Doc: Prepare for 14.0-RC2 release (#12248)
[openttd-github.git] / src / ship_cmd.cpp
blobda0f8eac379332f1c9380423baa5ce9cc8c31cad
1 /*
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/>.
6 */
8 /** @file ship_cmd.cpp Handling of ships. */
10 #include "stdafx.h"
11 #include "ship.h"
12 #include "landscape.h"
13 #include "timetable.h"
14 #include "news_func.h"
15 #include "company_func.h"
16 #include "pathfinder/npf/npf_func.h"
17 #include "depot_base.h"
18 #include "station_base.h"
19 #include "newgrf_engine.h"
20 #include "pathfinder/yapf/yapf.h"
21 #include "pathfinder/yapf/yapf_ship_regions.h"
22 #include "newgrf_sound.h"
23 #include "spritecache.h"
24 #include "strings_func.h"
25 #include "window_func.h"
26 #include "timer/timer_game_calendar.h"
27 #include "timer/timer_game_economy.h"
28 #include "vehicle_func.h"
29 #include "sound_func.h"
30 #include "ai/ai.hpp"
31 #include "game/game.hpp"
32 #include "engine_base.h"
33 #include "company_base.h"
34 #include "tunnelbridge_map.h"
35 #include "zoom_func.h"
36 #include "framerate_type.h"
37 #include "industry.h"
38 #include "industry_map.h"
39 #include "ship_cmd.h"
41 #include "table/strings.h"
43 #include <unordered_set>
45 #include "safeguards.h"
47 /** Max distance in tiles (as the crow flies) to search for depots when user clicks "go to depot". */
48 constexpr int MAX_SHIP_DEPOT_SEARCH_DISTANCE = 80;
50 /**
51 * Determine the effective #WaterClass for a ship travelling on a tile.
52 * @param tile Tile of interest
53 * @return the waterclass to be used by the ship.
55 WaterClass GetEffectiveWaterClass(TileIndex tile)
57 if (HasTileWaterClass(tile)) return GetWaterClass(tile);
58 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
59 assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER);
60 return WATER_CLASS_CANAL;
62 if (IsTileType(tile, MP_RAILWAY)) {
63 assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);
64 return WATER_CLASS_SEA;
66 NOT_REACHED();
69 static const uint16_t _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
71 template <>
72 bool IsValidImageIndex<VEH_SHIP>(uint8_t image_index)
74 return image_index < lengthof(_ship_sprites);
77 static inline TrackBits GetTileShipTrackStatus(TileIndex tile)
79 return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
82 static void GetShipIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
84 const Engine *e = Engine::Get(engine);
85 uint8_t spritenum = e->u.ship.image_index;
87 if (is_custom_sprite(spritenum)) {
88 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
89 if (result->IsValid()) return;
91 spritenum = e->original_image_index;
94 assert(IsValidImageIndex<VEH_SHIP>(spritenum));
95 result->Set(DIR_W + _ship_sprites[spritenum]);
98 void DrawShipEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
100 VehicleSpriteSeq seq;
101 GetShipIcon(engine, image_type, &seq);
103 Rect rect;
104 seq.GetBounds(&rect);
105 preferred_x = Clamp(preferred_x,
106 left - UnScaleGUI(rect.left),
107 right - UnScaleGUI(rect.right));
109 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
113 * Get the size of the sprite of a ship sprite heading west (used for lists).
114 * @param engine The engine to get the sprite from.
115 * @param[out] width The width of the sprite.
116 * @param[out] height The height of the sprite.
117 * @param[out] xoffs Number of pixels to shift the sprite to the right.
118 * @param[out] yoffs Number of pixels to shift the sprite downwards.
119 * @param image_type Context the sprite is used in.
