mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
2fd9096070
Cargo types of default engines, industries and houses are now specified in terms of label.
983 lines
30 KiB
C++
983 lines
30 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file ship_cmd.cpp Handling of ships. */
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#include "stdafx.h"
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#include "ship.h"
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#include "landscape.h"
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#include "timetable.h"
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#include "news_func.h"
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#include "company_func.h"
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#include "pathfinder/npf/npf_func.h"
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#include "depot_base.h"
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#include "station_base.h"
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#include "newgrf_engine.h"
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#include "pathfinder/yapf/yapf.h"
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#include "pathfinder/yapf/yapf_ship_regions.h"
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#include "newgrf_sound.h"
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#include "spritecache.h"
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#include "strings_func.h"
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#include "window_func.h"
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#include "timer/timer_game_calendar.h"
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#include "timer/timer_game_economy.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "ai/ai.hpp"
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#include "game/game.hpp"
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#include "engine_base.h"
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#include "company_base.h"
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#include "tunnelbridge_map.h"
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#include "zoom_func.h"
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#include "framerate_type.h"
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#include "industry.h"
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#include "industry_map.h"
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#include "ship_cmd.h"
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#include "table/strings.h"
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#include <unordered_set>
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#include "safeguards.h"
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/** Max distance in tiles (as the crow flies) to search for depots when user clicks "go to depot". */
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constexpr int MAX_SHIP_DEPOT_SEARCH_DISTANCE = 80;
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/**
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* Determine the effective #WaterClass for a ship travelling on a tile.
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* @param tile Tile of interest
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* @return the waterclass to be used by the ship.
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*/
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WaterClass GetEffectiveWaterClass(TileIndex tile)
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{
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if (HasTileWaterClass(tile)) return GetWaterClass(tile);
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER);
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return WATER_CLASS_CANAL;
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}
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if (IsTileType(tile, MP_RAILWAY)) {
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assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);
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return WATER_CLASS_SEA;
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}
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NOT_REACHED();
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}
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static const uint16_t _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
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template <>
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bool IsValidImageIndex<VEH_SHIP>(uint8_t image_index)
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{
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return image_index < lengthof(_ship_sprites);
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}
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static inline TrackBits GetTileShipTrackStatus(TileIndex tile)
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{
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return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
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}
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static void GetShipIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
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{
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const Engine *e = Engine::Get(engine);
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uint8_t spritenum = e->u.ship.image_index;
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if (is_custom_sprite(spritenum)) {
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GetCustomVehicleIcon(engine, DIR_W, image_type, result);
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if (result->IsValid()) return;
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spritenum = e->original_image_index;
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}
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assert(IsValidImageIndex<VEH_SHIP>(spritenum));
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result->Set(DIR_W + _ship_sprites[spritenum]);
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}
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void DrawShipEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
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{
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VehicleSpriteSeq seq;
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GetShipIcon(engine, image_type, &seq);
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Rect rect;
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seq.GetBounds(&rect);
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preferred_x = Clamp(preferred_x,
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left - UnScaleGUI(rect.left),
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right - UnScaleGUI(rect.right));
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seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
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}
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/**
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* Get the size of the sprite of a ship sprite heading west (used for lists).
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* @param engine The engine to get the sprite from.
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* @param[out] width The width of the sprite.
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* @param[out] height The height of the sprite.
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* @param[out] xoffs Number of pixels to shift the sprite to the right.
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* @param[out] yoffs Number of pixels to shift the sprite downwards.
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* @param image_type Context the sprite is used in.
