Update readme and changelog for v1.26.0
[openttd-joker.git] / src / ship_cmd.cpp
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1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 */
10 /** @file ship_cmd.cpp Handling of ships. */
12 #include "stdafx.h"
13 #include "ship.h"
14 #include "dock_base.h"
15 #include "landscape.h"
16 #include "timetable.h"
17 #include "news_func.h"
18 #include "company_func.h"
19 #include "pathfinder/npf/npf_func.h"
20 #include "depot_base.h"
21 #include "station_base.h"
22 #include "newgrf_engine.h"
23 #include "pathfinder/yapf/yapf.h"
24 #include "newgrf_sound.h"
25 #include "spritecache.h"
26 #include "strings_func.h"
27 #include "window_func.h"
28 #include "date_func.h"
29 #include "vehicle_func.h"
30 #include "sound_func.h"
31 #include "ai/ai.hpp"
32 #include "game/game.hpp"
33 #include "pathfinder/opf/opf_ship.h"
34 #include "engine_base.h"
35 #include "company_base.h"
36 #include "tunnelbridge_map.h"
37 #include "zoom_func.h"
39 #include "table/strings.h"
41 #include "safeguards.h"
43 /**
44 * Determine the effective #WaterClass for a ship travelling on a tile.
45 * @param tile Tile of interest
46 * @return the waterclass to be used by the ship.
48 WaterClass GetEffectiveWaterClass(TileIndex tile)
50 if (HasTileWaterClass(tile)) return GetWaterClass(tile);
51 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
52 assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER);
53 return WATER_CLASS_CANAL;
55 if (IsTileType(tile, MP_RAILWAY)) {
56 assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);
57 return WATER_CLASS_SEA;
59 NOT_REACHED();
62 static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
64 template <>
65 bool IsValidImageIndex<VEH_SHIP>(uint8 image_index)
67 return image_index < lengthof(_ship_sprites);
70 static inline TrackBits GetTileShipTrackStatus(TileIndex tile)
72 return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
75 static void GetShipIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
77 const Engine *e = Engine::Get(engine);
78 uint8 spritenum = e->u.ship.image_index;
80 if (is_custom_sprite(spritenum)) {
81 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
82 if (result->IsValid()) return;
84 spritenum = e->original_image_index;
87 assert(IsValidImageIndex<VEH_SHIP>(spritenum));
88 result->Set(DIR_W + _ship_sprites[spritenum]);
91 void DrawShipEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
93 VehicleSpriteSeq seq;
94 GetShipIcon(engine, image_type, &seq);
96 Rect16 rect = seq.GetBounds();
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);
118 Rect16 rect = seq.GetBounds();
120 width = UnScaleGUI(rect.right - rect.left + 1);
121 height = UnScaleGUI(rect.bottom - rect.top + 1);
122 xoffs = UnScaleGUI(rect.left);
123 yoffs = UnScaleGUI(rect.top);
126 void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
128 uint8 spritenum = this->spritenum;
130 if (is_custom_sprite(spritenum)) {
131 GetCustomVehicleSprite(this, direction, image_type, result);
132 if (result->IsValid()) return;
134 spritenum = this->GetEngine()->original_image_index;
137 assert(IsValidImageIndex<VEH_SHIP>(spritenum));
138 result->Set(_ship_sprites[spritenum] + direction);
141 static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
143 /* Find the closest depot */
144 const Depot *depot;
145 const Depot *best_depot = nullptr;
146 /* If we don't have a maximum distance, i.e. distance = 0,
147 * we want to find any depot so the best distance of no
148 * depot must be more than any correct distance. On the
149 * other hand if we have set a maximum distance, any depot
150 * further away than max_distance can safely be ignored. */
151 uint best_dist = max_distance == 0 ? UINT_MAX : max_distance + 1;
153 FOR_ALL_DEPOTS(depot) {
154 TileIndex tile = depot->xy;
155 if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
156 uint dist = DistanceManhattan(tile, v->tile);
157 if (dist < best_dist) {
158 best_dist = dist;
159 best_depot = depot;
164 return best_depot;
167 static void CheckIfShipNeedsService(Vehicle *v)
169 if (Company::Get(v->owner)->settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
170 if (v->IsChainInDepot()) {
171 VehicleServiceInDepot(v);
172 return;
175 uint max_distance;
176 switch (_settings_game.pf.pathfinder_for_ships) {
177 case VPF_OPF: max_distance = 12; break;
178 case VPF_NPF: max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty / NPF_TILE_LENGTH; break;
179 case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break;
180 default: NOT_REACHED();
183 const Depot *depot = FindClosestShipDepot(v, max_distance);
185 if (depot == nullptr) {
186 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
187 v->current_order.MakeDummy();
188 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
190 return;
193 v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
194 v->dest_tile = depot->xy;
195 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
199 * Update the caches of this ship.