121 void GetShipSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
123 VehicleSpriteSeq seq;
124 GetShipIcon(engine, image_type, &seq);
126 Rect rect;
127 seq.GetBounds(&rect);
129 width = UnScaleGUI(rect.Width());
130 height = UnScaleGUI(rect.Height());
131 xoffs = UnScaleGUI(rect.left);
132 yoffs = UnScaleGUI(rect.top);
135 void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
137 uint8_t spritenum = this->spritenum;
139 if (image_type == EIT_ON_MAP) direction = this->rotation;
141 if (is_custom_sprite(spritenum)) {
142 GetCustomVehicleSprite(this, direction, image_type, result);
143 if (result->IsValid()) return;
145 spritenum = this->GetEngine()->original_image_index;
148 assert(IsValidImageIndex<VEH_SHIP>(spritenum));
149 result->Set(_ship_sprites[spritenum] + direction);
152 static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
154 const int max_region_distance = (max_distance / WATER_REGION_EDGE_LENGTH) + 1;
156 static std::unordered_set<int> visited_patch_hashes;
157 static std::deque<WaterRegionPatchDesc> patches_to_search;
158 visited_patch_hashes.clear();
159 patches_to_search.clear();
161 /* Step 1: find a set of reachable Water Region Patches using BFS. */
162 const WaterRegionPatchDesc start_patch = GetWaterRegionPatchInfo(v->tile);
163 patches_to_search.push_back(start_patch);
164 visited_patch_hashes.insert(CalculateWaterRegionPatchHash(start_patch));
166 while (!patches_to_search.empty()) {
167 /* Remove first patch from the queue and make it the current patch. */
168 const WaterRegionPatchDesc current_node = patches_to_search.front();
169 patches_to_search.pop_front();
171 /* Add neighbors of the current patch to the search queue. */
172 TVisitWaterRegionPatchCallBack visitFunc = [&](const WaterRegionPatchDesc &water_region_patch) {
173 /* Note that we check the max distance per axis, not the total distance. */
174 if (std::abs(water_region_patch.x - start_patch.x) > max_region_distance ||
175 std::abs(water_region_patch.y - start_patch.y) > max_region_distance) return;
177 const int hash = CalculateWaterRegionPatchHash(water_region_patch);
178 if (visited_patch_hashes.count(hash) == 0) {
179 visited_patch_hashes.insert(hash);
180 patches_to_search.push_back(water_region_patch);
184 VisitWaterRegionPatchNeighbors(current_node, visitFunc);
187 /* Step 2: Find the closest depot within the reachable Water Region Patches. */
188 const Depot *best_depot = nullptr;
189 uint best_dist_sq = std::numeric_limits<uint>::max();
190 for (const Depot *depot : Depot::Iterate()) {
191 const TileIndex tile = depot->xy;
192 if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
193 const uint dist_sq = DistanceSquare(tile, v->tile);
194 if (dist_sq < best_dist_sq && dist_sq <= max_distance * max_distance &&
195 visited_patch_hashes.count(CalculateWaterRegionPatchHash(GetWaterRegionPatchInfo(tile))) > 0) {
196 best_dist_sq = dist_sq;
197 best_depot = depot;
202 return best_depot;
205 static void CheckIfShipNeedsService(Vehicle *v)
207 if (Company::Get(v->owner)->settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
208 if (v->IsChainInDepot()) {
209 VehicleServiceInDepot(v);
210 return;
213 uint max_distance;
214 switch (_settings_game.pf.pathfinder_for_ships) {
215 case VPF_NPF: max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty / NPF_TILE_LENGTH; break;
216 case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break;
217 default: NOT_REACHED();
220 const Depot *depot = FindClosestShipDepot(v, max_distance);
222 if (depot == nullptr) {
223 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
224 v->current_order.MakeDummy();
225 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
227 return;
230 v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
231 v->SetDestTile(depot->xy);
232 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
236 * Update the caches of this ship.
