Chunnel: Adjust z position of vehicles in chunnels to go "under" the water.
[openttd-joker.git] / src / ship_cmd.cpp
blob4d8b7bd64c758bdcf1db83e23bee9446d14274da
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 Rect rect;
97 seq.GetBounds(&rect);
98 preferred_x = Clamp(preferred_x,
99 left - UnScaleGUI(rect.left),
100 right - UnScaleGUI(rect.right));
102 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
106 * Get the size of the sprite of a ship sprite heading west (used for lists).
107 * @param engine The engine to get the sprite from.
108 * @param[out] width The width of the sprite.
109 * @param[out] height The height of the sprite.
110 * @param[out] xoffs Number of pixels to shift the sprite to the right.
111 * @param[out] yoffs Number of pixels to shift the sprite downwards.
112 * @param image_type Context the sprite is used in.
114 void GetShipSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
116 VehicleSpriteSeq seq;
117 GetShipIcon(engine, image_type, &seq);
119 Rect rect;
120 seq.GetBounds(&rect);
122 width = UnScaleGUI(rect.right - rect.left + 1);
123 height = UnScaleGUI(rect.bottom - rect.top + 1);
124 xoffs = UnScaleGUI(rect.left);
125 yoffs = UnScaleGUI(rect.top);
128 void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
130 uint8 spritenum = this->spritenum;
132 if (is_custom_sprite(spritenum)) {
133 GetCustomVehicleSprite(this, direction, image_type, result);
134 if (result->IsValid()) return;
136 spritenum = this->GetEngine()->original_image_index;
139 assert(IsValidImageIndex<VEH_SHIP>(spritenum));
140 result->Set(_ship_sprites[spritenum] + direction);
143 static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
145 /* Find the closest depot */
146 const Depot *depot;
147 const Depot *best_depot = NULL;
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_ALL_DEPOTS(depot) {
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) {
160 best_dist = dist;
161 best_depot = depot;
166 return best_depot;
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);
174 return;
177 uint max_distance;
178 switch (_settings_game.pf.pathfinder_for_ships) {
179 case VPF_OPF: max_distance = 12; break;
180 case VPF_NPF: max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty / NPF_TILE_LENGTH; break;
181 case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break;
182 default: NOT_REACHED();
185 const Depot *depot = FindClosestShipDepot(v, max_distance);
187 if (depot == NULL) {
188 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
189 v->current_order.MakeDummy();
190 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
192 return;
195 v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
196 v->dest_tile = depot->xy;
197 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
201 * Update the caches of this ship.
203 void Ship::UpdateCache()
205 const ShipVehicleInfo *svi = ShipVehInfo(this->engine_type);
207 /* Get speed fraction for the current water type. Aqueducts are always canals. */
208 bool is_ocean = GetEffectiveWaterClass(this->tile) == WATER_CLASS_SEA;
209 uint raw_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, svi->max_speed);
210 this->vcache.cached_max_speed = svi->ApplyWaterClassSpeedFrac(raw_speed, is_ocean);
212 /* Update cargo aging period. */
213 this->vcache.cached_cargo_age_period = GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD, EngInfo(this->engine_type)->cargo_age_period);
215 this->UpdateVisualEffect();
218 Money Ship::GetRunningCost() const
220 const Engine *e = this->GetEngine();
221 uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
222 return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
225 void Ship::OnNewDay()
227 if ((++this->day_counter & 7) == 0) {
228 DecreaseVehicleValue(this);
231 CheckVehicleBreakdown(this);
232 AgeVehicle(this);
233 CheckIfShipNeedsService(this);
235 CheckOrders(this);
237 if (this->running_ticks == 0) return;
239 CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
241 this->profit_this_year -= cost.GetCost();
242 this->running_ticks = 0;
244 SubtractMoneyFromCompanyFract(this->owner, cost);
246 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
247 /* we need this for the profit */
248 SetWindowClassesDirty(WC_SHIPS_LIST);
251 Trackdir Ship::GetVehicleTrackdir() const
253 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
255 if (this->IsInDepot()) {
256 /* We'll assume the ship is facing outwards */
257 return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile));
260 if (this->state == TRACK_BIT_WORMHOLE) {
261 /* ship on aqueduct, so just use his direction and assume a diagonal track */
262 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
265 return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
268 void Ship::MarkDirty()
270 this->colourmap = PAL_NONE;
271 this->UpdateViewport(true, false);
272 this->UpdateCache();
275 static void PlayShipSound(const Vehicle *v)
277 if (!PlayVehicleSound(v, VSE_START)) {
278 SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v);
282 void Ship::PlayLeaveStationSound() const
284 PlayShipSound(this);
288 * Of all the docks a station has, return the best destination for a ship.