201 void Ship::UpdateCache()
203 const ShipVehicleInfo *svi = ShipVehInfo(this->engine_type);
205 /* Get speed fraction for the current water type. Aqueducts are always canals. */
206 bool is_ocean = GetEffectiveWaterClass(this->tile) == WATER_CLASS_SEA;
207 uint raw_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, svi->max_speed);
208 this->vcache.cached_max_speed = svi->ApplyWaterClassSpeedFrac(raw_speed, is_ocean);
210 /* Update cargo aging period. */
211 this->vcache.cached_cargo_age_period = GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD, EngInfo(this->engine_type)->cargo_age_period);
213 this->UpdateVisualEffect();
216 Money Ship::GetRunningCost() const
218 const Engine *e = this->GetEngine();
219 uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
220 return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
223 void Ship::OnNewDay()
225 if ((++this->day_counter & 7) == 0) {
226 DecreaseVehicleValue(this);
229 CheckVehicleBreakdown(this);
230 AgeVehicle(this);
231 CheckIfShipNeedsService(this);
233 CheckOrders(this);
235 if (this->running_ticks == 0) return;
237 CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
239 this->profit_this_year -= cost.GetCost();
240 this->running_ticks = 0;
242 SubtractMoneyFromCompanyFract(this->owner, cost);
244 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
245 /* we need this for the profit */
246 SetWindowClassesDirty(WC_SHIPS_LIST);
249 Trackdir Ship::GetVehicleTrackdir() const
251 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
253 if (this->IsInDepot()) {
254 /* We'll assume the ship is facing outwards */
255 return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile));
258 if (this->state == TRACK_BIT_WORMHOLE) {
259 /* ship on aqueduct, so just use his direction and assume a diagonal track */
260 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
263 return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
266 void Ship::MarkDirty()
268 this->colourmap = PAL_NONE;
269 this->UpdateViewport(true, false);
270 this->UpdateCache();
273 static void PlayShipSound(const Vehicle *v)
275 if (!PlayVehicleSound(v, VSE_START)) {
276 SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v);
280 void Ship::PlayLeaveStationSound() const
282 PlayShipSound(this);
285 TileIndex Ship::GetOrderStationLocation(StationID station)
287 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
289 const Station *st = Station::Get(station);
290 if (st->HasFacilities(FACIL_DOCK)) {
291 return st->xy;
292 } else {
293 this->IncrementRealOrderIndex();
294 return 0;
298 void Ship::UpdateDeltaXY(Direction direction)
300 static const int8 _delta_xy_table[8][4] = {
301 /* y_extent, x_extent, y_offs, x_offs */
302 { 6, 6, -3, -3}, // N
303 { 6, 32, -3, -16}, // NE
304 { 6, 6, -3, -3}, // E
305 {32, 6, -16, -3}, // SE
306 { 6, 6, -3, -3}, // S
307 { 6, 32, -3, -16}, // SW
308 { 6, 6, -3, -3}, // W
309 {32, 6, -16, -3}, // NW
312 const int8 *bb = _delta_xy_table[direction];
313 this->x_offs = bb[3];
314 this->y_offs = bb[2];
315 this->x_extent = bb[1];
316 this->y_extent = bb[0];
317 this->z_extent = 6;
320 static bool CheckShipLeaveDepot(Ship *v)
322 if (!v->IsChainInDepot()) return false;
324 if (v->current_order.IsWaitTimetabled())
325 v->HandleWaiting(false);
326 if (v->current_order.IsType(OT_WAITING))
327 return true;
329 /* We are leaving a depot, but have to go to the exact same one; re-enter */
330 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
331 IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
332 VehicleEnterDepot(v);
333 return true;
336 TileIndex tile = v->tile;
337 Axis axis = GetShipDepotAxis(tile);
339 DiagDirection north_dir = ReverseDiagDir(AxisToDiagDir(axis));
340 TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir));
341 DiagDirection south_dir = AxisToDiagDir(axis);
342 TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir));
344 TrackBits north_tracks = DiagdirReachesTracks(north_dir) & GetTileShipTrackStatus(north_neighbour);
345 TrackBits south_tracks = DiagdirReachesTracks(south_dir) & GetTileShipTrackStatus(south_neighbour);