238 void Ship::UpdateCache()
240 const ShipVehicleInfo *svi = ShipVehInfo(this->engine_type);
242 /* Get speed fraction for the current water type. Aqueducts are always canals. */
243 bool is_ocean = GetEffectiveWaterClass(this->tile) == WATER_CLASS_SEA;
244 uint raw_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, svi->max_speed);
245 this->vcache.cached_max_speed = svi->ApplyWaterClassSpeedFrac(raw_speed, is_ocean);
247 /* Update cargo aging period. */
248 this->vcache.cached_cargo_age_period = GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD, EngInfo(this->engine_type)->cargo_age_period);
250 this->UpdateVisualEffect();
253 Money Ship::GetRunningCost() const
255 const Engine *e = this->GetEngine();
256 uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
257 return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
260 /** Calendar day handler. */
261 void Ship::OnNewCalendarDay()
263 AgeVehicle(this);
266 /** Economy day handler. */
267 void Ship::OnNewEconomyDay()
269 EconomyAgeVehicle(this);
271 if ((++this->day_counter & 7) == 0) {
272 DecreaseVehicleValue(this);
275 CheckVehicleBreakdown(this);
276 CheckIfShipNeedsService(this);
278 CheckOrders(this);
280 if (this->running_ticks == 0) return;
282 CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (CalendarTime::DAYS_IN_YEAR * Ticks::DAY_TICKS));
284 this->profit_this_year -= cost.GetCost();
285 this->running_ticks = 0;
287 SubtractMoneyFromCompanyFract(this->owner, cost);
289 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
290 /* we need this for the profit */
291 SetWindowClassesDirty(WC_SHIPS_LIST);
294 Trackdir Ship::GetVehicleTrackdir() const
296 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
298 if (this->IsInDepot()) {
299 /* We'll assume the ship is facing outwards */
300 return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile));
303 if (this->state == TRACK_BIT_WORMHOLE) {
304 /* ship on aqueduct, so just use its direction and assume a diagonal track */
305 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
308 return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
311 void Ship::MarkDirty()
313 this->colourmap = PAL_NONE;
314 this->UpdateViewport(true, false);
315 this->UpdateCache();
318 void Ship::PlayLeaveStationSound(bool force) const
320 if (PlayVehicleSound(this, VSE_START, force)) return;
321 SndPlayVehicleFx(ShipVehInfo(this->engine_type)->sfx, this);
324 TileIndex Ship::GetOrderStationLocation(StationID station)
326 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
328 const Station *st = Station::Get(station);
329 if (CanVehicleUseStation(this, st)) {
330 return st->xy;
331 } else {
332 this->IncrementRealOrderIndex();
333 return 0;
337 void Ship::UpdateDeltaXY()
339 static const int8_t _delta_xy_table[8][4] = {
340 /* y_extent, x_extent, y_offs, x_offs */
341 { 6, 6, -3, -3}, // N
342 { 6, 32, -3, -16}, // NE
343 { 6, 6, -3, -3}, // E
344 {32, 6, -16, -3}, // SE
345 { 6, 6, -3, -3}, // S
346 { 6, 32, -3, -16}, // SW
347 { 6, 6, -3, -3}, // W
348 {32, 6, -16, -3}, // NW
351 const int8_t *bb = _delta_xy_table[this->rotation];
352 this->x_offs = bb[3];
353 this->y_offs = bb[2];
354 this->x_extent = bb[1];
355 this->y_extent = bb[0];
356 this->z_extent = 6;
358 if (this->direction != this->rotation) {
359 /* If we are rotating, then it is possible the ship was moved to its next position. In that
360 * case, because we are still showing the old direction, the ship will appear to glitch sideways
361 * slightly. We can work around this by applying an additional offset to make the ship appear
362 * where it was before it moved. */
363 this->x_offs -= this->x_pos - this->rotation_x_pos;
364 this->y_offs -= this->y_pos - this->rotation_y_pos;
369 * Test-procedure for HasVehicleOnPos to check for any ships which are visible and not stopped by the player.
371 static Vehicle *EnsureNoMovingShipProc(Vehicle *v, void *)
373 return v->type == VEH_SHIP && (v->vehstatus & (VS_HIDDEN | VS_STOPPED)) == 0 ? v : nullptr;
376 static bool CheckReverseShip(const Ship *v, Trackdir *trackdir = nullptr)
378 /* Ask pathfinder for best direction */
379 bool reverse = false;
380 switch (_settings_game.pf.pathfinder_for_ships) {
381 case VPF_NPF: reverse = NPFShipCheckReverse(v, trackdir); break;
382 case VPF_YAPF: reverse = YapfShipCheckReverse(v, trackdir); break;
383 default: NOT_REACHED();
385 return reverse;
388 static bool CheckShipLeaveDepot(Ship *v)
390 if (!v->IsChainInDepot()) return false;
392 /* Check if we should wait here for unbunching. */
393 if (v->IsWaitingForUnbunching()) return true;
395 /* We are leaving a depot, but have to go to the exact same one; re-enter */
396 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
397 IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
398 VehicleEnterDepot(v);
399 return true;
402 /* Don't leave depot if no destination set */
403 if (v->dest_tile == 0) return true;
405 /* Don't leave depot if another vehicle is already entering/leaving */
406 /* This helps avoid CPU load if many ships are set to start at the same time */
407 if (HasVehicleOnPos(v->tile, nullptr, &EnsureNoMovingShipProc)) return true;
409 TileIndex tile = v->tile;
410 Axis axis = GetShipDepotAxis(tile);
412 DiagDirection north_dir = ReverseDiagDir(AxisToDiagDir(axis));
413 TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir));
414 DiagDirection south_dir = AxisToDiagDir(axis);
415 TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir));
417 TrackBits north_tracks = DiagdirReachesTracks(north_dir) & GetTileShipTrackStatus(north_neighbour);
418 TrackBits south_tracks = DiagdirReachesTracks(south_dir) & GetTileShipTrackStatus(south_neighbour);
419 if (north_tracks && south_tracks) {
420 if (CheckReverseShip(v)) north_tracks = TRACK_BIT_NONE;
423 if (north_tracks) {
424 /* Leave towards north */
425 v->rotation = v->direction = DiagDirToDir(north_dir);
426 } else if (south_tracks) {
427 /* Leave towards south */
428 v->rotation = v->direction = DiagDirToDir(south_dir);
429 } else {
430 /* Both ways blocked */
431 return false;
434 v->state = AxisToTrackBits(axis);
435 v->vehstatus &= ~VS_HIDDEN;
437 v->cur_speed = 0;
438 v->UpdateViewport(true, true);
439 SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
441 VehicleServiceInDepot(v);
442 v->LeaveUnbunchingDepot();
443 v->PlayLeaveStationSound();
444 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
445 SetWindowClassesDirty(WC_SHIPS_LIST);
447 return false;
451 * Accelerates the ship towards its target speed.
452 * @param v Ship to accelerate.
453 * @return Number of steps to move the ship.
455 static uint ShipAccelerate(Vehicle *v)
457 uint speed;
458 speed = std::min<uint>(v->cur_speed + v->acceleration, v->vcache.cached_max_speed);
459 speed = std::min<uint>(speed, v->current_order.GetMaxSpeed() * 2);
461 /* updates statusbar only if speed have changed to save CPU time */
462 if (speed != v->cur_speed) {
463 v->cur_speed = speed;
464 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
467 const uint advance_speed = v->GetAdvanceSpeed(speed);
468 const uint number_of_steps = (advance_speed + v->progress) / v->GetAdvanceDistance();
469 const uint remainder = (advance_speed + v->progress) % v->GetAdvanceDistance();
470 assert(remainder <= std::numeric_limits<byte>::max());
471 v->progress = static_cast<byte>(remainder);
472 return number_of_steps;
476 * Ship arrives at a dock. If it is the first time, send out a news item.
477 * @param v Ship that arrived.
478 * @param st Station being visited.
480 static void ShipArrivesAt(const Vehicle *v, Station *st)
482 /* Check if station was ever visited before */
483 if (!(st->had_vehicle_of_type & HVOT_SHIP)) {
484 st->had_vehicle_of_type |= HVOT_SHIP;
486 SetDParam(0, st->index);
487 AddVehicleNewsItem(
488 STR_NEWS_FIRST_SHIP_ARRIVAL,
489 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
490 v->index,
491 st->index
493 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
494 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
500 * Runs the pathfinder to choose a track to continue along.
502 * @param v Ship to navigate
503 * @param tile Tile, the ship is about to enter
504 * @param enterdir Direction of entering
505 * @param tracks Available track choices on \a tile
506 * @return Track to choose, or INVALID_TRACK when to reverse.
508 static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
510 assert(IsValidDiagDirection(enterdir));
512 bool path_found = true;
513 Track track;
515 if (v->dest_tile == 0) {
516 /* No destination, don't invoke pathfinder. */
517 track = TrackBitsToTrack(v->state);
518 if (!IsDiagonalTrack(track)) track = TrackToOppositeTrack(track);
519 if (!HasBit(tracks, track)) track = FindFirstTrack(tracks);
520 path_found = false;
521 } else {
522 /* Attempt to follow cached path. */
523 if (!v->path.empty()) {
524 track = TrackdirToTrack(v->path.front());
526 if (HasBit(tracks, track)) {
527 v->path.pop_front();
528 /* HandlePathfindResult() is not called here because this is not a new pathfinder result. */
529 return track;
532 /* Cached path is invalid so continue with pathfinder. */
533 v->path.clear();
536 switch (_settings_game.pf.pathfinder_for_ships) {
537 case VPF_NPF: track = NPFShipChooseTrack(v, path_found); break;
538 case VPF_YAPF: track = YapfShipChooseTrack(v, tile, enterdir, tracks, path_found, v->path); break;
539 default: NOT_REACHED();
543 v->HandlePathfindingResult(path_found);
544 return track;
548 * Get the available water tracks on a tile for a ship entering a tile.
549 * @param tile The tile about to enter.
550 * @param dir The entry direction.
551 * @return The available trackbits on the next tile.
553 static inline TrackBits GetAvailShipTracks(TileIndex tile, DiagDirection dir)
555 TrackBits tracks = GetTileShipTrackStatus(tile) & DiagdirReachesTracks(dir);
557 return tracks;
560 /** Structure for ship sub-coordinate data for moving into a new tile via a Diagdir onto a Track. */
561 struct ShipSubcoordData {
562 byte x_subcoord; ///< New X sub-coordinate on the new tile
563 byte y_subcoord; ///< New Y sub-coordinate on the new tile
564 Direction dir; ///< New Direction to move in on the new track
566 /** Ship sub-coordinate data for moving into a new tile via a Diagdir onto a Track.
567 * Array indexes are Diagdir, Track.
568 * There will always be three possible tracks going into an adjacent tile via a Diagdir,
569 * so each Diagdir sub-array will have three valid and three invalid structures per Track.
571 static const ShipSubcoordData _ship_subcoord[DIAGDIR_END][TRACK_END] = {
572 // DIAGDIR_NE
574 {15, 8, DIR_NE}, // TRACK_X
575 { 0, 0, INVALID_DIR}, // TRACK_Y
576 { 0, 0, INVALID_DIR}, // TRACK_UPPER
577 {15, 8, DIR_E}, // TRACK_LOWER
578 {15, 7, DIR_N}, // TRACK_LEFT
579 { 0, 0, INVALID_DIR}, // TRACK_RIGHT
581 // DIAGDIR_SE
583 { 0, 0, INVALID_DIR}, // TRACK_X
584 { 8, 0, DIR_SE}, // TRACK_Y
585 { 7, 0, DIR_E}, // TRACK_UPPER
586 { 0, 0, INVALID_DIR}, // TRACK_LOWER
587 { 8, 0, DIR_S}, // TRACK_LEFT
588 { 0, 0, INVALID_DIR}, // TRACK_RIGHT
590 // DIAGDIR_SW
592 { 0, 8, DIR_SW}, // TRACK_X
593 { 0, 0, INVALID_DIR}, // TRACK_Y
594 { 0, 7, DIR_W}, // TRACK_UPPER
595 { 0, 0, INVALID_DIR}, // TRACK_LOWER
596 { 0, 0, INVALID_DIR}, // TRACK_LEFT
597 { 0, 8, DIR_S}, // TRACK_RIGHT
599 // DIAGDIR_NW
601 { 0, 0, INVALID_DIR}, // TRACK_X
602 { 8, 15, DIR_NW}, // TRACK_Y
603 { 0, 0, INVALID_DIR}, // TRACK_UPPER
604 { 8, 15, DIR_W}, // TRACK_LOWER
605 { 0, 0, INVALID_DIR}, // TRACK_LEFT
606 { 7, 15, DIR_N}, // TRACK_RIGHT
611 * Test if a ship is in the centre of a lock and should move up or down.
612 * @param v Ship being tested.
613 * @return 0 if ship is not moving in lock, or -1 to move down, 1 to move up.
