 d210bc4d14
			
		
	
	d210bc4d14
	
	
	
		
			
			# Conflicts:
#	src/lang/korean.txt
#	src/saveload/afterload.cpp
Recalculate docking tile cache due to 57553cd8
		
	
		
			
				
	
	
		
			1074 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1074 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * 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"
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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"
 | |
| #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 "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"
 | |
| #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 "game/game.hpp"
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| #include "engine_base.h"
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| #include "company_base.h"
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| #include "infrastructure_func.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 "core/checksum_func.hpp"
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| 
 | |
| #include "table/strings.h"
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| 
 | |
| #include "safeguards.h"
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| 
 | |
| /** Directions to search towards given track bits and the ship's enter direction. */
 | |
| const DiagDirection _ship_search_directions[6][4] = {
 | |
| 	{ DIAGDIR_NE,      INVALID_DIAGDIR, DIAGDIR_SW,      INVALID_DIAGDIR },
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| 	{ INVALID_DIAGDIR, DIAGDIR_SE,      INVALID_DIAGDIR, DIAGDIR_NW      },
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| 	{ INVALID_DIAGDIR, DIAGDIR_NE,      DIAGDIR_NW,      INVALID_DIAGDIR },
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| 	{ DIAGDIR_SE,      INVALID_DIAGDIR, INVALID_DIAGDIR, DIAGDIR_SW      },
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| 	{ DIAGDIR_NW,      DIAGDIR_SW,      INVALID_DIAGDIR, INVALID_DIAGDIR },
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| 	{ INVALID_DIAGDIR, INVALID_DIAGDIR, DIAGDIR_SE,      DIAGDIR_NE      },
 | |
| };
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| 
 | |
| /**
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|  * Determine the effective #WaterClass for a ship travelling on a tile.
 | |
|  * @param tile Tile of interest
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|  * @return the waterclass to be used by the ship.
 | |
|  */
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| WaterClass GetEffectiveWaterClass(TileIndex tile)
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| {
 | |
| 	if (HasTileWaterClass(tile)) return GetWaterClass(tile);
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| 	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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| 		assert_tile(GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER, tile);
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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_tile(GetRailGroundType(tile) == RAIL_GROUND_WATER, tile);
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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 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
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| 
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| template <>
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| bool IsValidImageIndex<VEH_SHIP>(uint8 image_index)
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| {
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| 	return image_index < lengthof(_ship_sprites);
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| }
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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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| 
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| static void GetShipIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
 | |
| {
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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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| 		GetCustomVehicleIcon(engine, DIR_W, image_type, result);
 | |
| 		if (result->IsValid()) return;
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| 
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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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| 
 | |
| void DrawShipEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
 | |
| {
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| 	VehicleSpriteSeq seq;
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| 	GetShipIcon(engine, image_type, &seq);
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| 
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| 	Rect16 rect = seq.GetBounds();
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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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| 
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| 	seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
 | |
| }
 | |
| 
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| /**
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|  * Get the size of the sprite of a ship sprite heading west (used for lists).
 | |
|  * @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.
 | |
|  * @param image_type Context the sprite is used in.
 | |
|  */
 | |
| void GetShipSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
 | |
| {
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| 	VehicleSpriteSeq seq;
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| 	GetShipIcon(engine, image_type, &seq);
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| 
 | |
| 	Rect16 rect = seq.GetBounds();
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| 
 | |
| 	width  = UnScaleGUI(rect.right - rect.left + 1);
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| 	height = UnScaleGUI(rect.bottom - rect.top + 1);
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| 	xoffs  = UnScaleGUI(rect.left);
