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 "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 "newgrf_sound.h"
22 #include "spritecache.h"
23 #include "strings_func.h"
24 #include "window_func.h"
25 #include "date_func.h"
26 #include "vehicle_func.h"
27 #include "sound_func.h"
29 #include "game/game.hpp"
30 #include "engine_base.h"
31 #include "company_base.h"
32 #include "tunnelbridge_map.h"
33 #include "zoom_func.h"
34 #include "framerate_type.h"
36 #include "industry_map.h"
38 #include "table/strings.h"
40 #include "safeguards.h"
43 * Determine the effective #WaterClass for a ship travelling on a tile.
44 * @param tile Tile of interest
45 * @return the waterclass to be used by the ship.
47 WaterClass
GetEffectiveWaterClass(TileIndex tile
)
49 if (HasTileWaterClass(tile
)) return GetWaterClass(tile
);
50 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
51 assert(GetTunnelBridgeTransportType(tile
) == TRANSPORT_WATER
);
52 return WATER_CLASS_CANAL
;
54 if (IsTileType(tile
, MP_RAILWAY
)) {
55 assert(GetRailGroundType(tile
) == RAIL_GROUND_WATER
);
56 return WATER_CLASS_SEA
;
61 static const uint16 _ship_sprites
[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
64 bool IsValidImageIndex
<VEH_SHIP
>(uint8 image_index
)
66 return image_index
< lengthof(_ship_sprites
);
69 static inline TrackBits
GetTileShipTrackStatus(TileIndex tile
)
71 return TrackStatusToTrackBits(GetTileTrackStatus(tile
, TRANSPORT_WATER
, 0));
74 static void GetShipIcon(EngineID engine
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
76 const Engine
*e
= Engine::Get(engine
);
77 uint8 spritenum
= e
->u
.ship
.image_index
;
79 if (is_custom_sprite(spritenum
)) {
80 GetCustomVehicleIcon(engine
, DIR_W
, image_type
, result
);
81 if (result
->IsValid()) return;
83 spritenum
= e
->original_image_index
;
86 assert(IsValidImageIndex
<VEH_SHIP
>(spritenum
));
87 result
->Set(DIR_W
+ _ship_sprites
[spritenum
]);
90 void DrawShipEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
93 GetShipIcon(engine
, image_type
, &seq
);
97 preferred_x
= Clamp(preferred_x
,
98 left
- UnScaleGUI(rect
.left
),
99 right
- UnScaleGUI(rect
.right
));
101 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
105 * Get the size of the sprite of a ship sprite heading west (used for lists).
106 * @param engine The engine to get the sprite from.
107 * @param[out] width The width of the sprite.
108 * @param[out] height The height of the sprite.
109 * @param[out] xoffs Number of pixels to shift the sprite to the right.
110 * @param[out] yoffs Number of pixels to shift the sprite downwards.
111 * @param image_type Context the sprite is used in.
113 void GetShipSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
115 VehicleSpriteSeq seq
;
116 GetShipIcon(engine
, image_type
, &seq
);
119 seq
.GetBounds(&rect
);
121 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
122 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
123 xoffs
= UnScaleGUI(rect
.left
);
124 yoffs
= UnScaleGUI(rect
.top
);
127 void Ship::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
129 uint8 spritenum
= this->spritenum
;
131 if (image_type
== EIT_ON_MAP
) direction
= this->rotation
;
133 if (is_custom_sprite(spritenum
)) {
134 GetCustomVehicleSprite(this, direction
, image_type
, result
);
135 if (result
->IsValid()) return;
137 spritenum
= this->GetEngine()->original_image_index
;
140 assert(IsValidImageIndex
<VEH_SHIP
>(spritenum
));
141 result
->Set(_ship_sprites
[spritenum
] + direction
);
144 static const Depot
*FindClosestShipDepot(const Vehicle
*v
, uint max_distance
)
146 /* Find the closest depot */
147 const Depot
*best_depot
= nullptr;
148 /* If we don't have a maximum distance, i.e. distance = 0,
149 * we want to find any depot so the best distance of no
150 * depot must be more than any correct distance. On the
151 * other hand if we have set a maximum distance, any depot
152 * further away than max_distance can safely be ignored. */
153 uint best_dist
= max_distance
== 0 ? UINT_MAX
: max_distance
+ 1;
155 for (const Depot
*depot
: Depot::Iterate()) {
156 TileIndex tile
= depot
->xy
;
157 if (IsShipDepotTile(tile
) && IsTileOwner(tile
, v
->owner
)) {
158 uint dist
= DistanceManhattan(tile
, v
->tile
);
159 if (dist
< best_dist
) {
169 static void CheckIfShipNeedsService(Vehicle
*v
)
171 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_ships
== 0 || !v
->NeedsAutomaticServicing()) return;
172 if (v
->IsChainInDepot()) {
173 VehicleServiceInDepot(v
);
178 switch (_settings_game
.pf
.pathfinder_for_ships
) {
179 case VPF_NPF
: max_distance
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
/ NPF_TILE_LENGTH
; break;
180 case VPF_YAPF
: max_distance
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
/ YAPF_TILE_LENGTH
; break;
181 default: NOT_REACHED();
184 const Depot
*depot
= FindClosestShipDepot(v
, max_distance
);
186 if (depot
== nullptr) {
187 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
188 v
->current_order
.MakeDummy();
189 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
194 v
->current_order
.MakeGoToDepot(depot
->index
, ODTFB_SERVICE
);
195 v
->SetDestTile(depot
->xy
);
196 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
200 * Update the caches of this ship.
202 void Ship::UpdateCache()
204 const ShipVehicleInfo
*svi
= ShipVehInfo(this->engine_type
);
206 /* Get speed fraction for the current water type. Aqueducts are always canals. */
207 bool is_ocean
= GetEffectiveWaterClass(this->tile
) == WATER_CLASS_SEA
;
208 uint raw_speed
= GetVehicleProperty(this, PROP_SHIP_SPEED
, svi
->max_speed
);
209 this->vcache
.cached_max_speed
= svi
->ApplyWaterClassSpeedFrac(raw_speed
, is_ocean
);
211 /* Update cargo aging period. */
212 this->vcache
.cached_cargo_age_period
= GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD
, EngInfo(this->engine_type
)->cargo_age_period
);
214 this->UpdateVisualEffect();
217 Money
Ship::GetRunningCost() const
219 const Engine
*e
= this->GetEngine();
220 uint cost_factor
= GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR
, e
->u
.ship
.running_cost
);
221 return GetPrice(PR_RUNNING_SHIP
, cost_factor
, e
->GetGRF());
224 void Ship::OnNewDay()
226 if ((++this->day_counter
& 7) == 0) {
227 DecreaseVehicleValue(this);
230 CheckVehicleBreakdown(this);
232 CheckIfShipNeedsService(this);
236 if (this->running_ticks
== 0) return;
238 CommandCost
cost(EXPENSES_SHIP_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
240 this->profit_this_year
-= cost
.GetCost();
241 this->running_ticks
= 0;
243 SubtractMoneyFromCompanyFract(this->owner
, cost
);
245 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
246 /* we need this for the profit */
247 SetWindowClassesDirty(WC_SHIPS_LIST
);
250 Trackdir
Ship::GetVehicleTrackdir() const
252 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
254 if (this->IsInDepot()) {
255 /* We'll assume the ship is facing outwards */
256 return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile
));
259 if (this->state
== TRACK_BIT_WORMHOLE
) {
260 /* ship on aqueduct, so just use his direction and assume a diagonal track */
261 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
264 return TrackDirectionToTrackdir(FindFirstTrack(this->state
), this->direction
);
267 void Ship::MarkDirty()
269 this->colourmap
= PAL_NONE
;
270 this->UpdateViewport(true, false);
274 static void PlayShipSound(const Vehicle
*v
)
276 if (!PlayVehicleSound(v
, VSE_START
)) {
277 SndPlayVehicleFx(ShipVehInfo(v
->engine_type
)->sfx
, v
);
281 void Ship::PlayLeaveStationSound() const
286 TileIndex
Ship::GetOrderStationLocation(StationID station
)
288 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
290 const Station
*st
= Station::Get(station
);
291 if (CanVehicleUseStation(this, st
)) {
294 this->IncrementRealOrderIndex();
299 void Ship::UpdateDeltaXY()
301 static const int8 _delta_xy_table
[8][4] = {
302 /* y_extent, x_extent, y_offs, x_offs */
303 { 6, 6, -3, -3}, // N
304 { 6, 32, -3, -16}, // NE
305 { 6, 6, -3, -3}, // E
306 {32, 6, -16, -3}, // SE
307 { 6, 6, -3, -3}, // S
308 { 6, 32, -3, -16}, // SW
309 { 6, 6, -3, -3}, // W
310 {32, 6, -16, -3}, // NW
313 const int8
*bb
= _delta_xy_table
[this->rotation
];
314 this->x_offs
= bb
[3];
315 this->y_offs
= bb
[2];
316 this->x_extent
= bb
[1];
317 this->y_extent
= bb
[0];
320 if (this->direction
!= this->rotation
) {
321 /* If we are rotating, then it is possible the ship was moved to its next position. In that
322 * case, because we are still showing the old direction, the ship will appear to glitch sideways
323 * slightly. We can work around this by applying an additional offset to make the ship appear
324 * where it was before it moved. */
325 this->x_offs
-= this->x_pos
- this->rotation_x_pos
;
326 this->y_offs
-= this->y_pos
- this->rotation_y_pos
;
331 * Test-procedure for HasVehicleOnPos to check for any ships which are visible and not stopped by the player.
333 static Vehicle
*EnsureNoMovingShipProc(Vehicle
*v
, void *data
)
335 return v
->type
== VEH_SHIP
&& (v
->vehstatus
& (VS_HIDDEN
| VS_STOPPED
)) == 0 ? v
: nullptr;
338 static bool CheckShipLeaveDepot(Ship
*v
)
340 if (!v
->IsChainInDepot()) return false;
342 /* We are leaving a depot, but have to go to the exact same one; re-enter */
343 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
344 IsShipDepotTile(v
->tile
) && GetDepotIndex(v
->tile
) == v
->current_order
.GetDestination()) {
345 VehicleEnterDepot(v
);
349 /* Don't leave depot if no destination set */
350 if (v
->dest_tile
== 0) return true;
352 /* Don't leave depot if another vehicle is already entering/leaving */
353 /* This helps avoid CPU load if many ships are set to start at the same time */
354 if (HasVehicleOnPos(v
->tile
, nullptr, &EnsureNoMovingShipProc
)) return true;
356 TileIndex tile
= v
->tile
;
357 Axis axis
= GetShipDepotAxis(tile
);
359 DiagDirection north_dir
= ReverseDiagDir(AxisToDiagDir(axis
));
360 TileIndex north_neighbour
= TILE_ADD(tile
, TileOffsByDiagDir(north_dir
));
361 DiagDirection south_dir
= AxisToDiagDir(axis
);
362 TileIndex south_neighbour
= TILE_ADD(tile
, 2 * TileOffsByDiagDir(south_dir
));
364 TrackBits north_tracks
= DiagdirReachesTracks(north_dir
) & GetTileShipTrackStatus(north_neighbour
);
365 TrackBits south_tracks
= DiagdirReachesTracks(south_dir
) & GetTileShipTrackStatus(south_neighbour
);
366 if (north_tracks
&& south_tracks
) {
367 /* Ask pathfinder for best direction */
368 bool reverse
= false;
369 switch (_settings_game
.pf
.pathfinder_for_ships
) {
370 case VPF_NPF
: reverse
= NPFShipCheckReverse(v
); break;
371 case VPF_YAPF
: reverse
= YapfShipCheckReverse(v
); break;
372 default: NOT_REACHED();
374 if (reverse
) north_tracks
= TRACK_BIT_NONE
;
378 /* Leave towards north */
379 v
->rotation
= v
->direction
= DiagDirToDir(north_dir
);
380 } else if (south_tracks
) {
381 /* Leave towards south */
382 v
->rotation
= v
->direction
= DiagDirToDir(south_dir
);
384 /* Both ways blocked */
388 v
->state
= AxisToTrackBits(axis
);
389 v
->vehstatus
&= ~VS_HIDDEN
;
392 v
->UpdateViewport(true, true);
393 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
396 VehicleServiceInDepot(v
);
397 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
398 SetWindowClassesDirty(WC_SHIPS_LIST
);
403 static bool ShipAccelerate(Vehicle
*v
)
408 spd
= std::min
<uint
>(v
->cur_speed
+ 1, v
->vcache
.cached_max_speed
);
409 spd
= std::min
<uint
>(spd
, v
->current_order
.GetMaxSpeed() * 2);
411 /* updates statusbar only if speed have changed to save CPU time */
412 if (spd
!= v
->cur_speed
) {
414 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
417 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
418 spd
= v
->GetOldAdvanceSpeed(spd
);
420 if (spd
== 0) return false;
421 if ((byte
)++spd
== 0) return true;
423 v
->progress
= (t
= v
->progress
) - (byte
)spd
;
425 return (t
< v
->progress
);
429 * Ship arrives at a dock. If it is the first time, send out a news item.
430 * @param v Ship that arrived.
431 * @param st Station being visited.
433 static void ShipArrivesAt(const Vehicle
*v
, Station
*st
)
435 /* Check if station was ever visited before */
436 if (!(st
->had_vehicle_of_type
& HVOT_SHIP
)) {
437 st
->had_vehicle_of_type
|= HVOT_SHIP
;
439 SetDParam(0, st
->index
);
441 STR_NEWS_FIRST_SHIP_ARRIVAL
,
442 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
446 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
447 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
453 * Runs the pathfinder to choose a track to continue along.
455 * @param v Ship to navigate
456 * @param tile Tile, the ship is about to enter
457 * @param enterdir Direction of entering
458 * @param tracks Available track choices on \a tile
459 * @return Track to choose, or INVALID_TRACK when to reverse.
461 static Track
ChooseShipTrack(Ship
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
)
463 assert(IsValidDiagDirection(enterdir
));
465 bool path_found
= true;
468 if (v
->dest_tile
== 0) {
469 /* No destination, don't invoke pathfinder. */
470 track
= TrackBitsToTrack(v
->state
);
471 if (!IsDiagonalTrack(track
)) track
= TrackToOppositeTrack(track
);
472 if (!HasBit(tracks
, track
)) track
= FindFirstTrack(tracks
);
475 /* Attempt to follow cached path. */
476 if (!v
->path
.empty()) {
477 track
= TrackdirToTrack(v
->path
.front());
479 if (HasBit(tracks
, track
)) {
481 /* HandlePathfindResult() is not called here because this is not a new pathfinder result. */
485 /* Cached path is invalid so continue with pathfinder. */
489 switch (_settings_game
.pf
.pathfinder_for_ships
) {
490 case VPF_NPF
: track
= NPFShipChooseTrack(v
, path_found
); break;
491 case VPF_YAPF
: track
= YapfShipChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, v
->path
); break;
492 default: NOT_REACHED();
496 v
->HandlePathfindingResult(path_found
);
501 * Get the available water tracks on a tile for a ship entering a tile.
502 * @param tile The tile about to enter.
503 * @param dir The entry direction.
504 * @return The available trackbits on the next tile.
506 static inline TrackBits
GetAvailShipTracks(TileIndex tile
, DiagDirection dir
)
508 TrackBits tracks
= GetTileShipTrackStatus(tile
) & DiagdirReachesTracks(dir
);
513 static const byte _ship_subcoord
[4][6][3] = {
549 * Test if a ship is in the centre of a lock and should move up or down.
550 * @param v Ship being tested.
551 * @return 0 if ship is not moving in lock, or -1 to move down, 1 to move up.
553 static int ShipTestUpDownOnLock(const Ship
*v
)
556 if (!IsTileType(v
->tile
, MP_WATER
) || !IsLock(v
->tile
) || GetLockPart(v
->tile
) != LOCK_PART_MIDDLE
) return 0;
558 /* Must be at the centre of the lock */
559 if ((v
->x_pos
& 0xF) != 8 || (v
->y_pos
& 0xF) != 8) return 0;
561 DiagDirection diagdir
= GetInclinedSlopeDirection(GetTileSlope(v
->tile
));
562 assert(IsValidDiagDirection(diagdir
));
564 if (DirToDiagDir(v
->direction
) == diagdir
) {
566 return (v
->z_pos
< GetTileMaxZ(v
->tile
) * (int)TILE_HEIGHT
) ? 1 : 0;
569 return (v
->z_pos
> GetTileZ(v
->tile
) * (int)TILE_HEIGHT
) ? -1 : 0;
574 * Test and move a ship up or down in a lock.
575 * @param v Ship to move.
576 * @return true iff ship is moving up or down in a lock.
578 static bool ShipMoveUpDownOnLock(Ship
*v
)
580 /* Moving up/down through lock */
581 int dz
= ShipTestUpDownOnLock(v
);
582 if (dz
== 0) return false;
584 if (v
->cur_speed
!= 0) {
586 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
589 if ((v
->tick_counter
& 7) == 0) {
592 v
->UpdateViewport(true, true);
599 * Test if a tile is a docking tile for the given station.
600 * @param tile Docking tile to test.
601 * @param station Destination station.
602 * @return true iff docking tile is next to station.