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*/
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void GetShipSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
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{
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VehicleSpriteSeq seq;
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GetShipIcon(engine, image_type, &seq);
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Rect rect;
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seq.GetBounds(&rect);
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width = UnScaleGUI(rect.Width());
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height = UnScaleGUI(rect.Height());
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xoffs = UnScaleGUI(rect.left);
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yoffs = UnScaleGUI(rect.top);
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}
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void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
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{
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uint8_t spritenum = this->spritenum;
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if (image_type == EIT_ON_MAP) direction = this->rotation;
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if (is_custom_sprite(spritenum)) {
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GetCustomVehicleSprite(this, direction, image_type, result);
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if (result->IsValid()) return;
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spritenum = this->GetEngine()->original_image_index;
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}
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assert(IsValidImageIndex<VEH_SHIP>(spritenum));
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result->Set(_ship_sprites[spritenum] + direction);
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}
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static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
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{
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const int max_region_distance = (max_distance / WATER_REGION_EDGE_LENGTH) + 1;
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static std::unordered_set<int> visited_patch_hashes;
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static std::deque<WaterRegionPatchDesc> patches_to_search;
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visited_patch_hashes.clear();
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patches_to_search.clear();
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/* Step 1: find a set of reachable Water Region Patches using BFS. */
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const WaterRegionPatchDesc start_patch = GetWaterRegionPatchInfo(v->tile);
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patches_to_search.push_back(start_patch);
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visited_patch_hashes.insert(CalculateWaterRegionPatchHash(start_patch));
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while (!patches_to_search.empty()) {
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/* Remove first patch from the queue and make it the current patch. */
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const WaterRegionPatchDesc current_node = patches_to_search.front();
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patches_to_search.pop_front();
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/* Add neighbors of the current patch to the search queue. */
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TVisitWaterRegionPatchCallBack visitFunc = [&](const WaterRegionPatchDesc &water_region_patch) {
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/* Note that we check the max distance per axis, not the total distance. */
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if (std::abs(water_region_patch.x - start_patch.x) > max_region_distance ||
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std::abs(water_region_patch.y - start_patch.y) > max_region_distance) return;
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const int hash = CalculateWaterRegionPatchHash(water_region_patch);
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if (visited_patch_hashes.count(hash) == 0) {
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visited_patch_hashes.insert(hash);
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patches_to_search.push_back(water_region_patch);
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}
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};
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VisitWaterRegionPatchNeighbors(current_node, visitFunc);
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}
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/* Step 2: Find the closest depot within the reachable Water Region Patches. */
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const Depot *best_depot = nullptr;
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uint best_dist_sq = std::numeric_limits<uint>::max();
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for (const Depot *depot : Depot::Iterate()) {
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const TileIndex tile = depot->xy;
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if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
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const uint dist_sq = DistanceSquare(tile, v->tile);
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if (dist_sq < best_dist_sq && dist_sq <= max_distance * max_distance &&
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visited_patch_hashes.count(CalculateWaterRegionPatchHash(GetWaterRegionPatchInfo(tile))) > 0) {
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best_dist_sq = dist_sq;
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best_depot = depot;
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}
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}
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}
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return best_depot;
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}
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static void CheckIfShipNeedsService(Vehicle *v)
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{
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if (Company::Get(v->owner)->settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
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if (v->IsChainInDepot()) {
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VehicleServiceInDepot(v);
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return;
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}
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uint max_distance;
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switch (_settings_game.pf.pathfinder_for_ships) {
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case VPF_NPF: max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty / NPF_TILE_LENGTH; break;
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case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break;
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default: NOT_REACHED();
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}
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const Depot *depot = FindClosestShipDepot(v, max_distance);
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if (depot == nullptr) {
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if (v->current_order.IsType(OT_GOTO_DEPOT)) {
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v->current_order.MakeDummy();
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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}
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return;
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}
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v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
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v->SetDestTile(depot->xy);
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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}
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/**
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* Update the caches of this ship.
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*/
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void Ship::UpdateCache()
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{
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const ShipVehicleInfo *svi = ShipVehInfo(this->engine_type);
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/* Get speed fraction for the current water type. Aqueducts are always canals. */
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bool is_ocean = GetEffectiveWaterClass(this->tile) == WATER_CLASS_SEA;
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uint raw_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, svi->max_speed);
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this->vcache.cached_max_speed = svi->ApplyWaterClassSpeedFrac(raw_speed, is_ocean);
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/* Update cargo aging period. */
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this->vcache.cached_cargo_age_period = GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD, EngInfo(this->engine_type)->cargo_age_period);
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this->UpdateVisualEffect();
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}
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Money Ship::GetRunningCost() const
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{
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const Engine *e = this->GetEngine();
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uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
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return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
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}
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/** Calendar day handler. */
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void Ship::OnNewCalendarDay()
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{
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AgeVehicle(this);
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}
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/** Economy day handler. */
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void Ship::OnNewEconomyDay()
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{
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if ((++this->day_counter & 7) == 0) {
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DecreaseVehicleValue(this);
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}
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CheckVehicleBreakdown(this);
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CheckIfShipNeedsService(this);
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CheckOrders(this);
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if (this->running_ticks == 0) return;
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CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (CalendarTime::DAYS_IN_YEAR * Ticks::DAY_TICKS));
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this->profit_this_year -= cost.GetCost();
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this->running_ticks = 0;
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SubtractMoneyFromCompanyFract(this->owner, cost);