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| 	yoffs  = UnScaleGUI(rect.top);
 | |
| }
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| 
 | |
| void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
 | |
| {
 | |
| 	uint8 spritenum = this->spritenum;
 | |
| 
 | |
| 	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);
 | |
| 		if (result->IsValid()) return;
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| 
 | |
| 		spritenum = this->GetEngine()->original_image_index;
 | |
| 	}
 | |
| 
 | |
| 	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)
 | |
| {
 | |
| 	/* Find the closest depot */
 | |
| 	const Depot *best_depot = nullptr;
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| 	/* If we don't have a maximum distance, i.e. distance = 0,
 | |
| 	 * 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
 | |
| 	 * 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()) {
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| 		TileIndex tile = depot->xy;
 | |
| 		if (IsShipDepotTile(tile) && IsInfraTileUsageAllowed(VEH_SHIP, v->owner, tile)) {
 | |
| 			uint dist = DistanceManhattan(tile, v->tile);
 | |
| 			if (dist < best_dist) {
 | |
| 				best_dist = dist;
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| 				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;
 | |
| 	}
 | |
| 
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| 	uint max_distance;
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| 	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) {
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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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| 
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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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| /**
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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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| 
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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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| 
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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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| 
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| 	this->UpdateVisualEffect();
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| }
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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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| 
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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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| 
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| 	CheckVehicleBreakdown(this);
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| 	AgeVehicle(this);
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| 	CheckIfShipNeedsService(this);
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| 
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| 	CheckOrders(this);
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| 
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| 	if (this->running_ticks == 0) return;
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| 
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| 	CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
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| 
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| 	this->profit_this_year -= cost.GetCost();
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| 	this->running_ticks = 0;
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| 
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| 	SubtractMoneyFromCompanyFract(this->owner, cost);
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| 
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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;
 | |
| 
 | |
| 	if (this->IsInDepot()) {
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| 		/* We'll assume the ship is facing outwards */
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| 		return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile));
 | |
| 	}
 | |
| 
 | |
| 	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));
 | |
| 	}
 | |
| 
 | |
| 	return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
 | |
| }
 | |
| 
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| void Ship::MarkDirty()
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| {
 | |
| 	this->colourmap = PAL_NONE;
 | |
| 	this->cur_image_valid_dir = INVALID_DIR;
 | |
| 	this->UpdateViewport(true, false);
 | |
| 	this->UpdateCache();
 | |
| }
 | |
| 
 | |
| static void PlayShipSound(const Vehicle *v)
 | |
| {
 | |
| 	if (!PlayVehicleSound(v, VSE_START)) {
 | |
| 		SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void Ship::PlayLeaveStationSound() const
 | |
| {
 | |
| 	PlayShipSound(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 _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 *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 a ship.
 | |
|  */
 | |
| static Vehicle *EnsureNoVisibleShipProc(Vehicle *v, void *data)
 | |
| {
 | |
| 	return (v->vehstatus & VS_HIDDEN) == 0 ? v : nullptr;
 | |
| }
 | |
| 
 | |
| static bool CheckShipLeaveDepot(Ship *v)
 | |
| {
 | |
| 	if (!v->IsChainInDepot()) return false;
 | |
| 
 | |
| 	if (v->current_order.IsWaitTimetabled()) {
 | |
| 		v->HandleWaiting(false);
 | |
| 	}
 | |
| 	if (v->current_order.IsType(OT_WAITING)) {
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	/* 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, VEH_SHIP, nullptr, &EnsureNoVisibleShipProc)) 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) {
 | |
| 		/* Ask pathfinder for best direction */
 | |
| 		bool reverse = false;
 | |
| 		switch (_settings_game.pf.pathfinder_for_ships) {
 | |
| 			case VPF_NPF: reverse = NPFShipCheckReverse(v); break;