346 if (north_tracks && south_tracks) {
347 /* Ask pathfinder for best direction */
348 bool reverse = false;
349 bool path_found;
350 switch (_settings_game.pf.pathfinder_for_ships) {
351 case VPF_OPF: reverse = OPFShipChooseTrack(v, north_neighbour, north_dir, north_tracks, path_found) == INVALID_TRACK; break; // OPF always allows reversing
352 case VPF_NPF: reverse = NPFShipCheckReverse(v); break;
353 case VPF_YAPF: reverse = YapfShipCheckReverse(v); break;
354 default: NOT_REACHED();
356 if (reverse) north_tracks = TRACK_BIT_NONE;
359 if (north_tracks) {
360 /* Leave towards north */
361 v->direction = DiagDirToDir(north_dir);
362 } else if (south_tracks) {
363 /* Leave towards south */
364 v->direction = DiagDirToDir(south_dir);
365 } else {
366 /* Both ways blocked */
367 return false;
370 v->state = AxisToTrackBits(axis);
371 v->vehstatus &= ~VS_HIDDEN;
373 v->cur_speed = 0;
374 v->UpdateViewport(true, true);
375 SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
377 PlayShipSound(v);
378 VehicleServiceInDepot(v);
379 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
380 SetWindowClassesDirty(WC_SHIPS_LIST);
382 return false;
385 static bool ShipAccelerate(Vehicle *v)
387 uint spd;
388 byte t;
390 spd = min(v->cur_speed + 1, v->vcache.cached_max_speed);
391 spd = min(spd, v->current_order.GetMaxSpeed() * 2);
393 /* updates statusbar only if speed have changed to save CPU time */
394 if (spd != v->cur_speed) {
395 v->cur_speed = spd;
396 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
399 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
400 spd = v->GetOldAdvanceSpeed(spd);
402 if (spd == 0) return false;
403 if ((byte)++spd == 0) return true;
405 v->progress = (t = v->progress) - (byte)spd;
407 return (t < v->progress);
411 * Ship arrives at a dock. If it is the first time, send out a news item.
412 * @param v Ship that arrived.
413 * @param st Station being visited.
415 static void ShipArrivesAt(const Vehicle *v, Station *st)
417 /* Check if station was ever visited before */
418 if (!(st->had_vehicle_of_type & HVOT_SHIP)) {
419 st->had_vehicle_of_type |= HVOT_SHIP;
421 SetDParam(0, st->index);
422 AddVehicleNewsItem(
423 STR_NEWS_FIRST_SHIP_ARRIVAL,
424 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
425 v->index,
426 st->index
428 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
429 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
435 * Runs the pathfinder to choose a track to continue along.
437 * @param v Ship to navigate
438 * @param tile Tile, the ship is about to enter
439 * @param enterdir Direction of entering
440 * @param tracks Available track choices on \a tile
441 * @return Track to choose, or INVALID_TRACK when to reverse.
443 static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
445 assert(IsValidDiagDirection(enterdir));
447 bool path_found = true;
448 Track track;
449 switch (_settings_game.pf.pathfinder_for_ships) {
450 case VPF_OPF: track = OPFShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
451 case VPF_NPF: track = NPFShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
452 case VPF_YAPF: track = YapfShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
453 default: NOT_REACHED();
456 v->HandlePathfindingResult(path_found);
457 return track;
460 static inline TrackBits GetAvailShipTracks(TileIndex tile, DiagDirection dir)
462 return GetTileShipTrackStatus(tile) & DiagdirReachesTracks(dir);
465 static const byte _ship_subcoord[4][6][3] = {
467 {15, 8, 1},
468 { 0, 0, 0},
469 { 0, 0, 0},
470 {15, 8, 2},
471 {15, 7, 0},
472 { 0, 0, 0},
475 { 0, 0, 0},
476 { 8, 0, 3},
477 { 7, 0, 2},
478 { 0, 0, 0},
479 { 8, 0, 4},
480 { 0, 0, 0},
483 { 0, 8, 5},
484 { 0, 0, 0},
485 { 0, 7, 6},
486 { 0, 0, 0},
487 { 0, 0, 0},
488 { 0, 8, 4},
491 { 0, 0, 0},
492 { 8, 15, 7},
493 { 0, 0, 0},
494 { 8, 15, 6},
495 { 0, 0, 0},
496 { 7, 15, 0},
500 /** Temporary data storage for testing collisions. */
501 struct ShipCollideChecker {
502 TrackBits track_bits; ///< Pathfinder chosen track converted to trackbits, or is v->state of requesting ship. (one bit set)