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SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
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/* we need this for the profit */
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SetWindowClassesDirty(WC_SHIPS_LIST);
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}
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Trackdir Ship::GetVehicleTrackdir() const
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{
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if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
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if (this->IsInDepot()) {
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/* We'll assume the ship is facing outwards */
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return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile));
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}
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if (this->state == TRACK_BIT_WORMHOLE) {
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/* ship on aqueduct, so just use its direction and assume a diagonal track */
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return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
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}
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return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
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}
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void Ship::MarkDirty()
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{
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this->colourmap = PAL_NONE;
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this->UpdateViewport(true, false);
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this->UpdateCache();
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}
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void Ship::PlayLeaveStationSound(bool force) const
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{
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if (PlayVehicleSound(this, VSE_START, force)) return;
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SndPlayVehicleFx(ShipVehInfo(this->engine_type)->sfx, this);
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}
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TileIndex Ship::GetOrderStationLocation(StationID station)
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{
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if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
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const Station *st = Station::Get(station);
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if (CanVehicleUseStation(this, st)) {
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return st->xy;
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} else {
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this->IncrementRealOrderIndex();
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return 0;
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}
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}
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void Ship::UpdateDeltaXY()
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{
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static const int8_t _delta_xy_table[8][4] = {
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/* y_extent, x_extent, y_offs, x_offs */
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{ 6, 6, -3, -3}, // N
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{ 6, 32, -3, -16}, // NE
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{ 6, 6, -3, -3}, // E
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{32, 6, -16, -3}, // SE
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{ 6, 6, -3, -3}, // S
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{ 6, 32, -3, -16}, // SW
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{ 6, 6, -3, -3}, // W
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{32, 6, -16, -3}, // NW
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};
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const int8_t *bb = _delta_xy_table[this->rotation];
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this->x_offs = bb[3];
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this->y_offs = bb[2];
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this->x_extent = bb[1];
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this->y_extent = bb[0];
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this->z_extent = 6;
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if (this->direction != this->rotation) {
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/* If we are rotating, then it is possible the ship was moved to its next position. In that
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* case, because we are still showing the old direction, the ship will appear to glitch sideways
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* slightly. We can work around this by applying an additional offset to make the ship appear
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* where it was before it moved. */
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this->x_offs -= this->x_pos - this->rotation_x_pos;
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this->y_offs -= this->y_pos - this->rotation_y_pos;
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}
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}
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/**
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* Test-procedure for HasVehicleOnPos to check for any ships which are visible and not stopped by the player.
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*/
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static Vehicle *EnsureNoMovingShipProc(Vehicle *v, void *)
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{
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return v->type == VEH_SHIP && (v->vehstatus & (VS_HIDDEN | VS_STOPPED)) == 0 ? v : nullptr;
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}
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static bool CheckReverseShip(const Ship *v, Trackdir *trackdir = nullptr)
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{
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/* Ask pathfinder for best direction */
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bool reverse = false;
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switch (_settings_game.pf.pathfinder_for_ships) {
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case VPF_NPF: reverse = NPFShipCheckReverse(v, trackdir); break;
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case VPF_YAPF: reverse = YapfShipCheckReverse(v, trackdir); break;
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default: NOT_REACHED();
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}
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return reverse;
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}
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static bool CheckShipLeaveDepot(Ship *v)
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{
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if (!v->IsChainInDepot()) return false;
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/* Check if we should wait here for unbunching. */
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if (v->IsWaitingForUnbunching()) return true;
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/* We are leaving a depot, but have to go to the exact same one; re-enter */
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if (v->current_order.IsType(OT_GOTO_DEPOT) &&
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IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
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VehicleEnterDepot(v);
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return true;
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}
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/* Don't leave depot if no destination set */
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if (v->dest_tile == 0) return true;
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/* Don't leave depot if another vehicle is already entering/leaving */
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/* This helps avoid CPU load if many ships are set to start at the same time */
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if (HasVehicleOnPos(v->tile, nullptr, &EnsureNoMovingShipProc)) return true;
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TileIndex tile = v->tile;
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Axis axis = GetShipDepotAxis(tile);
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DiagDirection north_dir = ReverseDiagDir(AxisToDiagDir(axis));
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TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir));
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DiagDirection south_dir = AxisToDiagDir(axis);
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TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir));
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TrackBits north_tracks = DiagdirReachesTracks(north_dir) & GetTileShipTrackStatus(north_neighbour);
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TrackBits south_tracks = DiagdirReachesTracks(south_dir) & GetTileShipTrackStatus(south_neighbour);
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if (north_tracks && south_tracks) {
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if (CheckReverseShip(v)) north_tracks = TRACK_BIT_NONE;
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}
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if (north_tracks) {
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/* Leave towards north */
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v->rotation = v->direction = DiagDirToDir(north_dir);
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} else if (south_tracks) {
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/* Leave towards south */
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v->rotation = v->direction = DiagDirToDir(south_dir);
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} else {
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/* Both ways blocked */
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return false;
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}
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v->state = AxisToTrackBits(axis);
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v->vehstatus &= ~VS_HIDDEN;
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v->cur_speed = 0;
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v->UpdateViewport(true, true);
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SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
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VehicleServiceInDepot(v);
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v->LeaveUnbunchingDepot();
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v->PlayLeaveStationSound();
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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SetWindowClassesDirty(WC_SHIPS_LIST);
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return false;
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}
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/**
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* Accelerates the ship towards its target speed.
