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Location: cpp/openttd-patchpack/source/src/ship_cmd.cpp - annotation
r27835:eabfaa878ced
28.5 KiB
text/x-c
Add: calendar date for Survey results
This means no heuristics is possible on around which date people
play the game.
This means no heuristics is possible on around which date people
play the game.
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r5584:545d748cc681 r5584:545d748cc681 r15839:2b7528d029e3 r5584:545d748cc681 r5584:545d748cc681 r26715:ffe313a8ffbc r8890:02179c54681e r14021:1aae6a0ffa3b r26715:ffe313a8ffbc r8890:02179c54681e r26715:ffe313a8ffbc r8890:02179c54681e | /*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file ship_cmd.cpp Handling of ships. */
#include "stdafx.h"
#include "ship.h"
#include "landscape.h"
#include "timetable.h"
#include "news_func.h"
#include "company_func.h"
#include "pathfinder/npf/npf_func.h"
#include "depot_base.h"
#include "station_base.h"
#include "newgrf_engine.h"
#include "pathfinder/yapf/yapf.h"
#include "newgrf_sound.h"
#include "spritecache.h"
#include "strings_func.h"
#include "window_func.h"
#include "timer/timer_game_calendar.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "engine_base.h"
#include "company_base.h"
#include "tunnelbridge_map.h"
#include "zoom_func.h"
#include "framerate_type.h"
#include "industry.h"
#include "industry_map.h"
#include "ship_cmd.h"
#include "table/strings.h"
#include "safeguards.h"
/**
* Determine the effective #WaterClass for a ship travelling on a tile.
* @param tile Tile of interest
* @return the waterclass to be used by the ship.
*/
WaterClass GetEffectiveWaterClass(TileIndex tile)
{
if (HasTileWaterClass(tile)) return GetWaterClass(tile);
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER);
return WATER_CLASS_CANAL;
}
if (IsTileType(tile, MP_RAILWAY)) {
assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);
return WATER_CLASS_SEA;
}
NOT_REACHED();
}
static const uint16_t _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
template <>
bool IsValidImageIndex<VEH_SHIP>(uint8_t image_index)
{
return image_index < lengthof(_ship_sprites);
}
static inline TrackBits GetTileShipTrackStatus(TileIndex tile)
{
return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
}
static void GetShipIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
{
const Engine *e = Engine::Get(engine);
uint8_t spritenum = e->u.ship.image_index;
if (is_custom_sprite(spritenum)) {
GetCustomVehicleIcon(engine, DIR_W, image_type, result);
if (result->IsValid()) return;
spritenum = e->original_image_index;
}
assert(IsValidImageIndex<VEH_SHIP>(spritenum));
result->Set(DIR_W + _ship_sprites[spritenum]);
}
void DrawShipEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
{
VehicleSpriteSeq seq;
GetShipIcon(engine, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
preferred_x = Clamp(preferred_x,
left - UnScaleGUI(rect.left),
right - UnScaleGUI(rect.right));
seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
}
/**
* Get the size of the sprite of a ship sprite heading west (used for lists).
* @param engine The engine to get the sprite from.
* @param[out] width The width of the sprite.
* @param[out] height The height of the sprite.
* @param[out] xoffs Number of pixels to shift the sprite to the right.
* @param[out] yoffs Number of pixels to shift the sprite downwards.
* @param image_type Context the sprite is used in.
*/
void GetShipSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
{
VehicleSpriteSeq seq;
GetShipIcon(engine, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
width = UnScaleGUI(rect.Width());
height = UnScaleGUI(rect.Height());
xoffs = UnScaleGUI(rect.left);
yoffs = UnScaleGUI(rect.top);
}
void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
{
uint8_t spritenum = this->spritenum;
if (image_type == EIT_ON_MAP) direction = this->rotation;
if (is_custom_sprite(spritenum)) {
GetCustomVehicleSprite(this, direction, image_type, result);
if (result->IsValid()) return;
spritenum = this->GetEngine()->original_image_index;
}
assert(IsValidImageIndex<VEH_SHIP>(spritenum));
result->Set(_ship_sprites[spritenum] + direction);
}
static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
{
/* Find the closest depot */
const Depot *best_depot = nullptr;
/* If we don't have a maximum distance, i.e. distance = 0,
* we want to find any depot so the best distance of no
* depot must be more than any correct distance. On the
* other hand if we have set a maximum distance, any depot
* further away than max_distance can safely be ignored. */
uint best_dist = max_distance == 0 ? UINT_MAX : max_distance + 1;
for (const Depot *depot : Depot::Iterate()) {
TileIndex tile = depot->xy;
if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
uint dist = DistanceManhattan(tile, v->tile);
if (dist < best_dist) {
best_dist = dist;
best_depot = depot;
}
}
}
return best_depot;
}
static void CheckIfShipNeedsService(Vehicle *v)
{
if (Company::Get(v->owner)->settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsChainInDepot()) {
VehicleServiceInDepot(v);
return;
}
uint max_distance;
switch (_settings_game.pf.pathfinder_for_ships) {
case VPF_NPF: max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty / NPF_TILE_LENGTH; break;
case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break;
default: NOT_REACHED();
}
const Depot *depot = FindClosestShipDepot(v, max_distance);
if (depot == nullptr) {
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
return;
}
v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
v->SetDestTile(depot->xy);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
/**
* Update the caches of this ship.
*/
void Ship::UpdateCache()
{
const ShipVehicleInfo *svi = ShipVehInfo(this->engine_type);
/* Get speed fraction for the current water type. Aqueducts are always canals. */
bool is_ocean = GetEffectiveWaterClass(this->tile) == WATER_CLASS_SEA;
uint raw_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, svi->max_speed);
this->vcache.cached_max_speed = svi->ApplyWaterClassSpeedFrac(raw_speed, is_ocean);
/* Update cargo aging period. */
this->vcache.cached_cargo_age_period = GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD, EngInfo(this->engine_type)->cargo_age_period);
this->UpdateVisualEffect();
}
Money Ship::GetRunningCost() const
{
const Engine *e = this->GetEngine();
uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
}
void Ship::OnNewDay()
{
if ((++this->day_counter & 7) == 0) {
DecreaseVehicleValue(this);
}
CheckVehicleBreakdown(this);
AgeVehicle(this);
CheckIfShipNeedsService(this);
CheckOrders(this);
if (this->running_ticks == 0) return;
CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromCompanyFract(this->owner, cost);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
/* we need this for the profit */
SetWindowClassesDirty(WC_SHIPS_LIST);
}
Trackdir Ship::GetVehicleTrackdir() const
{
if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
if (this->IsInDepot()) {
/* We'll assume the ship is facing outwards */
return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile));
}
if (this->state == TRACK_BIT_WORMHOLE) {
/* ship on aqueduct, so just use its direction and assume a diagonal track */
return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
}
return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
}
void Ship::MarkDirty()
{
this->colourmap = PAL_NONE;
this->UpdateViewport(true, false);
this->UpdateCache();
}
void Ship::PlayLeaveStationSound(bool force) const
{
if (PlayVehicleSound(this, VSE_START, force)) return;
SndPlayVehicleFx(ShipVehInfo(this->engine_type)->sfx, this);
}
TileIndex Ship::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
const Station *st = Station::Get(station);
if (CanVehicleUseStation(this, st)) {
return st->xy;
} else {
this->IncrementRealOrderIndex();
return 0;
}
}
void Ship::UpdateDeltaXY()
{
static const int8_t _delta_xy_table[8][4] = {
/* y_extent, x_extent, y_offs, x_offs */
{ 6, 6, -3, -3}, // N
{ 6, 32, -3, -16}, // NE
{ 6, 6, -3, -3}, // E
{32, 6, -16, -3}, // SE
{ 6, 6, -3, -3}, // S
{ 6, 32, -3, -16}, // SW
{ 6, 6, -3, -3}, // W
{32, 6, -16, -3}, // NW
};
const int8_t *bb = _delta_xy_table[this->rotation];
this->x_offs = bb[3];
this->y_offs = bb[2];
this->x_extent = bb[1];
this->y_extent = bb[0];
this->z_extent = 6;
if (this->direction != this->rotation) {
/* If we are rotating, then it is possible the ship was moved to its next position. In that
* case, because we are still showing the old direction, the ship will appear to glitch sideways
* slightly. We can work around this by applying an additional offset to make the ship appear
* where it was before it moved. */
this->x_offs -= this->x_pos - this->rotation_x_pos;
this->y_offs -= this->y_pos - this->rotation_y_pos;
}
}
/**
* Test-procedure for HasVehicleOnPos to check for any ships which are visible and not stopped by the player.