289 * @param v The ship.
290 * @param st Station the ship \a v is heading for.
291 * @return The free and closest (if none is free, just closest) dock of station \a st to ship \a v.
293 const Dock* GetBestDock(const Ship *v, const Station *st)
295 assert(st != NULL && st->HasFacilities(FACIL_DOCK) && st->docks != NULL);
296 if (st->docks->next == NULL) return st->docks;
298 Dock *best_dock = NULL;
299 uint best_distance = UINT_MAX;
301 for (Dock *dock = st->docks; dock != NULL; dock = dock->next) {
302 uint new_distance = DistanceManhattan(v->tile, dock->flat);
304 if (new_distance < best_distance) {
305 best_dock = dock;
306 best_distance = new_distance;
310 assert(best_dock != NULL);
312 return best_dock;
315 TileIndex Ship::GetOrderStationLocation(StationID station)
317 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
319 const Station *st = Station::Get(station);
320 if (st->HasFacilities(FACIL_DOCK)) {
321 if (st->docks == NULL) {
322 return st->xy; // A buoy
323 } else {
324 const Dock* dock = GetBestDock(this, st);
326 DiagDirection direction = DiagdirBetweenTiles(dock->sloped, dock->flat);
327 return dock->flat + TileOffsByDiagDir(direction);
329 } else {
330 this->IncrementRealOrderIndex();
331 return 0;
335 void Ship::UpdateDeltaXY(Direction direction)
337 static const int8 _delta_xy_table[8][4] = {
338 /* y_extent, x_extent, y_offs, x_offs */
339 { 6, 6, -3, -3}, // N
340 { 6, 32, -3, -16}, // NE
341 { 6, 6, -3, -3}, // E
342 {32, 6, -16, -3}, // SE
343 { 6, 6, -3, -3}, // S
344 { 6, 32, -3, -16}, // SW
345 { 6, 6, -3, -3}, // W
346 {32, 6, -16, -3}, // NW
349 const int8 *bb = _delta_xy_table[direction];
350 this->x_offs = bb[3];
351 this->y_offs = bb[2];
352 this->x_extent = bb[1];
353 this->y_extent = bb[0];
354 this->z_extent = 6;
357 static bool CheckShipLeaveDepot(Ship *v)
359 if (!v->IsChainInDepot()) return false;
361 if (v->current_order.IsWaitTimetabled())
362 v->HandleWaiting(false);
363 if (v->current_order.IsType(OT_WAITING))
364 return true;
366 /* We are leaving a depot, but have to go to the exact same one; re-enter */
367 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
368 IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
369 VehicleEnterDepot(v);
370 return true;
373 TileIndex tile = v->tile;
374 Axis axis = GetShipDepotAxis(tile);
376 DiagDirection north_dir = ReverseDiagDir(AxisToDiagDir(axis));
377 TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir));
378 DiagDirection south_dir = AxisToDiagDir(axis);
379 TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir));
381 TrackBits north_tracks = DiagdirReachesTracks(north_dir) & GetTileShipTrackStatus(north_neighbour);
382 TrackBits south_tracks = DiagdirReachesTracks(south_dir) & GetTileShipTrackStatus(south_neighbour);
383 if (north_tracks && south_tracks) {
384 /* Ask pathfinder for best direction */
385 bool reverse = false;
386 bool path_found;
387 switch (_settings_game.pf.pathfinder_for_ships) {
388 case VPF_OPF: reverse = OPFShipChooseTrack(v, north_neighbour, north_dir, north_tracks, path_found) == INVALID_TRACK; break; // OPF always allows reversing
389 case VPF_NPF: reverse = NPFShipCheckReverse(v); break;
390 case VPF_YAPF: reverse = YapfShipCheckReverse(v); break;
391 default: NOT_REACHED();
393 if (reverse) north_tracks = TRACK_BIT_NONE;
396 if (north_tracks) {
397 /* Leave towards north */
398 v->direction = DiagDirToDir(north_dir);
399 } else if (south_tracks) {
400 /* Leave towards south */
401 v->direction = DiagDirToDir(south_dir);
402 } else {
403 /* Both ways blocked */
404 return false;
407 v->state = AxisToTrackBits(axis);
408 v->vehstatus &= ~VS_HIDDEN;
410 v->cur_speed = 0;
411 v->UpdateViewport(true, true);
412 SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
414 PlayShipSound(v);
415 VehicleServiceInDepot(v);
416 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
417 SetWindowClassesDirty(WC_SHIPS_LIST);
419 return false;
422 static bool ShipAccelerate(Vehicle *v)
424 uint spd;
425 byte t;
427 spd = min(v->cur_speed + 1, v->vcache.cached_max_speed);
428 spd = min(spd, v->current_order.GetMaxSpeed() * 2);
430 /* updates statusbar only if speed have changed to save CPU time */
431 if (spd != v->cur_speed) {
432 v->cur_speed = spd;
433 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
436 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
437 spd = v->GetOldAdvanceSpeed(spd);
439 if (spd == 0) return false;
440 if ((byte)++spd == 0) return true;
442 v->progress = (t = v->progress) - (byte)spd;
444 return (t < v->progress);
448 * Ship arrives at a dock. If it is the first time, send out a news item.
449 * @param v Ship that arrived.
450 * @param st Station being visited.
452 static void ShipArrivesAt(const Vehicle *v, Station *st)
454 /* Check if station was ever visited before */
455 if (!(st->had_vehicle_of_type & HVOT_SHIP)) {
456 st->had_vehicle_of_type |= HVOT_SHIP;
458 SetDParam(0, st->index);
459 AddVehicleNewsItem(
460 STR_NEWS_FIRST_SHIP_ARRIVAL,
461 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
462 v->index,
463 st->index
465 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
466 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
472 * Runs the pathfinder to choose a track to continue along.
474 * @param v Ship to navigate
475 * @param tile Tile, the ship is about to enter
476 * @param enterdir Direction of entering
477 * @param tracks Available track choices on \a tile
478 * @return Track to choose, or INVALID_TRACK when to reverse.
480 static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
482 assert(IsValidDiagDirection(enterdir));
484 bool path_found = true;
485 Track track;
486 switch (_settings_game.pf.pathfinder_for_ships) {
487 case VPF_OPF: track = OPFShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
488 case VPF_NPF: track = NPFShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
489 case VPF_YAPF: track = YapfShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
490 default: NOT_REACHED();
493 v->HandlePathfindingResult(path_found);
494 return track;
497 static inline TrackBits GetAvailShipTracks(TileIndex tile, DiagDirection dir)
499 return GetTileShipTrackStatus(tile) & DiagdirReachesTracks(dir);
502 static const byte _ship_subcoord[4][6][3] = {
504 {15, 8, 1},
505 { 0, 0, 0},
506 { 0, 0, 0},
507 {15, 8, 2},
508 {15, 7, 0},
509 { 0, 0, 0},
512 { 0, 0, 0},
513 { 8, 0, 3},
514 { 7, 0, 2},
515 { 0, 0, 0},
516 { 8, 0, 4},
517 { 0, 0, 0},
520 { 0, 8, 5},
521 { 0, 0, 0},
522 { 0, 7, 6},
523 { 0, 0, 0},
524 { 0, 0, 0},
525 { 0, 8, 4},
528 { 0, 0, 0},
529 { 8, 15, 7},
530 { 0, 0, 0},
531 { 8, 15, 6},
532 { 0, 0, 0},
533 { 7, 15, 0},
537 /* Used to find DiagDirection from tile to next tile if track is followed */
538 static const DiagDirection _diagdir_to_next_tile[6][4] = {
539 { DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW },
540 { DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW },
541 { DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_NW, DIAGDIR_SW },
542 { DIAGDIR_SE, DIAGDIR_NW, DIAGDIR_NE, DIAGDIR_SW },
543 { DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_SE, DIAGDIR_NE },
544 { DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_SE, DIAGDIR_NE }
547 /** Helper function for collision avoidance. */
548 static Vehicle *FindShipOnTile(Vehicle *v, void *data)
550 if (v->type != VEH_SHIP || v->vehstatus & VS_STOPPED) return NULL;
552 return v;
555 static void ShipController(Ship *v)
557 uint32 r;
558 const byte *b;
559 Direction dir;
560 Track track;
561 TrackBits tracks;
563 v->tick_counter++;
564 v->current_order_time++;
566 if (v->HandleBreakdown()) return;
568 if (v->vehstatus & VS_STOPPED) return;
570 ProcessOrders(v);
571 v->HandleLoading();
573 if (v->current_order.IsType(OT_LOADING)) return;
575 if (CheckShipLeaveDepot(v)) return;
577 v->ShowVisualEffect();
579 if (!ShipAccelerate(v)) return;
581 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
582 if (v->state != TRACK_BIT_WORMHOLE) {
583 /* Not on a bridge */
584 if (gp.old_tile == gp.new_tile) {
585 /* Staying in tile */
586 if (v->IsInDepot()) {
587 gp.x = v->x_pos;
588 gp.y = v->y_pos;
589 } else {
590 /* Not inside depot */
591 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
592 if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
594 /* A leave station order only needs one tick to get processed, so we can
595 * always skip ahead. */
596 if (v->current_order.IsType(OT_LEAVESTATION)) {
597 v->current_order.Free();
598 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
599 } else if (v->dest_tile != 0) {
600 /* We have a target, let's see if we reached it... */
601 if (v->current_order.IsType(OT_GOTO_WAYPOINT) &&
602 DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) {
603 /* We got within 3 tiles of our target buoy, so let's skip to our
604 * next order */
605 UpdateVehicleTimetable(v, true);
606 v->IncrementRealOrderIndex();
607 v->current_order.MakeDummy();
608 } else {
609 /* Non-buoy orders really need to reach the tile */
610 if (v->dest_tile == gp.new_tile) {
611 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
612 if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) {
613 VehicleEnterDepot(v);
614 return;
616 } else if (v->current_order.IsType(OT_GOTO_STATION)) {
617 v->last_station_visited = v->current_order.GetDestination();
619 /* Process station in the orderlist. */
620 Station *st = Station::Get(v->current_order.GetDestination());
621 if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations
622 ShipArrivesAt(v, st);
623 v->BeginLoading();
624 } else { // leave stations without docks right aways
625 v->current_order.MakeLeaveStation();
626 v->IncrementRealOrderIndex();
633 } else {
634 /* New tile */
635 if (!IsValidTile(gp.new_tile)) goto reverse_direction;
637 DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
638 assert(diagdir != INVALID_DIAGDIR);
639 tracks = GetAvailShipTracks(gp.new_tile, diagdir);
640 if (tracks == TRACK_BIT_NONE) goto reverse_direction;
642 /* Choose a direction, and continue if we find one */
643 track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
644 if (track == INVALID_TRACK) goto reverse_direction;
646 /* Try to avoid collision and keep distance between each other. */
647 if (_settings_game.pf.forbid_90_deg && DistanceManhattan(v->dest_tile, gp.new_tile) > 3) {
648 if (HasVehicleOnPos(gp.new_tile, NULL, &FindShipOnTile) ||
649 HasVehicleOnPos(TileAddByDiagDir(gp.new_tile, _diagdir_to_next_tile[track][diagdir]), NULL, &FindShipOnTile)) {
651 v->cur_speed /= 4; // Go quarter speed.
