mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-04 06:00:15 +00:00
663 lines
18 KiB
C++
663 lines
18 KiB
C++
/* $Id$ */
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/*
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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 "command_func.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 "vehicle_gui.h"
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#include "newgrf_engine.h"
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#include "pathfinder/yapf/yapf.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 "functions.h"
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#include "window_func.h"
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#include "date_func.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 "pathfinder/opf/opf_ship.h"
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#include "landscape_type.h"
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#include "engine_base.h"
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#include "company_base.h"
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#include "table/strings.h"
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static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
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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 SpriteID GetShipIcon(EngineID engine)
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{
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const Engine *e = Engine::Get(engine);
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uint8 spritenum = e->u.ship.image_index;
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if (is_custom_sprite(spritenum)) {
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SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
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if (sprite != 0) return sprite;
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spritenum = e->original_image_index;
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}
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return 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)
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{
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SpriteID sprite = GetShipIcon(engine);
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const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
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preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
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DrawSprite(sprite, pal, preferred_x, y);
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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 width The width of the sprite
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* @param height The height of the sprite
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*/
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void GetShipSpriteSize(EngineID engine, uint &width, uint &height)
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{
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const Sprite *spr = GetSprite(GetShipIcon(engine), ST_NORMAL);
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width = spr->width;
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height = spr->height;
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}
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SpriteID Ship::GetImage(Direction direction) const
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{
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uint8 spritenum = this->spritenum;
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if (is_custom_sprite(spritenum)) {
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SpriteID sprite = GetCustomVehicleSprite(this, direction);
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if (sprite != 0) return sprite;
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spritenum = Engine::Get(this->engine_type)->original_image_index;
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}
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return _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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/* Find the closest depot */
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const Depot *depot;
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const Depot *best_depot = NULL;
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/* If we don't have a maximum distance, i.e. distance = 0,
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* we want to find any depot so the best distance of no
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* depot must be more than any correct distance. On the
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* other hand if we have set a maximum distance, any depot
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* further away than max_distance can safely be ignored. */
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uint best_dist = max_distance == 0 ? UINT_MAX : max_distance + 1;
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FOR_ALL_DEPOTS(depot) {
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TileIndex tile = depot->xy;
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if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
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uint dist = DistanceManhattan(tile, v->tile);
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if (dist < best_dist) {
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best_dist = dist;
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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->IsInDepot()) {
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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_OPF: max_distance = 12; break;
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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 == NULL) {
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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, VVW_WIDGET_START_STOP_VEH);
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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->dest_tile = depot->xy;
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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}
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Money Ship::GetRunningCost() const
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{
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const Engine *e = Engine::Get(this->engine_type);
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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->grf_prop.grffile);
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}
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void Ship::OnNewDay()
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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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AgeVehicle(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 / (DAYS_IN_YEAR * 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 his 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->UpdateViewport(false, false);
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}
