@@ -340,50 +340,50 @@ CommandCost CmdSellRoadVeh(TileIndex til
{
RoadVehicle *v = RoadVehicle::GetIfValid(p1);
if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
if (!v->IsStoppedInDepot()) {
return_cmd_error(STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT);
}
CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
if (flags & DC_EXEC) {
delete v;
return ret;
static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
switch (_settings_game.pf.pathfinder_for_roadvehs) {
case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, _settings_game.pf.npf.maximum_go_to_depot_penalty);
case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, _settings_game.pf.yapf.maximum_go_to_depot_penalty);
case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
default: NOT_REACHED();
bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
FindDepotData rfdd = FindClosestRoadDepot(this, 0);
if (rfdd.best_length == UINT_MAX) return false;
if (location != NULL) *location = rfdd.tile;
if (destination != NULL) *destination = GetDepotIndex(rfdd.tile);
return true;
/** Send a road vehicle to the depot.
* @param tile unused
* @param flags operation to perform
* @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
@@ -76,88 +76,93 @@ void DrawShipEngine(int left, int right,
* @param height The height of the sprite
*/
void GetShipSpriteSize(EngineID engine, uint &width, uint &height)
const Sprite *spr = GetSprite(GetShipIcon(engine), ST_NORMAL);
width = spr->width;
height = spr->height;
SpriteID Ship::GetImage(Direction direction) const
uint8 spritenum = this->spritenum;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleSprite(this, direction);
if (sprite != 0) return sprite;
spritenum = Engine::Get(this->engine_type)->original_image_index;
return _ship_sprites[spritenum] + direction;
static const Depot *FindClosestShipDepot(const Vehicle *v)
static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
/* Find the closest depot */
const Depot *depot;
const Depot *best_depot = NULL;
uint best_dist = UINT_MAX;
/* 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_ALL_DEPOTS(depot) {
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->IsInDepot()) {
VehicleServiceInDepot(v);
return;
uint max_distance;
switch (_settings_game.pf.pathfinder_for_ships) {
case VPF_OPF: max_distance = 12; break;
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;
const Depot *depot = FindClosestShipDepot(v);
const Depot *depot = FindClosestShipDepot(v, max_distance);
if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > max_distance) {
if (depot == NULL) {
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
v->dest_tile = depot->xy;
Money Ship::GetRunningCost() const
const Engine *e = Engine::Get(this->engine_type);
uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
return GetPrice(PR_RUNNING_SHIP, cost_factor, e->grffile);
void Ship::OnNewDay()
if ((++this->day_counter & 7) == 0)
DecreaseVehicleValue(this);
@@ -703,49 +708,49 @@ CommandCost CmdBuildShip(TileIndex tile,
* @return the cost of this operation or an error
CommandCost CmdSellShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Ship *v = Ship::GetIfValid(p1);
return_cmd_error(STR_ERROR_SHIP_MUST_BE_STOPPED_IN_DEPOT);
bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
const Depot *depot = FindClosestShipDepot(this);
const Depot *depot = FindClosestShipDepot(this, 0);
if (depot == NULL) return false;
if (location != NULL) *location = depot->xy;
if (destination != NULL) *destination = depot->index;
/** Send a ship to the depot.
* @param flags type of operation
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;
@@ -2086,50 +2086,50 @@ CommandCost CmdRefitRailVehicle(TileInde
Train *front = v->First();
TrainConsistChanged(front, false);
SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
} else {
v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
return cost;
/** returns the tile of a depot to goto to. The given vehicle must not be
* crashed! */
static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
assert(!(v->vehstatus & VS_CRASHED));
if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
PBSTileInfo origin = FollowTrainReservation(v);
if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainFindNearestDepot(v, _settings_game.pf.npf.maximum_go_to_depot_penalty);
case VPF_YAPF: return YapfTrainFindNearestDepot(v, _settings_game.pf.yapf.maximum_go_to_depot_penalty);
case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
FindDepotData tfdd = FindClosestTrainDepot(this, 0);
if (tfdd.best_length == UINT_MAX) return false;
if (location != NULL) *location = tfdd.tile;
if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
if (reverse != NULL) *reverse = tfdd.reverse;
/** Send a train to a depot
* @param p1 train to send to the depot
Status change: