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@@ -855,49 +855,49 @@ void ShipsYearlyLoop(void)
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/** Build a ship.
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* @param x,y tile coordinates of depot where ship is built
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* @param p1 ship type being built (engine)
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* @param p2 unused
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*/
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int32 CmdBuildShip(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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int32 value;
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Vehicle *v;
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UnitID unit_num;
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TileIndex tile = TILE_FROM_XY(x,y);
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Engine *e;
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if (!IsEngineBuildable(p1, VEH_Ship)) return CMD_ERROR;
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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value = EstimateShipCost(p1);
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if (flags & DC_QUERY_COST) return value;
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/* The ai_new queries the vehicle cost before building the route,
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* so we must check against cheaters no sooner than now. --pasky */
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if (!IsTileDepotType(tile, TRANSPORT_WATER)) return CMD_ERROR;
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if (_map_owner[tile] != _current_player) return CMD_ERROR;
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if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
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v = AllocateVehicle();
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if (v == NULL || IsOrderPoolFull() ||
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(unit_num = GetFreeUnitNumber(VEH_Ship)) > _patches.max_ships)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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if (flags & DC_EXEC) {
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const ShipVehicleInfo *svi = ShipVehInfo(p1);
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v->unitnumber = unit_num;
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v->owner = _current_player;
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v->tile = tile;
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x = TileX(tile) * 16 + 8;
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y = TileY(tile) * 16 + 8;
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v->x_pos = x;
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v->y_pos = y;
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v->z_pos = GetSlopeZ(x,y);
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v->z_height = 6;
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v->sprite_width = 6;
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v->sprite_height = 6;
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v->x_offs = -3;
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v->y_offs = -3;
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