604 bool IsShipDestinationTile(TileIndex tile
, StationID station
)
606 assert(IsDockingTile(tile
));
607 /* Check each tile adjacent to docking tile. */
608 for (DiagDirection d
= DIAGDIR_BEGIN
; d
!= DIAGDIR_END
; d
++) {
609 TileIndex t
= tile
+ TileOffsByDiagDir(d
);
610 if (!IsValidTile(t
)) continue;
611 if (IsDockTile(t
) && GetStationIndex(t
) == station
&& IsValidDockingDirectionForDock(t
, d
)) return true;
612 if (IsTileType(t
, MP_INDUSTRY
)) {
613 const Industry
*i
= Industry::GetByTile(t
);
614 if (i
->neutral_station
!= nullptr && i
->neutral_station
->index
== station
) return true;
616 if (IsTileType(t
, MP_STATION
) && IsOilRig(t
) && GetStationIndex(t
) == station
) return true;
621 static void ShipController(Ship
*v
)
629 v
->current_order_time
++;
631 if (v
->HandleBreakdown()) return;
633 if (v
->vehstatus
& VS_STOPPED
) return;
638 if (v
->current_order
.IsType(OT_LOADING
)) return;
640 if (CheckShipLeaveDepot(v
)) return;
642 v
->ShowVisualEffect();
644 /* Rotating on spot */
645 if (v
->direction
!= v
->rotation
) {
646 if ((v
->tick_counter
& 7) == 0) {
647 DirDiff diff
= DirDifference(v
->direction
, v
->rotation
);
648 v
->rotation
= ChangeDir(v
->rotation
, diff
> DIRDIFF_REVERSE
? DIRDIFF_45LEFT
: DIRDIFF_45RIGHT
);
649 /* Invalidate the sprite cache direction to force recalculation of viewport */
650 v
->sprite_cache
.last_direction
= INVALID_DIR
;
651 v
->UpdateViewport(true, true);
656 if (ShipMoveUpDownOnLock(v
)) return;
658 if (!ShipAccelerate(v
)) return;
660 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
661 if (v
->state
!= TRACK_BIT_WORMHOLE
) {
662 /* Not on a bridge */
663 if (gp
.old_tile
== gp
.new_tile
) {
664 /* Staying in tile */
665 if (v
->IsInDepot()) {
669 /* Not inside depot */
670 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
671 if (HasBit(r
, VETS_CANNOT_ENTER
)) goto reverse_direction
;
673 /* A leave station order only needs one tick to get processed, so we can
674 * always skip ahead. */
675 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
676 v
->current_order
.Free();
677 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
678 /* Test if continuing forward would lead to a dead-end, moving into the dock. */
679 DiagDirection exitdir
= VehicleExitDir(v
->direction
, v
->state
);
680 TileIndex tile
= TileAddByDiagDir(v
->tile
, exitdir
);
681 if (TrackStatusToTrackBits(GetTileTrackStatus(tile
, TRANSPORT_WATER
, 0, exitdir
)) == TRACK_BIT_NONE
) goto reverse_direction
;
682 } else if (v
->dest_tile
!= 0) {
683 /* We have a target, let's see if we reached it... */
684 if (v
->current_order
.IsType(OT_GOTO_WAYPOINT
) &&
685 DistanceManhattan(v
->dest_tile
, gp
.new_tile
) <= 3) {
686 /* We got within 3 tiles of our target buoy, so let's skip to our
688 UpdateVehicleTimetable(v
, true);
689 v
->IncrementRealOrderIndex();
690 v
->current_order
.MakeDummy();
691 } else if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
692 v
->dest_tile
== gp
.new_tile
) {
693 /* Depot orders really need to reach the tile */
694 if ((gp
.x
& 0xF) == 8 && (gp
.y
& 0xF) == 8) {
695 VehicleEnterDepot(v
);
698 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && IsDockingTile(gp
.new_tile
)) {
699 /* Process station in the orderlist. */
700 Station
*st
= Station::Get(v
->current_order
.GetDestination());
701 if (st
->docking_station
.Contains(gp
.new_tile
) && IsShipDestinationTile(gp
.new_tile
, st
->index
)) {
702 v
->last_station_visited
= st
->index
;
703 if (st
->facilities
& FACIL_DOCK
) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations
704 ShipArrivesAt(v
, st
);
706 } else { // leave stations without docks right away
707 v
->current_order
.MakeLeaveStation();
708 v
->IncrementRealOrderIndex();
716 if (!IsValidTile(gp
.new_tile
)) goto reverse_direction
;
718 DiagDirection diagdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
719 assert(diagdir
!= INVALID_DIAGDIR
);
720 tracks
= GetAvailShipTracks(gp
.new_tile
, diagdir
);
721 if (tracks
== TRACK_BIT_NONE
) goto reverse_direction
;
723 /* Choose a direction, and continue if we find one */
724 track
= ChooseShipTrack(v
, gp
.new_tile