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* @param v Ship to accelerate.
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* @return Number of steps to move the ship.
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*/
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static uint ShipAccelerate(Vehicle *v)
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{
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uint speed;
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speed = std::min<uint>(v->cur_speed + v->acceleration, v->vcache.cached_max_speed);
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speed = std::min<uint>(speed, v->current_order.GetMaxSpeed() * 2);
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/* updates statusbar only if speed have changed to save CPU time */
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if (speed != v->cur_speed) {
|
|
v->cur_speed = speed;
|
|
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
|
|
}
|
|
|
|
const uint advance_speed = v->GetAdvanceSpeed(speed);
|
|
const uint number_of_steps = (advance_speed + v->progress) / v->GetAdvanceDistance();
|
|
const uint remainder = (advance_speed + v->progress) % v->GetAdvanceDistance();
|
|
assert(remainder <= std::numeric_limits<byte>::max());
|
|
v->progress = static_cast<byte>(remainder);
|
|
return number_of_steps;
|
|
}
|
|
|
|
/**
|
|
* Ship arrives at a dock. If it is the first time, send out a news item.
|
|
* @param v Ship that arrived.
|
|
* @param st Station being visited.
|
|
*/
|
|
static void ShipArrivesAt(const Vehicle *v, Station *st)
|
|
{
|
|
/* Check if station was ever visited before */
|
|
if (!(st->had_vehicle_of_type & HVOT_SHIP)) {
|
|
st->had_vehicle_of_type |= HVOT_SHIP;
|
|
|
|
SetDParam(0, st->index);
|
|
AddVehicleNewsItem(
|
|
STR_NEWS_FIRST_SHIP_ARRIVAL,
|
|
(v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
|
|
v->index,
|
|
st->index
|
|
);
|
|
AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
|
|
Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Runs the pathfinder to choose a track to continue along.
|
|
*
|
|
* @param v Ship to navigate
|
|
* @param tile Tile, the ship is about to enter
|
|
* @param enterdir Direction of entering
|
|
* @param tracks Available track choices on \a tile
|
|
* @return Track to choose, or INVALID_TRACK when to reverse.
|
|
*/
|
|
static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
|
|
{
|
|
assert(IsValidDiagDirection(enterdir));
|
|
|
|
bool path_found = true;
|
|
Track track;
|
|
|
|
if (v->dest_tile == 0) {
|
|
/* No destination, don't invoke pathfinder. */
|
|
track = TrackBitsToTrack(v->state);
|
|
if (!IsDiagonalTrack(track)) track = TrackToOppositeTrack(track);
|
|
if (!HasBit(tracks, track)) track = FindFirstTrack(tracks);
|
|
path_found = false;
|
|
} else {
|
|
/* Attempt to follow cached path. */
|
|
if (!v->path.empty()) {
|
|
track = TrackdirToTrack(v->path.front());
|
|
|
|
if (HasBit(tracks, track)) {
|
|
v->path.pop_front();
|
|
/* HandlePathfindResult() is not called here because this is not a new pathfinder result. */
|
|
return track;
|
|
}
|
|
|
|
/* Cached path is invalid so continue with pathfinder. */
|
|
v->path.clear();
|
|
}
|
|
|
|
switch (_settings_game.pf.pathfinder_for_ships) {
|
|
case VPF_NPF: track = NPFShipChooseTrack(v, path_found); break;
|
|
case VPF_YAPF: track = YapfShipChooseTrack(v, tile, enterdir, tracks, path_found, v->path); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
v->HandlePathfindingResult(path_found);
|
|
return track;
|
|
}
|
|
|
|
/**
|
|
* Get the available water tracks on a tile for a ship entering a tile.
|
|
* @param tile The tile about to enter.
|
|
* @param dir The entry direction.
|
|
* @return The available trackbits on the next tile.