503 TileIndex search_tile; ///< The tile that we really want to check.
504 Ship *v; ///< Ship we are testing for collision.
507 /** Helper function for collision avoidance. */
508 static Vehicle *FindShipOnTile(Vehicle *v, void *data)
510 if (v->type != VEH_SHIP) return nullptr;
512 ShipCollideChecker *scc = (ShipCollideChecker*)data;
514 /* Don't detect vehicles on different parallel tracks. */
515 TrackBits bits = scc->track_bits | Ship::From(v)->state;
516 if (bits == TRACK_BIT_HORZ || bits == TRACK_BIT_VERT) return nullptr;
518 /* Don't detect ships passing on aquaduct. */
519 if (abs(v->z_pos - scc->v->z_pos) >= 8) return nullptr;
521 /* Only requested tiles are checked. avoid desync. */
522 if (TileVirtXY(v->x_pos, v->y_pos) != scc->search_tile) return nullptr;
524 return v;
528 * Adjust speed while on aqueducts.
529 * @param search_tile Tile that the requesting ship will check, one will be added to look in front of the bow.
530 * @param ramp Ramp tile from aqueduct.
531 * @param v Ship that does the request.
532 * @return Allways false.
534 static bool HandleSpeedOnAqueduct(Ship *v, TileIndex tile, TileIndex ramp)
536 TileIndexDiffC ti = TileIndexDiffCByDir(v->direction);
538 ShipCollideChecker scc;
539 scc.v = v;
540 scc.track_bits = TRACK_BIT_NONE;
541 scc.search_tile = TileAddWrap(tile, ti.x, ti.y);
543 if (scc.search_tile == INVALID_TILE) return false;
545 if (IsValidTile(scc.search_tile) &&
546 (HasVehicleOnPos(ramp, &scc, FindShipOnTile) ||
547 HasVehicleOnPos(GetOtherTunnelBridgeEnd(ramp), &scc, FindShipOnTile))) {
548 v->cur_speed /= 4;
550 return false;
554 * If there is imminent collision or worse, direction and speed will be adjusted.
555 * @param tile Tile that the ship is about to enter.
556 * @param v Ship that does the request.
557 * @param tracks The available tracks that could be followed.
558 * @param track_old The track that the pathfinder assigned.
559 * @param diagdir The DiagDirection that tile will be entered.
560 * @return The new track if found.
562 static void CheckDistanceBetweenShips(TileIndex tile, Ship *v, TrackBits tracks, Track *track_old, DiagDirection diagdir)
564 if (DistanceManhattan(v->dest_tile, tile) <= 3 && !v->current_order.IsType(OT_GOTO_WAYPOINT)) return; // No checking close to docks and depots.
566 Track track = *track_old;
567 TrackBits track_bits = TrackToTrackBits(track);
569 /* Only check for collision when pathfinder did not change direction.