, diagdir
, tracks
);
725 if (track
== INVALID_TRACK
) goto reverse_direction
;
727 b
= _ship_subcoord
[diagdir
][track
];
729 gp
.x
= (gp
.x
& ~0xF) | b
[0];
730 gp
.y
= (gp
.y
& ~0xF) | b
[1];
732 /* Call the landscape function and tell it that the vehicle entered the tile */
733 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
734 if (HasBit(r
, VETS_CANNOT_ENTER
)) goto reverse_direction
;
736 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
737 v
->tile
= gp
.new_tile
;
738 v
->state
= TrackToTrackBits(track
);
740 /* Update ship cache when the water class changes. Aqueducts are always canals. */
741 WaterClass old_wc
= GetEffectiveWaterClass(gp
.old_tile
);
742 WaterClass new_wc
= GetEffectiveWaterClass(gp
.new_tile
);
743 if (old_wc
!= new_wc
) v
->UpdateCache();
746 Direction new_direction
= (Direction
)b
[2];
747 DirDiff diff
= DirDifference(new_direction
, v
->direction
);
750 case DIRDIFF_45RIGHT
:
752 /* Continue at speed */
753 v
->rotation
= v
->direction
= new_direction
;
757 /* Stop for rotation */
759 v
->direction
= new_direction
;
760 /* Remember our current location to avoid movement glitch */
761 v
->rotation_x_pos
= v
->x_pos
;
762 v
->rotation_y_pos
= v
->y_pos
;
768 if (!IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) || !HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
772 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(true);
776 /* Ship is back on the bridge head, we need to consume its path
777 * cache entry here as we didn't have to choose a ship track. */
778 if (!v
->path
.empty()) v
->path
.pop_front();
781 /* update image of ship, as well as delta XY */
787 v
->UpdateViewport(true, true);
791 v
->direction
= ReverseDir(v
->direction
);
792 /* Remember our current location to avoid movement glitch */
793 v
->rotation_x_pos
= v
->x_pos
;
794 v
->rotation_y_pos
= v
->y_pos
;
802 PerformanceAccumulator
framerate(PFE_GL_SHIPS
);
804 if (!(this->vehstatus
& VS_STOPPED
)) this->running_ticks
++;
806 ShipController(this);
811 void Ship::SetDestTile(TileIndex tile
)
813 if (tile
== this->dest_tile
) return;
815 this->dest_tile
= tile
;
820 * @param tile tile of the depot where ship is built.
821 * @param flags type of operation.
822 * @param e the engine to build.
823 * @param data unused.
824 * @param[out] ret the vehicle that has been built.
825 * @return the cost of this operation or an error.
827 CommandCost
CmdBuildShip(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
829 tile
= GetShipDepotNorthTile(tile
);
830 if (flags
& DC_EXEC
) {
834 const ShipVehicleInfo
*svi
= &e
->u
.ship
;
836 Ship
*v
= new Ship();
839 v
->owner
= _current_company
;
841 x
= TileX(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
842 y
= TileY(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
845 v
->z_pos
= GetSlopePixelZ(x
, y
);
848 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
850 v
->spritenum
= svi
->image_index
;
851 v
->cargo_type
= e
->GetDefaultCargoType();
852 v
->cargo_cap
= svi
->capacity
;
855 v
->last_station_visited
= INVALID_STATION
;
856 v
->last_loading_station
= INVALID_STATION
;
857 v
->engine_type
= e
->index
;
859 v
->reliability
= e
->reliability
;
860 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
861 v
->max_age
= e
->GetLifeLengthInDays();
862 _new_vehicle_id
= v
->index
;
864 v
->state
= TRACK_BIT_DEPOT
;
866 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_ships
);
867 v
->date_of_last_service
= _date
;
868 v
->build_year
= _cur_year
;
869 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
870 v
->random_bits
= VehicleRandomBits();
874 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
875 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
877 v
->InvalidateNewGRFCacheOfChain();
879 v
->cargo_cap
= e
->DetermineCapacity(v
);
881 v
->InvalidateNewGRFCacheOfChain();
886 return CommandCost();
889 bool Ship::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
891 const Depot
*depot
= FindClosestShipDepot(this, 0);
893 if (depot
== nullptr) return false;
895 if (location
!= nullptr) *location
= depot
->xy
;
896 if (destination
!= nullptr) *destination
= depot
->index
;