*/
static Vehicle *EnsureNoMovingShipProc(Vehicle *v, void *data)
{
return v->type == VEH_SHIP && (v->vehstatus & (VS_HIDDEN | VS_STOPPED)) == 0 ? v : nullptr;
}
static bool CheckReverseShip(const Ship *v, Trackdir *trackdir = nullptr)
{
/* Ask pathfinder for best direction */
bool reverse = false;
switch (_settings_game.pf.pathfinder_for_ships) {
case VPF_NPF: reverse = NPFShipCheckReverse(v, trackdir); break;
case VPF_YAPF: reverse = YapfShipCheckReverse(v, trackdir); break;
default: NOT_REACHED();
}
return reverse;
}
static bool CheckShipLeaveDepot(Ship *v)
{
if (!v->IsChainInDepot()) return false;
/* We are leaving a depot, but have to go to the exact same one; re-enter */
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
VehicleEnterDepot(v);
return true;
}
/* Don't leave depot if no destination set */
if (v->dest_tile == 0) return true;
/* Don't leave depot if another vehicle is already entering/leaving */
/* This helps avoid CPU load if many ships are set to start at the same time */
if (HasVehicleOnPos(v->tile, nullptr, &EnsureNoMovingShipProc)) return true;
TileIndex tile = v->tile;
Axis axis = GetShipDepotAxis(tile);
DiagDirection north_dir = ReverseDiagDir(AxisToDiagDir(axis));
TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir));
DiagDirection south_dir = AxisToDiagDir(axis);
TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir));
TrackBits north_tracks = DiagdirReachesTracks(north_dir) & GetTileShipTrackStatus(north_neighbour);
TrackBits south_tracks = DiagdirReachesTracks(south_dir) & GetTileShipTrackStatus(south_neighbour);
if (north_tracks && south_tracks) {
if (CheckReverseShip(v)) north_tracks = TRACK_BIT_NONE;
}
if (north_tracks) {
/* Leave towards north */
v->rotation = v->direction = DiagDirToDir(north_dir);
} else if (south_tracks) {
/* Leave towards south */
v->rotation = v->direction = DiagDirToDir(south_dir);
} else {
/* Both ways blocked */
return false;
}
v->state = AxisToTrackBits(axis);
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
v->UpdateViewport(true, true);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
v->PlayLeaveStationSound();
VehicleServiceInDepot(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
SetWindowClassesDirty(WC_SHIPS_LIST);
return false;
}
/**
* Accelerates the ship towards its target speed.
* @param v Ship to accelerate.
* @return Number of steps to move the ship.
*/
static uint ShipAccelerate(Vehicle *v)
{
uint speed;
speed = std::min<uint>(v->cur_speed + 1, v->vcache.cached_max_speed);
speed = std::min<uint>(speed, v->current_order.GetMaxSpeed() * 2);
/* updates statusbar only if speed have changed to save CPU time */
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 && IsValidDockingDirectionForDock(t, d)) 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) {
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();
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 = TimerGameCalendar::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->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, 0);
if (depot == nullptr) return ClosestDepot();
return ClosestDepot(depot->xy, depot->index);
}
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