653 Track old = track;
654 switch (tracks) {
655 default: break;
656 case TRACK_BIT_3WAY_NE: track == TRACK_RIGHT ? track = TRACK_X : track = TRACK_UPPER; break;
657 case TRACK_BIT_3WAY_SE: track == TRACK_LOWER ? track = TRACK_Y : track = TRACK_RIGHT; break;
658 case TRACK_BIT_3WAY_SW: track == TRACK_LEFT ? track = TRACK_X : track = TRACK_LOWER; break;
659 case TRACK_BIT_3WAY_NW: track == TRACK_UPPER ? track = TRACK_Y : track = TRACK_LEFT; break;
661 if (!IsWaterTile(gp.new_tile) || !IsWaterTile(TileAddByDiagDir(gp.new_tile, _diagdir_to_next_tile[track][diagdir]))) track = old; // Don't bump in coast, don't get stuck.
665 b = _ship_subcoord[diagdir][track];
667 gp.x = (gp.x & ~0xF) | b[0];
668 gp.y = (gp.y & ~0xF) | b[1];
670 /* Call the landscape function and tell it that the vehicle entered the tile */
671 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
672 if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
674 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
675 v->tile = gp.new_tile;
676 v->state = TrackToTrackBits(track);
678 /* Update ship cache when the water class changes. Aqueducts are always canals. */
679 WaterClass old_wc = GetEffectiveWaterClass(gp.old_tile);
680 WaterClass new_wc = GetEffectiveWaterClass(gp.new_tile);
681 if (old_wc != new_wc) v->UpdateCache();
684 v->direction = (Direction)b[2];
686 } else {
687 /* On a bridge */
688 if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
689 v->x_pos = gp.x;
690 v->y_pos = gp.y;
691 v->UpdatePosition();
692 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
693 return;
697 /* update image of ship, as well as delta XY */
698 v->x_pos = gp.x;
699 v->y_pos = gp.y;
700 v->z_pos = GetSlopePixelZ(gp.x, gp.y);
702 getout:
703 v->UpdatePosition();
704 v->UpdateViewport(true, true);
705 return;
707 reverse_direction:
708 dir = ReverseDir(v->direction);
709 v->direction = dir;
710 goto getout;
713 bool Ship::Tick()
715 if (!((this->vehstatus & VS_STOPPED) || this->IsChainInDepot())) this->running_ticks++;
717 ShipController(this);
719 return true;
723 * Build a ship.
724 * @param tile tile of the depot where ship is built.
725 * @param flags type of operation.
726 * @param e the engine to build.
727 * @param data unused.
728 * @param ret[out] the vehicle that has been built.
729 * @return the cost of this operation or an error.
731 CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
733 tile = GetShipDepotNorthTile(tile);
734 if (flags & DC_EXEC) {
735 int x;
736 int y;
738 const ShipVehicleInfo *svi = &e->u.ship;
740 Ship *v = new Ship();
741 *ret = v;
743 v->owner = _current_company;
744 v->tile = tile;
745 x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
746 y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
747 v->x_pos = x;
748 v->y_pos = y;
749 v->z_pos = GetSlopePixelZ(x, y);
751 v->UpdateDeltaXY(v->direction);
752 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
754 v->spritenum = svi->image_index;
755 v->cargo_type = e->GetDefaultCargoType();
756 v->cargo_cap = svi->capacity;
757 v->refit_cap = 0;
759 v->last_station_visited = INVALID_STATION;
760 v->last_loading_station = INVALID_STATION;
761 v->engine_type = e->index;
763 v->reliability = e->reliability;
764 v->reliability_spd_dec = e->reliability_spd_dec;
765 v->max_age = e->GetLifeLengthInDays();
766 _new_vehicle_id = v->index;
768 v->state = TRACK_BIT_DEPOT;
770 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_ships);
771 v->date_of_last_service = _date;
772 v->build_year = _cur_year;
773 v->sprite_seq.Set(SPR_IMG_QUERY);
774 v->random_bits = VehicleRandomBits();
776 v->UpdateCache();
778 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
779 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
781 v->InvalidateNewGRFCacheOfChain();
783 v->cargo_cap = e->DetermineCapacity(v);
785 v->InvalidateNewGRFCacheOfChain();
787 v->UpdatePosition();
790 return CommandCost();
793 bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
795 const Depot *depot = FindClosestShipDepot(this, 0);
797 if (depot == NULL) return false;
799 if (location != NULL) *location = depot->xy;
800 if (destination != NULL) *destination = depot->index;
802 return true;