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static void PlayShipSound(const Vehicle *v)
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{
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if (!PlayVehicleSound(v, VSE_START)) {
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SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v);
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}
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}
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void Ship::PlayLeaveStationSound() const
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{
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PlayShipSound(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 (st->dock_tile != INVALID_TILE) {
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return TILE_ADD(st->dock_tile, ToTileIndexDiff(GetDockOffset(st->dock_tile)));
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} else {
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this->IncrementOrderIndex();
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return 0;
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}
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}
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void Ship::UpdateDeltaXY(Direction direction)
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{
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#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
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static const uint32 _delta_xy_table[8] = {
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MKIT( 6, 6, -3, -3),
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MKIT( 6, 32, -3, -16),
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MKIT( 6, 6, -3, -3),
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MKIT(32, 6, -16, -3),
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MKIT( 6, 6, -3, -3),
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MKIT( 6, 32, -3, -16),
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MKIT( 6, 6, -3, -3),
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MKIT(32, 6, -16, -3),
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};
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#undef MKIT
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uint32 x = _delta_xy_table[direction];
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this->x_offs = GB(x, 0, 8);
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this->y_offs = GB(x, 8, 8);
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this->x_extent = GB(x, 16, 8);
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this->y_extent = GB(x, 24, 8);
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this->z_extent = 6;
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}
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static const TileIndexDiffC _ship_leave_depot_offs[] = {
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{-1, 0},
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{ 0, -1}
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};
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static void CheckShipLeaveDepot(Ship *v)
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{
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if (!v->IsInDepot()) return;
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TileIndex tile = v->tile;
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Axis axis = GetShipDepotAxis(tile);
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/* Check first (north) side */
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if (DiagdirReachesTracks((DiagDirection)axis) & GetTileShipTrackStatus(TILE_ADD(tile, ToTileIndexDiff(_ship_leave_depot_offs[axis])))) {
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v->direction = ReverseDir(AxisToDirection(axis));
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/* Check second (south) side */
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} else if (DiagdirReachesTracks((DiagDirection)(axis + 2)) & GetTileShipTrackStatus(TILE_ADD(tile, -2 * ToTileIndexDiff(_ship_leave_depot_offs[axis])))) {
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v->direction = AxisToDirection(axis);
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} else {
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return;
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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(false, true);
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SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
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PlayShipSound(v);
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VehicleServiceInDepot(v);
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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SetWindowClassesDirty(WC_SHIPS_LIST);
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}
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static bool ShipAccelerate(Vehicle *v)
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{
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uint spd;
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byte t;
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spd = min(v->cur_speed + 1, GetVehicleProperty(v, PROP_SHIP_SPEED, v->max_speed));
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/* updates statusbar only if speed have changed to save CPU time */
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if (spd != v->cur_speed) {
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v->cur_speed = spd;
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if (_settings_client.gui.vehicle_speed) {
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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}
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}
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/* Convert direction-indepenent speed into direction-dependent speed. (old movement method) */
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spd = v->GetOldAdvanceSpeed(spd);
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if (spd == 0) return false;
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if ((byte)++spd == 0) return true;
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v->progress = (t = v->progress) - (byte)spd;
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return (t < v->progress);
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}
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static void ShipArrivesAt(const Vehicle *v, Station *st)
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{
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/* Check if station was ever visited before */
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if (!(st->had_vehicle_of_type & HVOT_SHIP)) {
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st->had_vehicle_of_type |= HVOT_SHIP;
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SetDParam(0, st->index);
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AddVehicleNewsItem(
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STR_NEWS_FIRST_SHIP_ARRIVAL,
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(v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