615 static int ShipTestUpDownOnLock(const Ship *v)
617 /* Suitable tile? */
618 if (!IsTileType(v->tile, MP_WATER) || !IsLock(v->tile) || GetLockPart(v->tile) != LOCK_PART_MIDDLE) return 0;
620 /* Must be at the centre of the lock */
621 if ((v->x_pos & 0xF) != 8 || (v->y_pos & 0xF) != 8) return 0;
623 DiagDirection diagdir = GetInclinedSlopeDirection(GetTileSlope(v->tile));
624 assert(IsValidDiagDirection(diagdir));
626 if (DirToDiagDir(v->direction) == diagdir) {
627 /* Move up */
628 return (v->z_pos < GetTileMaxZ(v->tile) * (int)TILE_HEIGHT) ? 1 : 0;
629 } else {
630 /* Move down */
631 return (v->z_pos > GetTileZ(v->tile) * (int)TILE_HEIGHT) ? -1 : 0;
636 * Test and move a ship up or down in a lock.
637 * @param v Ship to move.
638 * @return true iff ship is moving up or down in a lock.
640 static bool ShipMoveUpDownOnLock(Ship *v)
642 /* Moving up/down through lock */
643 int dz = ShipTestUpDownOnLock(v);
644 if (dz == 0) return false;
646 if (v->cur_speed != 0) {
647 v->cur_speed = 0;
648 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
651 if ((v->tick_counter & 7) == 0) {
652 v->z_pos += dz;
653 v->UpdatePosition();
654 v->UpdateViewport(true, true);
657 return true;
661 * Test if a tile is a docking tile for the given station.
662 * @param tile Docking tile to test.
663 * @param station Destination station.
664 * @return true iff docking tile is next to station.
666 bool IsShipDestinationTile(TileIndex tile, StationID station)
668 assert(IsDockingTile(tile));
669 /* Check each tile adjacent to docking tile. */
670 for (DiagDirection d = DIAGDIR_BEGIN; d != DIAGDIR_END; d++) {
671 TileIndex t = tile + TileOffsByDiagDir(d);
672 if (!IsValidTile(t)) continue;
673 if (IsDockTile(t) && GetStationIndex(t) == station && IsDockWaterPart(t)) return true;
674 if (IsTileType(t, MP_INDUSTRY)) {
675 const Industry *i = Industry::GetByTile(t);
676 if (i->neutral_station != nullptr && i->neutral_station->index == station) return true;
678 if (IsTileType(t, MP_STATION) && IsOilRig(t) && GetStationIndex(t) == station) return true;
680 return false;
683 static void ReverseShipIntoTrackdir(Ship *v, Trackdir trackdir)
685 static constexpr Direction _trackdir_to_direction[] = {
686 DIR_NE, DIR_SE, DIR_E, DIR_E, DIR_S, DIR_S, INVALID_DIR, INVALID_DIR,
687 DIR_SW, DIR_NW, DIR_W, DIR_W, DIR_N, DIR_N, INVALID_DIR, INVALID_DIR,
690 v->direction = _trackdir_to_direction[trackdir];
691 assert(v->direction != INVALID_DIR);
692 v->state = TrackdirBitsToTrackBits(TrackdirToTrackdirBits(trackdir));
694 /* Remember our current location to avoid movement glitch */
695 v->rotation_x_pos = v->x_pos;
696 v->rotation_y_pos = v->y_pos;
697 v->cur_speed = 0;
698 v->path.clear();
700 v->UpdatePosition();
701 v->UpdateViewport(true, true);
704 static void ReverseShip(Ship *v)
706 v->direction = ReverseDir(v->direction);
708 /* Remember our current location to avoid movement glitch */
709 v->rotation_x_pos = v->x_pos;
710 v->rotation_y_pos = v->y_pos;
711 v->cur_speed = 0;
712 v->path.clear();
714 v->UpdatePosition();
715 v->UpdateViewport(true, true);
718 static void ShipController(Ship *v)
720 v->tick_counter++;
721 v->current_order_time++;
723 if (v->HandleBreakdown()) return;
725 if (v->vehstatus & VS_STOPPED) return;
727 if (ProcessOrders(v) && CheckReverseShip(v)) return ReverseShip(v);
729 v->HandleLoading();
731 if (v->current_order.IsType(OT_LOADING)) return;
733 if (CheckShipLeaveDepot(v)) return;
735 v->ShowVisualEffect();
737 /* Rotating on spot */
738 if (v->direction != v->rotation) {
739 if ((v->tick_counter & 7) == 0) {
740 DirDiff diff = DirDifference(v->direction, v->rotation);
741 v->rotation = ChangeDir(v->rotation, diff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
742 /* Invalidate the sprite cache direction to force recalculation of viewport */