570 * This is done in order to keep ships moving towards the intended target. */
571 TrackBits combine = (v->state | track_bits);
572 if (combine != TRACK_BIT_HORZ && combine != TRACK_BIT_VERT && combine != track_bits) return;
574 TileIndexDiffC ti;
575 ShipCollideChecker scc;
576 scc.v = v;
577 scc.track_bits = track_bits;
578 scc.search_tile = tile;
580 bool found = HasVehicleOnPos(tile, &scc, FindShipOnTile);
582 if (!found) {
583 /* Bridge entrance */
584 if (IsBridgeTile(tile) && HandleSpeedOnAqueduct(v, tile, tile)) return;
586 scc.track_bits = v->state;
587 ti = TileIndexDiffCByDiagDir(_ship_search_directions[track][diagdir]);
588 scc.search_tile = TileAddWrap(tile, ti.x, ti.y);
589 if (scc.search_tile == INVALID_TILE) return;
591 found = HasVehicleOnPos(scc.search_tile, &scc, FindShipOnTile);
594 if (!found) {
595 scc.track_bits = track_bits;
596 ti = TileIndexDiffCByDiagDir(diagdir);
597 scc.search_tile = TileAddWrap(scc.search_tile, ti.x, ti.y);
598 if (scc.search_tile == INVALID_TILE) return;
600 found = HasVehicleOnPos(scc.search_tile, &scc, FindShipOnTile);
603 if (found) {
605 /* Speed adjustment related to distance. */
606 v->cur_speed /= scc.search_tile == tile ? 8 : 2;
608 /* Clean none wanted trackbits, including pathfinder track, TRACK_BIT_WORMHOLE and no 90 degree turns. */
609 tracks = IsDiagonalTrack(track) ? KillFirstBit(tracks) : (tracks & TRACK_BIT_CROSS);
611 /* Just follow track 1 tile and see if there is a track to follow. (try not to bang in coast or ship) */
612 while (tracks != TRACK_BIT_NONE) {
613 track = RemoveFirstTrack(&tracks);
615 ti = TileIndexDiffCByDiagDir(_ship_search_directions[track][diagdir]);
616 TileIndex tile_check = TileAddWrap(tile, ti.x, ti.y);
617 if (tile_check == INVALID_TILE) continue;
619 if (HasVehicleOnPos(tile_check, &scc, FindShipOnTile)) continue;
621 TrackBits bits = GetAvailShipTracks(tile_check, _ship_search_directions[track][diagdir]);
622 if (!IsDiagonalTrack(track)) bits &= TRACK_BIT_CROSS; // No 90 degree turns.
624 if (bits != INVALID_TRACK_BIT && bits != TRACK_BIT_NONE) {
625 *track_old = track;
626 break;
632 static void ShipController(Ship *v)
634 uint32 r;
635 const byte *b;
636 Direction dir;
637 Track track;
638 TrackBits tracks;
640 v->tick_counter++;
641 v->current_order_time++;
643 if (v->HandleBreakdown()) return;
645 if (v->vehstatus & VS_STOPPED) return;
647 ProcessOrders(v);
648 v->HandleLoading();
650 if (v->current_order.IsType(OT_LOADING)) return;
652 if (CheckShipLeaveDepot(v)) return;
654 v->ShowVisualEffect();
656 if (!ShipAccelerate(v)) return;
658 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
659 if (v->state != TRACK_BIT_WORMHOLE) {
660 /* Not on a bridge */
661 if (gp.old_tile == gp.new_tile) {
662 /* Staying in tile */
663 if (v->IsInDepot()) {
664 gp.x = v->x_pos;
665 gp.y = v->y_pos;
666 } else {
667 /* Not inside depot */
668 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
669 if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
671 /* A leave station order only needs one tick to get processed, so we can
672 * always skip ahead. */
673 if (v->current_order.IsType(OT_LEAVESTATION)) {
674 v->current_order.Free();
675 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
676 } else if (v->dest_tile != 0) {
677 /* We have a target, let's see if we reached it... */
678 if (v->current_order.IsType(OT_GOTO_WAYPOINT) &&
679 DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) {
680 /* We got within 3 tiles of our target buoy, so let's skip to our
681 * next order */
682 UpdateVehicleTimetable(v, true);
683 v->IncrementRealOrderIndex();
684 v->current_order.MakeDummy();
685 } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
686 if (v->dest_tile == gp.new_tile && (gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) {
687 VehicleEnterDepot(v);
688 return;
690 } else if (v->current_order.IsType(OT_GOTO_STATION)) {
691 Station *st = Station::Get(v->current_order.GetDestination());
692 if (st->IsDockingTile(gp.new_tile)) {
693 v->last_station_visited = v->current_order.GetDestination();
695 /* Process station in the orderlist. */
696 if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations
697 ShipArrivesAt(v, st);
698 v->BeginLoading();
699 } else { // leave stations without docks right aways
700 v->current_order.MakeLeaveStation();
701 v->IncrementRealOrderIndex();
707 } else {