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v->index,
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st->index
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);
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AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
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}
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}
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/**
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* returns the track to choose on the next tile, or -1 when it's better to
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* reverse. The tile given is the tile we are about to enter, enterdir is the
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* direction in which we are entering the tile
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*/
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static Track ChooseShipTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
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{
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assert(IsValidDiagDirection(enterdir));
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switch (_settings_game.pf.pathfinder_for_ships) {
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case VPF_OPF: return OPFShipChooseTrack(v, tile, enterdir, tracks);
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case VPF_NPF: return NPFShipChooseTrack(v, tile, enterdir, tracks);
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case VPF_YAPF: return YapfShipChooseTrack(v, tile, enterdir, tracks);
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default: NOT_REACHED();
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}
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}
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static const Direction _new_vehicle_direction_table[] = {
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DIR_N , DIR_NW, DIR_W , INVALID_DIR,
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DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
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DIR_E , DIR_SE, DIR_S
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};
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static Direction ShipGetNewDirectionFromTiles(TileIndex new_tile, TileIndex old_tile)
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{
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uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
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TileX(new_tile) - TileX(old_tile) + 1;
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assert(offs < 11 && offs != 3 && offs != 7);
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return _new_vehicle_direction_table[offs];
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}
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static Direction ShipGetNewDirection(Vehicle *v, int x, int y)
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{
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uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1);
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assert(offs < 11 && offs != 3 && offs != 7);
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return _new_vehicle_direction_table[offs];
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}
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static inline TrackBits GetAvailShipTracks(TileIndex tile, DiagDirection dir)
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{
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return GetTileShipTrackStatus(tile) & DiagdirReachesTracks(dir);
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}
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static const byte _ship_subcoord[4][6][3] = {
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{
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{15, 8, 1},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{15, 8, 2},
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{15, 7, 0},
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{ 0, 0, 0},
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},
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{
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{ 0, 0, 0},
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{ 8, 0, 3},
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{ 7, 0, 2},
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{ 0, 0, 0},
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{ 8, 0, 4},
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{ 0, 0, 0},
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},
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{
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{ 0, 8, 5},
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{ 0, 0, 0},
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{ 0, 7, 6},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 8, 4},
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},
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{
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{ 0, 0, 0},
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{ 8, 15, 7},
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{ 0, 0, 0},
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{ 8, 15, 6},
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{ 0, 0, 0},
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{ 7, 15, 0},
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}
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};
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static void ShipController(Ship *v)
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{
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uint32 r;
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const byte *b;
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Direction dir;
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Track track;
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TrackBits tracks;
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v->tick_counter++;
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v->current_order_time++;
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if (v->HandleBreakdown()) return;
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if (v->vehstatus & VS_STOPPED) return;
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ProcessOrders(v);
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v->HandleLoading();
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if (v->current_order.IsType(OT_LOADING)) return;
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CheckShipLeaveDepot(v);
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if (!ShipAccelerate(v)) return;
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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if (v->state != TRACK_BIT_WORMHOLE) {
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/* Not on a bridge */
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if (gp.old_tile == gp.new_tile) {
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/* Staying in tile */
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if (v->IsInDepot()) {
