, 7, DIR_W
}, // TRACK_UPPER
576 { 0, 0, INVALID_DIR
}, // TRACK_LOWER
577 { 0, 0, INVALID_DIR
}, // TRACK_LEFT
578 { 0, 8, DIR_S
}, // TRACK_RIGHT
582 { 0, 0, INVALID_DIR
}, // TRACK_X
583 { 8, 15, DIR_NW
}, // TRACK_Y
584 { 0, 0, INVALID_DIR
}, // TRACK_UPPER
585 { 8, 15, DIR_W
}, // TRACK_LOWER
586 { 0, 0, INVALID_DIR
}, // TRACK_LEFT
587 { 7, 15, DIR_N
}, // TRACK_RIGHT
592 * Test if a ship is in the centre of a lock and should move up or down.
593 * @param v Ship being tested.
594 * @return 0 if ship is not moving in lock, or -1 to move down, 1 to move up.
596 static int ShipTestUpDownOnLock(const Ship
*v
)
599 if (!IsTileType(v
->tile
, MP_WATER
) || !IsLock(v
->tile
) || GetLockPart(v
->tile
) != LOCK_PART_MIDDLE
) return 0;
601 /* Must be at the centre of the lock */
602 if ((v
->x_pos
& 0xF) != 8 || (v
->y_pos
& 0xF) != 8) return 0;
604 DiagDirection diagdir
= GetInclinedSlopeDirection(GetTileSlope(v
->tile
));
605 assert(IsValidDiagDirection(diagdir
));
607 if (DirToDiagDir(v
->direction
) == diagdir
) {
609 return (v
->z_pos
< GetTileMaxZ(v
->tile
) * (int)TILE_HEIGHT
) ? 1 : 0;
612 return (v
->z_pos
> GetTileZ(v
->tile
) * (int)TILE_HEIGHT
) ? -1 : 0;
617 * Test and move a ship up or down in a lock.
618 * @param v Ship to move.
619 * @return true iff ship is moving up or down in a lock.
621 static bool ShipMoveUpDownOnLock(Ship
*v
)
623 /* Moving up/down through lock */
624 int dz
= ShipTestUpDownOnLock(v
);
625 if (dz
== 0) return false;
627 if (v
->cur_speed
!= 0) {
629 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
632 if ((v
->tick_counter
& 7) == 0) {
635 v
->UpdateViewport(true, true);
642 * Test if a tile is a docking tile for the given station.
643 * @param tile Docking tile to test.
644 * @param station Destination station.
645 * @return true iff docking tile is next to station.
647 bool IsShipDestinationTile(TileIndex tile
, StationID station
)
649 assert(IsDockingTile(tile
));
650 /* Check each tile adjacent to docking tile. */
651 for (DiagDirection d
= DIAGDIR_BEGIN
; d
!= DIAGDIR_END
; d
++) {
652 TileIndex t
= tile
+ TileOffsByDiagDir(d
);
653 if (!IsValidTile(t
)) continue;
654 if (IsDockTile(t
) && GetStationIndex(t
) == station
&& IsDockWaterPart(t
)) return true;
655 if (IsTileType(t
, MP_INDUSTRY
)) {
656 const Industry
*i
= Industry::GetByTile(t
);
657 if (i
->neutral_station
!= nullptr && i
->neutral_station
->index
== station
) return true;
659 if (IsTileType(t
, MP_STATION
) && IsOilRig(t
) && GetStationIndex(t
) == station
) return true;
664 static void ReverseShipIntoTrackdir(Ship
*v
, Trackdir trackdir
)
666 static constexpr Direction _trackdir_to_direction
[] = {
667 DIR_NE
, DIR_SE
, DIR_E
, DIR_E
, DIR_S
, DIR_S
, INVALID_DIR
, INVALID_DIR
,
668 DIR_SW
, DIR_NW
, DIR_W
, DIR_W
, DIR_N
, DIR_N
, INVALID_DIR
, INVALID_DIR
,
671 v
->direction
= _trackdir_to_direction
[trackdir
];
672 assert(v
->direction
!= INVALID_DIR
);
673 v
->state
= TrackdirBitsToTrackBits(TrackdirToTrackdirBits(trackdir
));
675 /* Remember our current location to avoid movement glitch */
676 v
->rotation_x_pos
= v
->x_pos
;
677 v
->rotation_y_pos
= v
->y_pos
;
682 v
->UpdateViewport(true, true);
685 static void ReverseShip(Ship
*v
)
687 v
->direction
= ReverseDir(v
->direction
);
689 /* Remember our current location to avoid movement glitch */
690 v
->rotation_x_pos
= v
->x_pos
;
691 v
->rotation_y_pos
= v
->y_pos
;
696 v
->UpdateViewport(true, true);
699 static void ShipController(Ship
*v
)
702 v
->current_order_time
++;
704 if (v
->HandleBreakdown()) return;
706 if (v
->vehstatus
& VS_STOPPED
) return;
708 if (ProcessOrders(v
) && CheckReverseShip(v
)) return ReverseShip(v
);
712 if (v
->current_order
.IsType(OT_LOADING
)) return;
714 if (CheckShipLeaveDepot(v
)) return;
716 v