|
|
*/
|
|
static inline TrackBits GetAvailShipTracks(TileIndex tile, DiagDirection dir)
|
|
{
|
|
TrackBits tracks = GetTileShipTrackStatus(tile) & DiagdirReachesTracks(dir);
|
|
|
|
return tracks;
|
|
}
|
|
|
|
/** Structure for ship sub-coordinate data for moving into a new tile via a Diagdir onto a Track. */
|
|
struct ShipSubcoordData {
|
|
byte x_subcoord; ///< New X sub-coordinate on the new tile
|
|
byte y_subcoord; ///< New Y sub-coordinate on the new tile
|
|
Direction dir; ///< New Direction to move in on the new track
|
|
};
|
|
/** Ship sub-coordinate data for moving into a new tile via a Diagdir onto a Track.
|
|
* Array indexes are Diagdir, Track.
|
|
* There will always be three possible tracks going into an adjacent tile via a Diagdir,
|
|
* so each Diagdir sub-array will have three valid and three invalid structures per Track.
|
|
*/
|
|
static const ShipSubcoordData _ship_subcoord[DIAGDIR_END][TRACK_END] = {
|
|
// DIAGDIR_NE
|
|
{
|
|
{15, 8, DIR_NE}, // TRACK_X
|
|
{ 0, 0, INVALID_DIR}, // TRACK_Y
|
|
{ 0, 0, INVALID_DIR}, // TRACK_UPPER
|
|
{15, 8, DIR_E}, // TRACK_LOWER
|
|
{15, 7, DIR_N}, // TRACK_LEFT
|
|
{ 0, 0, INVALID_DIR}, // TRACK_RIGHT
|
|
},
|
|
// DIAGDIR_SE
|
|
{
|
|
{ 0, 0, INVALID_DIR}, // TRACK_X
|
|
{ 8, 0, DIR_SE}, // TRACK_Y
|
|
{ 7, 0, DIR_E}, // TRACK_UPPER
|
|
{ 0, 0, INVALID_DIR}, // TRACK_LOWER
|
|
{ 8, 0, DIR_S}, // TRACK_LEFT
|
|
{ 0, 0, INVALID_DIR}, // TRACK_RIGHT
|
|
},
|
|
// DIAGDIR_SW
|
|
{
|
|
{ 0, 8, DIR_SW}, // TRACK_X
|
|
{ 0, 0, INVALID_DIR}, // TRACK_Y
|
|
{ 0, 7, DIR_W}, // TRACK_UPPER
|
|
{ 0, 0, INVALID_DIR}, // TRACK_LOWER
|
|
{ 0, 0, INVALID_DIR}, // TRACK_LEFT
|
|
{ 0, 8, DIR_S}, // TRACK_RIGHT
|
|
},
|
|
// DIAGDIR_NW
|
|
{
|
|
{ 0, 0, INVALID_DIR}, // TRACK_X
|
|
{ 8, 15, DIR_NW}, // TRACK_Y
|
|
{ 0, 0, INVALID_DIR}, // TRACK_UPPER
|
|
{ 8, 15, DIR_W}, // TRACK_LOWER
|
|
{ 0, 0, INVALID_DIR}, // TRACK_LEFT
|
|
{ 7, 15, DIR_N}, // TRACK_RIGHT
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Test if a ship is in the centre of a lock and should move up or down.
|
|
* @param v Ship being tested.
|
|
* @return 0 if ship is not moving in lock, or -1 to move down, 1 to move up.
|
|
*/
|
|
static int ShipTestUpDownOnLock(const Ship *v)
|
|
{
|
|
/* Suitable tile? */
|
|
if (!IsTileType(v->tile, MP_WATER) || !IsLock(v->tile) || GetLockPart(v->tile) != LOCK_PART_MIDDLE) return 0;
|
|
|
|
/* Must be at the centre of the lock */
|
|
if ((v->x_pos & 0xF) != 8 || (v->y_pos & 0xF) != 8) return 0;
|
|
|
|
DiagDirection diagdir = GetInclinedSlopeDirection(GetTileSlope(v->tile));
|
|
assert(IsValidDiagDirection(diagdir));
|
|
|
|
if (DirToDiagDir(v->direction) == diagdir) {
|
|
/* Move up */
|
|
return (v->z_pos < GetTileMaxZ(v->tile) * (int)TILE_HEIGHT) ? 1 : 0;
|
|
} else {
|
|
/* Move down */
|
|
return (v->z_pos > GetTileZ(v->tile) * (int)TILE_HEIGHT) ? -1 : 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Test and move a ship up or down in a lock.
|
|
* @param v Ship to move.
|
|
* @return true iff ship is moving up or down in a lock.
|
|
*/
|
|
static bool ShipMoveUpDownOnLock(Ship *v)
|
|
{
|
|
/* Moving up/down through lock */
|
|
int dz = ShipTestUpDownOnLock(v);
|
|
if (dz == 0) return false;
|
|
|
|
if (v->cur_speed != 0) {
|
|
v->cur_speed = 0;
|
|
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
|
|
}
|
|
|
|
if ((v->tick_counter & 7) == 0) {
|
|
v->z_pos += dz;
|
|
v->UpdatePosition();
|
|
v->UpdateViewport(true, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Test if a tile is a docking tile for the given station.
|
|
* @param tile Docking tile to test.
|
|
* @param station Destination station.
|
|
* @return true iff docking tile is next to station.
|
|
*/
|
|
bool IsShipDestinationTile(TileIndex tile, StationID station)
|
|
{
|
|
assert(IsDockingTile(tile));
|
|
/* Check each tile adjacent to docking tile. */
|
|
for (DiagDirection d = DIAGDIR_BEGIN; d != DIAGDIR_END; d++) {
|
|
TileIndex t = tile + TileOffsByDiagDir(d);
|
|
if (!IsValidTile(t)) continue;
|
|
if (IsDockTile(t) && GetStationIndex(t) == station && IsDockWaterPart(t)) return true;
|
|
if (IsTileType(t, MP_INDUSTRY)) {
|
|
const Industry *i = Industry::GetByTile(t);
|
|
if (i->neutral_station != nullptr && i->neutral_station->index == station) return true;
|
|
}
|
|
if (IsTileType(t, MP_STATION) && IsOilRig(t) && GetStationIndex(t) == station) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void ReverseShipIntoTrackdir(Ship *v, Trackdir trackdir)
|
|
{
|
|
static constexpr Direction _trackdir_to_direction[] = {
|
|
DIR_NE, DIR_SE, DIR_E, DIR_E, DIR_S, DIR_S, INVALID_DIR, INVALID_DIR,
|
|
DIR_SW, DIR_NW, DIR_W, DIR_W, DIR_N, DIR_N, INVALID_DIR, INVALID_DIR,
|
|
};
|
|
|
|
v->direction = _trackdir_to_direction[trackdir];
|
|
assert(v->direction != INVALID_DIR);
|
|
v->state = TrackdirBitsToTrackBits(TrackdirToTrackdirBits(trackdir));
|
|
|
|
/* Remember our current location to avoid movement glitch */
|
|
v->rotation_x_pos = v->x_pos;
|
|
v->rotation_y_pos = v->y_pos;
|
|
v->cur_speed = 0;
|
|
v->path.clear();
|
|
|
|
v->UpdatePosition();
|
|
v->UpdateViewport(true, true);
|
|
}
|
|
|
|
static void ReverseShip(Ship *v)
|
|
{
|
|
v->direction = ReverseDir(v->direction);
|
|
|
|
/* Remember our current location to avoid movement glitch */
|
|
v->rotation_x_pos = v->x_pos;
|
|
v->rotation_y_pos = v->y_pos;
|
|
v->cur_speed = 0;
|
|
v->path.clear();
|
|
|
|
v->UpdatePosition();
|
|
v->UpdateViewport(true, true);
|
|
}
|
|
|
|
static void ShipController(Ship *v)
|
|
{
|
|
v->tick_counter++;
|
|
v->current_order_time++;
|
|
|
|
if (v->HandleBreakdown()) return;
|
|
|
|
if (v->vehstatus & VS_STOPPED) return;
|
|
|
|
if (ProcessOrders(v) && CheckReverseShip(v)) return ReverseShip(v);
|
|
|
|
v->HandleLoading();
|
|
|
|
if (v->current_order.IsType(OT_LOADING)) return;
|
|
|
|
if (CheckShipLeaveDepot(v)) return;
|
|
|
|
v->ShowVisualEffect();
|
|
|
|
/* Rotating on spot */
|
|
if (v->direction != v->rotation) {
|
|
if ((v->tick_counter & 7) == 0) {
|
|
DirDiff diff = DirDifference(v->direction, v->rotation);
|
|
v->rotation = ChangeDir(v->rotation, diff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
|
|
/* Invalidate the sprite cache direction to force recalculation of viewport */
|
|
v->sprite_cache.last_direction = INVALID_DIR;
|
|
v->UpdateViewport(true, true);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (ShipMoveUpDownOnLock(v)) return;
|
|
|
|
const uint number_of_steps = ShipAccelerate(v);
|
|
for (uint i = 0; i < number_of_steps; ++i) {
|
|
if (ShipMoveUpDownOnLock(v)) return;
|
|
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
if (v->state != TRACK_BIT_WORMHOLE) {
|
|
/* Not on a bridge */
|
|
if (gp.old_tile == gp.new_tile) {