708 /* New tile */
709 if (!IsValidTile(gp.new_tile)) goto reverse_direction;
711 DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
712 assert(diagdir != INVALID_DIAGDIR);
713 tracks = GetAvailShipTracks(gp.new_tile, diagdir);
714 if (tracks == TRACK_BIT_NONE) goto reverse_direction;
716 /* Choose a direction, and continue if we find one */
717 track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
718 if (track == INVALID_TRACK) goto reverse_direction;
720 /* Try to avoid collision and keep distance between ships. */
721 CheckDistanceBetweenShips(gp.new_tile, v, tracks, &track, diagdir);
723 b = _ship_subcoord[diagdir][track];
725 gp.x = (gp.x & ~0xF) | b[0];
726 gp.y = (gp.y & ~0xF) | b[1];
728 /* Call the landscape function and tell it that the vehicle entered the tile */
729 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
730 if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
732 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
733 v->tile = gp.new_tile;
734 v->state = TrackToTrackBits(track);
736 /* Update ship cache when the water class changes. Aqueducts are always canals. */
737 WaterClass old_wc = GetEffectiveWaterClass(gp.old_tile);
738 WaterClass new_wc = GetEffectiveWaterClass(gp.new_tile);
739 if (old_wc != new_wc) v->UpdateCache();
742 v->direction = (Direction)b[2];
744 } else {
745 /* On a bridge */
746 if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
747 if (gp.new_tile != TileVirtXY(v->x_pos, v->y_pos)) HandleSpeedOnAqueduct(v, gp.new_tile, v->tile);
748 v->x_pos = gp.x;
749 v->y_pos = gp.y;
750 v->UpdatePosition();
751 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
752 return;
755 /* Bridge exit */
756 if (gp.new_tile != TileVirtXY(v->x_pos, v->y_pos)) HandleSpeedOnAqueduct(v, gp.new_tile, v->tile);
759 /* update image of ship, as well as delta XY */
760 v->x_pos = gp.x;
761 v->y_pos = gp.y;
762 v->z_pos = GetSlopePixelZ(gp.x, gp.y);
764 getout:
765 v->UpdatePosition();
766 v->UpdateViewport(true, true);
767 return;
769 reverse_direction:
770 dir = ReverseDir(v->direction);
771 v->direction = dir;
772 goto getout;
775 bool Ship::Tick()
777 if (!((this->vehstatus & VS_STOPPED) || this->IsChainInDepot())) this->running_ticks++;
779 ShipController(this);
781 return true;
785 * Build a ship.
786 * @param tile tile of the depot where ship is built.
787 * @param flags type of operation.
788 * @param e the engine to build.
789 * @param data unused.
790 * @param ret[out] the vehicle that has been built.
791 * @return the cost of this operation or an error.
793 CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
795 tile = GetShipDepotNorthTile(tile);
796 if (flags & DC_EXEC) {
797 int x;
798 int y;
800 const ShipVehicleInfo *svi = &e->u.ship;
802 Ship *v = new Ship();
803 *ret = v;
805 v->owner = _current_company;
806 v->tile = tile;
807 x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
808 y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
809 v->x_pos = x;
810 v->y_pos = y;
811 v->z_pos = GetSlopePixelZ(x, y);
813 v->UpdateDeltaXY(v->direction);
814 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
816 v->spritenum = svi->image_index;
817 v->cargo_type = e->GetDefaultCargoType();
818 v->cargo_cap = svi->capacity;
819 v->refit_cap = 0;
821 v->last_station_visited = INVALID_STATION;
822 v->last_loading_station = INVALID_STATION;
823 v->engine_type = e->index;
825 v->reliability = e->reliability;
826 v->reliability_spd_dec = e->reliability_spd_dec;
827 v->max_age = e->GetLifeLengthInDays();
828 _new_vehicle_id = v->index;
830 v->state = TRACK_BIT_DEPOT;
832 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_ships);
833 v->date_of_last_service = _date;
834 v->build_year = _cur_year;
835 v->sprite_seq.Set(SPR_IMG_QUERY);
836 v->random_bits = VehicleRandomBits();
838 v->UpdateCache();
840 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
841 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
843 v->InvalidateNewGRFCacheOfChain();
845 v->cargo_cap = e->DetermineCapacity(v);
847 v->InvalidateNewGRFCacheOfChain();
849 v->UpdatePosition();
852 return CommandCost();
855 bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
857 const Depot *depot = FindClosestShipDepot(this, 0);
859 if (depot == nullptr) return false;
861 if (location != nullptr) *location = depot->xy;
862 if (destination != nullptr) *destination = depot->index;
864 return true;