743 v->sprite_cache.last_direction = INVALID_DIR;
744 v->UpdateViewport(true, true);
746 return;
749 if (ShipMoveUpDownOnLock(v)) return;
751 const uint number_of_steps = ShipAccelerate(v);
752 for (uint i = 0; i < number_of_steps; ++i) {
753 if (ShipMoveUpDownOnLock(v)) return;
755 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
756 if (v->state != TRACK_BIT_WORMHOLE) {
757 /* Not on a bridge */
758 if (gp.old_tile == gp.new_tile) {
759 /* Staying in tile */
760 if (v->IsInDepot()) {
761 gp.x = v->x_pos;
762 gp.y = v->y_pos;
763 } else {
764 /* Not inside depot */
765 const VehicleEnterTileStatus r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
766 if (HasBit(r, VETS_CANNOT_ENTER)) return ReverseShip(v);
768 /* A leave station order only needs one tick to get processed, so we can
769 * always skip ahead. */
770 if (v->current_order.IsType(OT_LEAVESTATION)) {
771 v->current_order.Free();
772 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
773 /* Test if continuing forward would lead to a dead-end, moving into the dock. */
774 const DiagDirection exitdir = VehicleExitDir(v->direction, v->state);
775 const TileIndex tile = TileAddByDiagDir(v->tile, exitdir);
776 if (TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0, exitdir)) == TRACK_BIT_NONE) return ReverseShip(v);
777 } else if (v->dest_tile != 0) {
778 /* We have a target, let's see if we reached it... */
779 if (v->current_order.IsType(OT_GOTO_WAYPOINT) &&
780 DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) {
781 /* We got within 3 tiles of our target buoy, so let's skip to our
782 * next order */
783 UpdateVehicleTimetable(v, true);
784 v->IncrementRealOrderIndex();
785 v->current_order.MakeDummy();
786 } else if (v->current_order.IsType(OT_GOTO_DEPOT) &&
787 v->dest_tile == gp.new_tile) {
788 /* Depot orders really need to reach the tile */
789 if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) {
790 VehicleEnterDepot(v);
791 return;
793 } else if (v->current_order.IsType(OT_GOTO_STATION) && IsDockingTile(gp.new_tile)) {
794 /* Process station in the orderlist. */
795 Station *st = Station::Get(v->current_order.GetDestination());
796 if (st->docking_station.Contains(gp.new_tile) && IsShipDestinationTile(gp.new_tile, st->index)) {
797 v->last_station_visited = st->index;
798 if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations
799 ShipArrivesAt(v, st);
800 v->BeginLoading();
801 } else { // leave stations without docks right away
802 v->current_order.MakeLeaveStation();
803 v->IncrementRealOrderIndex();
809 } else {
810 /* New tile */
811 if (!IsValidTile(gp.new_tile)) return ReverseShip(v);
813 const DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
814 assert(diagdir != INVALID_DIAGDIR);
815 const TrackBits tracks = GetAvailShipTracks(gp.new_tile, diagdir);
816 if (tracks == TRACK_BIT_NONE) {
817 Trackdir trackdir = INVALID_TRACKDIR;
818 CheckReverseShip(v, &trackdir);
819 if (trackdir == INVALID_TRACKDIR) return ReverseShip(v);
820 return ReverseShipIntoTrackdir(v, trackdir);
823 /* Choose a direction, and continue if we find one */
824 const Track track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
825 if (track == INVALID_TRACK) return ReverseShip(v);
827 const ShipSubcoordData &b = _ship_subcoord[diagdir][track];
829 gp.x = (gp.x & ~0xF) | b.x_subcoord;
830 gp.y = (gp.y & ~0xF) | b.y_subcoord;
832 /* Call the landscape function and tell it that the vehicle entered the tile */
833 const VehicleEnterTileStatus r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
834 if (HasBit(r, VETS_CANNOT_ENTER)) return ReverseShip(v);
836 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
837 v->tile = gp.new_tile;
838 v->state = TrackToTrackBits(track);
840 /* Update ship cache when the water class changes. Aqueducts are always canals. */
841 if (GetEffectiveWaterClass(gp.old_tile) != GetEffectiveWaterClass(gp.new_tile)) v->UpdateCache();
844 const Direction new_direction = b.dir;
845 const DirDiff diff = DirDifference(new_direction, v->direction);
846 switch (diff) {
847 case DIRDIFF_SAME:
848 case DIRDIFF_45RIGHT:
849 case DIRDIFF_45LEFT:
850 /* Continue at speed */
851 v->rotation = v->direction = new_direction;
852 break;
854 default:
855 /* Stop for rotation */
856 v->cur_speed = 0;
857 v->direction = new_direction;
858 /* Remember our current location to avoid movement glitch */
859 v->rotation_x_pos = v->x_pos;
860 v->rotation_y_pos = v->y_pos;
861 break;
864 } else {
865 /* On a bridge */
866 if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
867 v->x_pos = gp.x;
868 v->y_pos = gp.y;
869 v->UpdatePosition();
870 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
871 return;
874 /* Ship is back on the bridge head, we need to consume its path
875 * cache entry here as we didn't have to choose a ship track. */
876 if (!v->path.empty()) v->path.pop_front();
879 /* update image of ship, as well as delta XY */
880 v->x_pos = gp.x;
881 v->y_pos = gp.y;
883 v->UpdatePosition();
884 v->UpdateViewport(true, true);
888 bool Ship::Tick()
890 PerformanceAccumulator framerate(PFE_GL_SHIPS);
892 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
894 ShipController(this);
896 return true;
899 void Ship::SetDestTile(TileIndex tile)
901 if (tile == this->dest_tile) return;
902 this->path.clear();
903 this->dest_tile = tile;
907 * Build a ship.
908 * @param flags type of operation.
909 * @param tile tile of the depot where ship is built.
910 * @param e the engine to build.
911 * @param[out] ret the vehicle that has been built.
912 * @return the cost of this operation or an error.
914 CommandCost CmdBuildShip(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
916 tile = GetShipDepotNorthTile(tile);
917 if (flags & DC_EXEC) {
918 int x;
919 int y;
921 const ShipVehicleInfo *svi = &e->u.ship;
923 Ship *v = new Ship();
924 *ret = v;
926 v->owner = _current_company;
927 v->tile = tile;
928 x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
929 y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
930 v->x_pos = x;
931 v->y_pos = y;
932 v->z_pos = GetSlopePixelZ(x, y);
934 v->UpdateDeltaXY();
935 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
937 v->spritenum = svi->image_index;
938 v->cargo_type = e->GetDefaultCargoType();
939 assert(IsValidCargoID(v->cargo_type));
940 v->cargo_cap = svi->capacity;
941 v->refit_cap = 0;
943 v->last_station_visited = INVALID_STATION;
944 v->last_loading_station = INVALID_STATION;
945 v->engine_type = e->index;
947 v->reliability = e->reliability;
948 v->reliability_spd_dec = e->reliability_spd_dec;
949 v->max_age = e->GetLifeLengthInDays();
951 v->state = TRACK_BIT_DEPOT;
953 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_ships);
954 v->date_of_last_service = TimerGameEconomy::date;
955 v->date_of_last_service_newgrf = TimerGameCalendar::date;
956 v->build_year = TimerGameCalendar::year;
957 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
958 v->random_bits = Random();
960 v->acceleration = svi->acceleration;
961 v->UpdateCache();
963 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
964 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
966 v->InvalidateNewGRFCacheOfChain();
968 v->cargo_cap = e->DetermineCapacity(v);
970 v->InvalidateNewGRFCacheOfChain();
972 v->UpdatePosition();
975 return CommandCost();
978 ClosestDepot Ship::FindClosestDepot()
980 const Depot *depot = FindClosestShipDepot(this, MAX_SHIP_DEPOT_SEARCH_DISTANCE);
981 if (depot == nullptr) return ClosestDepot();
983 return ClosestDepot(depot->xy, depot->index);