|
|
/* Staying in tile */
|
|
if (v->IsInDepot()) {
|
|
gp.x = v->x_pos;
|
|
gp.y = v->y_pos;
|
|
} else {
|
|
/* Not inside depot */
|
|
const VehicleEnterTileStatus r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
|
|
if (HasBit(r, VETS_CANNOT_ENTER)) return ReverseShip(v);
|
|
|
|
/* A leave station order only needs one tick to get processed, so we can
|
|
* always skip ahead. */
|
|
if (v->current_order.IsType(OT_LEAVESTATION)) {
|
|
v->current_order.Free();
|
|
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
|
|
/* Test if continuing forward would lead to a dead-end, moving into the dock. */
|
|
const DiagDirection exitdir = VehicleExitDir(v->direction, v->state);
|
|
const TileIndex tile = TileAddByDiagDir(v->tile, exitdir);
|
|
if (TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0, exitdir)) == TRACK_BIT_NONE) return ReverseShip(v);
|
|
} else if (v->dest_tile != 0) {
|
|
/* We have a target, let's see if we reached it... */
|
|
if (v->current_order.IsType(OT_GOTO_WAYPOINT) &&
|
|
DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) {
|
|
/* We got within 3 tiles of our target buoy, so let's skip to our
|
|
* next order */
|
|
UpdateVehicleTimetable(v, true);
|
|
v->IncrementRealOrderIndex();
|
|
v->current_order.MakeDummy();
|
|
} else if (v->current_order.IsType(OT_GOTO_DEPOT) &&
|
|
v->dest_tile == gp.new_tile) {
|
|
/* Depot orders really need to reach the tile */
|
|
if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) {
|
|
VehicleEnterDepot(v);
|
|
return;
|
|
}
|
|
} else if (v->current_order.IsType(OT_GOTO_STATION) && IsDockingTile(gp.new_tile)) {
|
|
/* Process station in the orderlist. */
|
|
Station *st = Station::Get(v->current_order.GetDestination());
|
|
if (st->docking_station.Contains(gp.new_tile) && IsShipDestinationTile(gp.new_tile, st->index)) {
|
|
v->last_station_visited = st->index;
|
|
if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations
|
|
ShipArrivesAt(v, st);
|
|
v->BeginLoading();
|
|
} else { // leave stations without docks right away
|
|
v->current_order.MakeLeaveStation();
|
|
v->IncrementRealOrderIndex();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
/* New tile */
|
|
if (!IsValidTile(gp.new_tile)) return ReverseShip(v);
|
|
|
|
const DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
|
|
assert(diagdir != INVALID_DIAGDIR);
|
|
const TrackBits tracks = GetAvailShipTracks(gp.new_tile, diagdir);
|
|
if (tracks == TRACK_BIT_NONE) {
|
|
Trackdir trackdir = INVALID_TRACKDIR;
|
|
CheckReverseShip(v, &trackdir);
|
|
if (trackdir == INVALID_TRACKDIR) return ReverseShip(v);
|
|
return ReverseShipIntoTrackdir(v, trackdir);
|
|
}
|
|
|
|
/* Choose a direction, and continue if we find one */
|
|
const Track track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
|
|
if (track == INVALID_TRACK) return ReverseShip(v);
|
|
|
|
const ShipSubcoordData &b = _ship_subcoord[diagdir][track];
|
|
|
|
gp.x = (gp.x & ~0xF) | b.x_subcoord;
|
|
gp.y = (gp.y & ~0xF) | b.y_subcoord;
|
|
|
|
/* Call the landscape function and tell it that the vehicle entered the tile */
|
|
const VehicleEnterTileStatus r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
|
|
if (HasBit(r, VETS_CANNOT_ENTER)) return ReverseShip(v);
|
|
|
|
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
|
|
v->tile = gp.new_tile;
|
|
v->state = TrackToTrackBits(track);
|
|
|
|
/* Update ship cache when the water class changes. Aqueducts are always canals. */
|
|
if (GetEffectiveWaterClass(gp.old_tile) != GetEffectiveWaterClass(gp.new_tile)) v->UpdateCache();
|
|
}
|
|
|
|
const Direction new_direction = b.dir;
|
|
const DirDiff diff = DirDifference(new_direction, v->direction);
|
|
switch (diff) {
|
|
case DIRDIFF_SAME:
|
|
case DIRDIFF_45RIGHT:
|
|
case DIRDIFF_45LEFT:
|
|
/* Continue at speed */
|
|
v->rotation = v->direction = new_direction;
|
|
break;
|
|
|
|
default:
|
|
/* Stop for rotation */
|
|
v->cur_speed = 0;
|
|
v->direction = new_direction;
|
|
/* Remember our current location to avoid movement glitch */
|
|
v->rotation_x_pos = v->x_pos;
|
|
v->rotation_y_pos = v->y_pos;
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
/* On a bridge */
|
|
if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
|
|
v->x_pos = gp.x;
|
|
v->y_pos = gp.y;
|
|
v->UpdatePosition();
|
|
if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
|
|
return;
|
|
}
|
|
|
|
/* Ship is back on the bridge head, we need to consume its path
|
|
* cache entry here as we didn't have to choose a ship track. */
|
|
if (!v->path.empty()) v->path.pop_front();
|
|
}
|
|
|
|
/* update image of ship, as well as delta XY */
|
|
v->x_pos = gp.x;
|
|
v->y_pos = gp.y;
|
|
|
|
v->UpdatePosition();
|
|
v->UpdateViewport(true, true);
|
|
}
|
|
}
|
|
|
|
bool Ship::Tick()
|
|
{
|
|
PerformanceAccumulator framerate(PFE_GL_SHIPS);
|
|
|
|
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
|
|
|
|
ShipController(this);
|
|
|
|
return true;
|
|
}
|
|
|
|
void Ship::SetDestTile(TileIndex tile)
|
|
{
|
|
if (tile == this->dest_tile) return;
|
|
this->path.clear();
|
|
this->dest_tile = tile;
|
|
}
|
|
|
|
/**
|
|
* Build a ship.
|
|
* @param flags type of operation.
|
|
* @param tile tile of the depot where ship is built.
|
|
* @param e the engine to build.
|
|
* @param[out] ret the vehicle that has been built.
|
|
* @return the cost of this operation or an error.
|
|
*/
|
|
CommandCost CmdBuildShip(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
|
|
{
|
|
tile = GetShipDepotNorthTile(tile);
|
|
if (flags & DC_EXEC) {
|
|
int x;
|
|
int y;
|
|
|
|
const ShipVehicleInfo *svi = &e->u.ship;
|
|
|
|
Ship *v = new Ship();
|
|
*ret = v;
|
|
|
|
v->owner = _current_company;
|
|
v->tile = tile;
|
|
x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
|
|
y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
|
|
v->x_pos = x;
|
|
v->y_pos = y;
|
|
v->z_pos = GetSlopePixelZ(x, y);
|
|
|
|
v->UpdateDeltaXY();
|
|
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
|
|
|
|
v->spritenum = svi->image_index;
|
|
v->cargo_type = e->GetDefaultCargoType();
|
|
assert(IsValidCargoID(v->cargo_type));
|
|
v->cargo_cap = svi->capacity;
|
|
v->refit_cap = 0;
|
|
|
|
v->last_station_visited = INVALID_STATION;
|
|
v->last_loading_station = INVALID_STATION;
|
|
v->engine_type = e->index;
|
|
|
|
v->reliability = e->reliability;
|
|
v->reliability_spd_dec = e->reliability_spd_dec;
|
|
v->max_age = e->GetLifeLengthInDays();
|
|
|
|
v->state = TRACK_BIT_DEPOT;
|
|
|
|
v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_ships);
|
|
v->date_of_last_service = TimerGameEconomy::date;
|
|
v->date_of_last_service_newgrf = TimerGameCalendar::date;
|
|
v->build_year = TimerGameCalendar::year;
|
|
v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
|
|
v->random_bits = Random();
|
|
|
|
v->acceleration = svi->acceleration;
|
|
v->UpdateCache();
|
|
|
|
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
|
|
v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
|
|
|
|
v->InvalidateNewGRFCacheOfChain();
|
|
|
|
v->cargo_cap = e->DetermineCapacity(v);
|
|
|
|
v->InvalidateNewGRFCacheOfChain();
|
|
|
|
v->UpdatePosition();
|
|
}
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
ClosestDepot Ship::FindClosestDepot()
|
|
{
|
|
const Depot *depot = FindClosestShipDepot(this, MAX_SHIP_DEPOT_SEARCH_DISTANCE);
|
|
if (depot == nullptr) return ClosestDepot();
|
|
|
|
return ClosestDepot(depot->xy, depot->index);
|
|
}
|