->ShowVisualEffect();
718 /* Rotating on spot */
719 if (v
->direction
!= v
->rotation
) {
720 if ((v
->tick_counter
& 7) == 0) {
721 DirDiff diff
= DirDifference(v
->direction
, v
->rotation
);
722 v
->rotation
= ChangeDir(v
->rotation
, diff
> DIRDIFF_REVERSE
? DIRDIFF_45LEFT
: DIRDIFF_45RIGHT
);
723 /* Invalidate the sprite cache direction to force recalculation of viewport */
724 v
->sprite_cache
.last_direction
= INVALID_DIR
;
725 v
->UpdateViewport(true, true);
730 if (ShipMoveUpDownOnLock(v
)) return;
732 const uint number_of_steps
= ShipAccelerate(v
);
733 for (uint i
= 0; i
< number_of_steps
; ++i
) {
734 if (ShipMoveUpDownOnLock(v
)) return;
736 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
737 if (v
->state
!= TRACK_BIT_WORMHOLE
) {
738 /* Not on a bridge */
739 if (gp
.old_tile
== gp
.new_tile
) {
740 /* Staying in tile */
741 if (v
->IsInDepot()) {
745 /* Not inside depot */
746 const VehicleEnterTileStatus r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
747 if (HasBit(r
, VETS_CANNOT_ENTER
)) return ReverseShip(v
);
749 /* A leave station order only needs one tick to get processed, so we can
750 * always skip ahead. */
751 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
752 v
->current_order
.Free();
753 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
754 /* Test if continuing forward would lead to a dead-end, moving into the dock. */
755 const DiagDirection exitdir
= VehicleExitDir(v
->direction
, v
->state
);
756 const TileIndex tile
= TileAddByDiagDir(v
->tile
, exitdir
);
757 if (TrackStatusToTrackBits(GetTileTrackStatus(tile
, TRANSPORT_WATER
, 0, exitdir
)) == TRACK_BIT_NONE
) return ReverseShip(v
);
758 } else if (v
->dest_tile
!= 0) {
759 /* We have a target, let's see if we reached it... */
760 if (v
->current_order
.IsType(OT_GOTO_WAYPOINT
) &&
761 DistanceManhattan(v
->dest_tile
, gp
.new_tile
) <= 3) {
762 /* We got within 3 tiles of our target buoy, so let's skip to our
764 UpdateVehicleTimetable(v
, true);
765 v
->IncrementRealOrderIndex();
766 v
->current_order
.MakeDummy();
767 } else if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
768 v
->dest_tile
== gp
.new_tile
) {
769 /* Depot orders really need to reach the tile */
770 if ((gp
.x
& 0xF) == 8 && (gp
.y
& 0xF) == 8) {
771 VehicleEnterDepot(v
);
774 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && IsDockingTile(gp
.new_tile
)) {
775 /* Process station in the orderlist. */
776 Station
*st
= Station::Get(v
->current_order
.GetDestination());
777 if (st
->docking_station
.Contains(gp
.new_tile
) && IsShipDestinationTile(gp
.new_tile
, st
->index
)) {
778 v
->last_station_visited
= st
->index
;
779 if (st
->facilities
& FACIL_DOCK
) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations
780 ShipArrivesAt(v
, st
);
782 } else { // leave stations without docks right away
783 v
->current_order
.MakeLeaveStation();
784 v
->IncrementRealOrderIndex();
792 if (!IsValidTile(gp
.new_tile
)) return ReverseShip(v
);
794 const DiagDirection diagdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
795 assert(diagdir
!= INVALID_DIAGDIR
);
796 const TrackBits tracks
= GetAvailShipTracks(gp
.new_tile
, diagdir
);
797 if (tracks
== TRACK_BIT_NONE
) {
798 Trackdir trackdir
= INVALID_TRACKDIR
;
799 CheckReverseShip(v
, &trackdir
);
800 if (trackdir
== INVALID_TRACKDIR
) return ReverseShip(v
);
801 return ReverseShipIntoTrackdir(v
, trackdir
);
804 /* Choose a direction, and continue if we find one */
805 const Track track
= ChooseShipTrack(v
, gp
.new_tile
, tracks
);
806 if (track
== INVALID_TRACK
) return ReverseShip(v
);
808 const ShipSubcoordData
&b
= _ship_subcoord
[diagdir
][track
];
810 gp
.x
= (gp
.x
& ~0xF) | b
.x_subcoord
;
811 gp
.y
= (gp
.y
& ~0xF) | b
.y_subcoord
;
813 /* Call the landscape function and tell it that the vehicle entered the tile */
814 const VehicleEnterTileStatus r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
815 if (HasBit(r
, VETS_CANNOT_ENTER
)) return ReverseShip(v
);
817 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
818 v
->tile
= gp
.new_tile
;
819 v
->state
= TrackToTrackBits(track
);
821 /* Update ship cache when the water class changes. Aqueducts are always canals. */
822 if (GetEffectiveWaterClass(gp
.old_tile
) != GetEffectiveWaterClass(gp
.new_tile
)) v
->UpdateCache();
825 const Direction new_direction
= b
.dir
;
826 const DirDiff diff
= DirDifference(new_direction
, v
->direction
);
829 case DIRDIFF_45RIGHT
:
831 /* Continue at speed */
832 v
->rotation
= v
->direction
= new_direction
;
836 /* Stop for rotation */
838 v
->direction
= new_direction
;
839 /* Remember our current location to avoid movement glitch */
840 v
->rotation_x_pos
= v
->x_pos
;
841 v
->rotation_y_pos
= v
->y_pos
;
847 if (!IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) || !HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
851 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(true);
855 /* Ship is back on the bridge head, we need to consume its path
856 * cache entry here as we didn't have to choose a ship track. */
857 if (!v
->path
.empty()) v
->path
.pop_front();
860 /* update image of ship, as well as delta XY */
865 v
->UpdateViewport(true, true);
871 PerformanceAccumulator
framerate(PFE_GL_SHIPS
);
873 if (!(this->vehstatus
& VS_STOPPED
)) this->running_ticks
++;
875 ShipController(this);
880 void Ship::SetDestTile(TileIndex tile
)
882 if (tile
== this->dest_tile
) return;
884 this->dest_tile
= tile
;
889 * @param flags type of operation.
890 * @param tile tile of the depot where ship is built.
891 * @param e the engine to build.
892 * @param[out] ret the vehicle that has been built.
893 * @return the cost of this operation or an error.
895 CommandCost
CmdBuildShip(DoCommandFlag flags
, TileIndex tile
, const Engine
*e
, Vehicle
**ret
)
897 tile
= GetShipDepotNorthTile(tile
);
898 if (flags
& DC_EXEC
) {
902 const ShipVehicleInfo
*svi
= &e
->u
.ship
;
904 Ship
*v
= new Ship();
907 v
->owner
= _current_company
;
909 x
= TileX(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
910 y
= TileY(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
913 v
->z_pos
= GetSlopePixelZ(x
, y
);
916 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
918 v
->spritenum
= svi
->image_index
;
919 v
->cargo_type
= e
->GetDefaultCargoType();
920 assert(IsValidCargoID(v
->cargo_type
));
921 v
->cargo_cap
= svi
->capacity
;
924 v
->last_station_visited
= INVALID_STATION
;
925 v
->last_loading_station
= INVALID_STATION
;
926 v
->engine_type
= e
->index
;
928 v
->reliability
= e
->reliability
;
929 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
930 v
->max_age
= e
->GetLifeLengthInDays();
932 v
->state
= TRACK_BIT_DEPOT
;
934 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_ships
);
935 v
->date_of_last_service
= TimerGameEconomy::date
;
936 v
->date_of_last_service_newgrf
= TimerGameCalendar::date
;
937 v
->build_year
= TimerGameCalendar::year
;
938 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
939 v
->random_bits
= Random();
941 v
->acceleration
= svi
->acceleration
;
944 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
945 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
947 v
->InvalidateNewGRFCacheOfChain();
949 v
->cargo_cap
= e
->DetermineCapacity(v
);
951 v
->InvalidateNewGRFCacheOfChain();
956 return CommandCost();
959 ClosestDepot
Ship::FindClosestDepot()
961 const Depot
*depot
= FindClosestShipDepot(this, MAX_SHIP_DEPOT_SEARCH_DISTANCE
);
962 if (depot
== nullptr) return ClosestDepot();
964 return ClosestDepot(depot
->xy
, depot
->index
);