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gp.x = v->x_pos;
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gp.y = v->y_pos;
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} else {
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/* Not inside depot */
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r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
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if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
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/* A leave station order only needs one tick to get processed, so we can
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* always skip ahead. */
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if (v->current_order.IsType(OT_LEAVESTATION)) {
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v->current_order.Free();
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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} else if (v->dest_tile != 0) {
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/* We have a target, let's see if we reached it... */
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if (v->current_order.IsType(OT_GOTO_WAYPOINT) &&
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DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) {
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/* We got within 3 tiles of our target buoy, so let's skip to our
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* next order */
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UpdateVehicleTimetable(v, true);
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v->IncrementOrderIndex();
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v->current_order.MakeDummy();
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} else {
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/* Non-buoy orders really need to reach the tile */
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if (v->dest_tile == gp.new_tile) {
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if (v->current_order.IsType(OT_GOTO_DEPOT)) {
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if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) {
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VehicleEnterDepot(v);
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return;
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}
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} else if (v->current_order.IsType(OT_GOTO_STATION)) {
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v->last_station_visited = v->current_order.GetDestination();
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/* Process station in the orderlist. */
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Station *st = Station::Get(v->current_order.GetDestination());
|
|
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 aways
|
|
v->current_order.MakeLeaveStation();
|
|
v->IncrementOrderIndex();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
DiagDirection diagdir;
|
|
/* New tile */
|
|
if (TileX(gp.new_tile) >= MapMaxX() || TileY(gp.new_tile) >= MapMaxY()) {
|
|
goto reverse_direction;
|
|
}
|
|
|
|
dir = ShipGetNewDirectionFromTiles(gp.new_tile, gp.old_tile);
|
|
assert(dir == DIR_NE || dir == DIR_SE || dir == DIR_SW || dir == DIR_NW);
|
|
diagdir = DirToDiagDir(dir);
|
|
tracks = GetAvailShipTracks(gp.new_tile, diagdir);
|
|
if (tracks == TRACK_BIT_NONE) goto reverse_direction;
|
|
|
|
/* Choose a direction, and continue if we find one */
|
|
track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
|
|
if (track == INVALID_TRACK) goto reverse_direction;
|
|
|
|
b = _ship_subcoord[diagdir][track];
|
|
|
|
gp.x = (gp.x & ~0xF) | b[0];
|
|
gp.y = (gp.y & ~0xF) | b[1];
|
|
|
|
/* Call the landscape function and tell it that the vehicle entered the tile */
|
|
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
|
|
if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
|
|
|
|
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
|
|
v->tile = gp.new_tile;
|
|
v->state = TrackToTrackBits(track);
|
|
}
|
|
|
|
v->direction = (Direction)b[2];
|
|
}
|
|
} 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;
|
|
VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* update image of ship, as well as delta XY */
|
|
dir = ShipGetNewDirection(v, gp.x, gp.y);
|
|
v->x_pos = gp.x;
|
|
v->y_pos = gp.y;
|
|
v->z_pos = GetSlopeZ(gp.x, gp.y);
|
|
|
|
getout:
|
|
v->UpdateViewport(true, true);
|
|
return;
|
|
|
|
reverse_direction:
|
|
dir = ReverseDir(v->direction);
|
|
v->direction = dir;
|
|
goto getout;
|
|
}
|
|
|
|
bool Ship::Tick()
|
|
{
|
|
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
|
|
|
|
ShipController(this);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Build a ship.
|
|
* @param tile tile of the depot where ship is built.
|
|
* @param flags type of operation.
|
|
* @param e the engine to build.
|
|
* @param data unused.
|
|
* @param ret[out] the vehicle that has been built.
|
|
* @return the cost of this operation or an error.
|
|
*/
|
|
CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, 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 = GetSlopeZ(x, y);
|
|
|
|
v->UpdateDeltaXY(v->direction);
|
|
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
|
|
|
|
v->spritenum = svi->image_index;
|
|
v->cargo_type = e->GetDefaultCargoType();
|
|
v->cargo_cap = svi->capacity;
|
|
|
|
v->last_station_visited = INVALID_STATION;
|
|
v->max_speed = svi->max_speed;
|
|
v->engine_type = e->index;
|
|
|
|
v->reliability = e->reliability;
|
|
v->reliability_spd_dec = e->reliability_spd_dec;
|
|
v->max_age = e->GetLifeLengthInDays();
|
|
_new_vehicle_id = v->index;
|
|
|
|
v->state = TRACK_BIT_DEPOT;
|
|
|
|
v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_ships;
|
|
v->date_of_last_service = _date;
|
|
v->build_year = _cur_year;
|
|
v->cur_image = SPR_IMG_QUERY;
|
|
v->random_bits = VehicleRandomBits();
|
|
|
|
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
|
|
|
|
v->InvalidateNewGRFCacheOfChain();
|
|
|
|
v->cargo_cap = GetVehicleCapacity(v);
|
|
|
|
v->InvalidateNewGRFCacheOfChain();
|
|
|
|
VehicleMove(v, false);
|
|
}
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
|
|
{
|
|
const Depot *depot = FindClosestShipDepot(this, 0);
|
|
|
|
if (depot == NULL) return false;
|
|
|
|
if (location != NULL) *location = depot->xy;
|
|
if (destination != NULL) *destination = depot->index;
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Send a ship to the depot.
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 vehicle ID to send to the depot
|
|
* @param p2 various bitmasked elements
|
|
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
|
|
* - p2 bit 8-10 - VLW flag (for mass goto depot)
|
|
* @param text unused
|
|
* @return the cost of this operation or an error
|
|
*/
|
|
CommandCost CmdSendShipToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
|
|
{
|
|
if (p2 & DEPOT_MASS_SEND) {
|
|
/* Mass goto depot requested */
|
|
if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
|
|
return SendAllVehiclesToDepot(VEH_SHIP, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
|
|
}
|
|
|
|
Ship *v = Ship::GetIfValid(p1);
|
|
if (v == NULL) return CMD_ERROR;
|
|
|
|
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
|
|
}
|