 | |
| 			case VPF_YAPF: reverse = YapfShipCheckReverse(v); break;
 | |
| 			default: NOT_REACHED();
 | |
| 		}
 | |
| 		if (reverse) 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->UpdateIsDrawn();
 | |
| 
 | |
| 	v->cur_speed = 0;
 | |
| 	v->UpdateViewport(true, true);
 | |
| 	SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
 | |
| 
 | |
| 	PlayShipSound(v);
 | |
| 	VehicleServiceInDepot(v);
 | |
| 	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | |
| 	SetWindowClassesDirty(WC_SHIPS_LIST);
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| static bool ShipAccelerate(Vehicle *v)
 | |
| {
 | |
| 	uint spd;
 | |
| 	byte t;
 | |
| 
 | |
| 	spd = min(v->cur_speed + 1, v->vcache.cached_max_speed);
 | |
| 	spd = min(spd, v->current_order.GetMaxSpeed() * 2);
 | |
| 
 | |
| 	if (v->breakdown_ctr == 1 && v->breakdown_type == BREAKDOWN_LOW_POWER && v->cur_speed > (v->breakdown_severity * ShipVehInfo(v->engine_type)->max_speed) >> 8) {
 | |
| 		if ((v->tick_counter & 0x7) == 0 && v->cur_speed > 0) {
 | |
| 			spd = v->cur_speed - 1;
 | |
| 		} else {
 | |
| 			spd = v->cur_speed;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (v->breakdown_ctr == 1 && v->breakdown_type == BREAKDOWN_LOW_SPEED) {
 | |
| 		spd = min(spd, v->breakdown_severity);
 | |
| 	}
 | |
| 
 | |
| 	/* updates statusbar only if speed have changed to save CPU time */
 | |
| 	if (spd != v->cur_speed) {
 | |
| 		v->cur_speed = spd;
 | |
| 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | |
| 	}
 | |
| 
 | |
| 	/* Convert direction-independent speed into direction-dependent speed. (old movement method) */
 | |
| 	spd = v->GetOldAdvanceSpeed(spd);
 | |
| 
 | |
| 	if (spd == 0) return false;
 | |
| 	if ((byte)++spd == 0) return true;
 | |
| 
 | |
| 	v->progress = (t = v->progress) - (byte)spd;
 | |
| 
 | |
| 	return (t < v->progress);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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();
 | |
| 		}
 | |
| 	}
 | |
| 	UpdateStateChecksum((((uint64) v->index) << 32) | (path_found << 16) | track);
 | |
| 
 | |
| 	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;
 | |
| }
 | |
| 
 | |
| static const byte _ship_subcoord[4][6][3] = {
 | |
| 	{
 | |
| 		{15, 8, 1},
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 0, 0, 0},
 | |
| 		{15, 8, 2},
 | |
| 		{15, 7, 0},
 | |
| 		{ 0, 0, 0},
 | |
| 	},
 | |
| 	{
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 8, 0, 3},
 | |
| 		{ 7, 0, 2},
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 8, 0, 4},
 | |
| 		{ 0, 0, 0},
 | |
| 	},
 | |
| 	{
 | |
| 		{ 0, 8, 5},
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 0, 7, 6},
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 0, 8, 4},
 | |
| 	},
 | |
| 	{
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 8, 15, 7},
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 8, 15, 6},
 | |
| 		{ 0, 0, 0},
 | |
| 		{ 7, 15, 0},
 | |
| 	}
 | |
| };
 | |
| 
 | |
| /** Temporary data storage for testing collisions. */
 | |
| struct ShipCollideChecker {
 | |
| 
 | |
| 	TrackBits track_bits;   ///< Pathfinder chosen track converted to trackbits, or is v->state of requesting ship. (one bit set)
 | |
| 	TileIndex search_tile;  ///< The tile that we really want to check.
 | |
| 	Ship *v;                ///< Ship we are testing for collision.
 | |
| };
 | |
| 
 | |
| /** Helper function for collision avoidance. */
 | |
| static Vehicle *FindShipOnTile(Vehicle *v, void *data)
 | |
| {
 | |
| 	ShipCollideChecker *scc = (ShipCollideChecker*)data;
 | |
| 
 | |
| 	/* Don't detect vehicles on different parallel tracks. */
 | |
| 	TrackBits bits = scc->track_bits | Ship::From(v)->state;
 | |
| 	if (bits == TRACK_BIT_HORZ || bits == TRACK_BIT_VERT) return nullptr;
 | |
| 
 | |
| 	/* Don't detect ships passing on aquaduct. */
 | |
| 	if (abs(v->z_pos - scc->v->z_pos) >= 8) return nullptr;
 | |
| 
 | |
| 	/* Only requested tiles are checked. avoid desync. */
 | |
| 	if (TileVirtXY(v->x_pos, v->y_pos) != scc->search_tile) return nullptr;
 | |
| 
 | |
| 	return v;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Adjust speed while on aqueducts.
 | |
|  * @param search_tile  Tile that the requesting ship will check, one will be added to look in front of the bow.
 | |
|  * @param ramp         Ramp tile from aqueduct.
 | |
|  * @param v            Ship that does the request.
 | |
|  * @return Allways false.
 | |
|  */
 | |
| static bool HandleSpeedOnAqueduct(Ship *v, TileIndex tile, TileIndex ramp)
 | |
| {
 | |
| 	TileIndexDiffC ti = TileIndexDiffCByDir(v->direction);
 | |
| 
 | |
| 	ShipCollideChecker scc;
 | |
| 	scc.v = v;
 | |
| 	scc.track_bits = TRACK_BIT_NONE;
 | |
| 	scc.search_tile = TileAddWrap(tile, ti.x, ti.y);
 | |
| 
 | |
| 	if (scc.search_tile == INVALID_TILE) return false;
 | |
| 
 | |
| 	if (IsValidTile(scc.search_tile) &&
 | |
| 			(HasVehicleOnPos(ramp, VEH_SHIP, &scc, FindShipOnTile) ||
 | |
| 			HasVehicleOnPos(GetOtherTunnelBridgeEnd(ramp), VEH_SHIP, &scc, FindShipOnTile))) {
 | |
| 		v->cur_speed /= 4;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * If there is imminent collision or worse, direction and speed will be adjusted.
 | |
|  * @param tile        Tile that the ship is about to enter.
 | |
|  * @param v           Ship that does the request.
 | |
|  * @param tracks      The available tracks that could be followed.
 | |
|  * @param track_old   The track that the pathfinder assigned.
 | |
|  * @param diagdir     The DiagDirection that tile will be entered.
 | |
|  * @return The new track if found.
 | |
|  */
 | |
| static void CheckDistanceBetweenShips(TileIndex tile, Ship *v, TrackBits tracks, Track *track_old, DiagDirection diagdir)
 | |
| {
 | |
| 	// No checking close to docks and depots.
 | |
| 	if (v->current_order.IsType(OT_GOTO_STATION)) {
 | |
| 		Station *st = Station::Get(v->current_order.GetDestination());
 | |
| 		if (st->IsWithinRangeOfDockingTile(tile, 3)) return;
 | |
| 	} else if (!v->current_order.IsType(OT_GOTO_WAYPOINT)) {
 | |
| 		if (DistanceManhattan(v->dest_tile, tile) <= 3) return;
 | |
| 	}
 | |
| 
 | |
| 	Track track = *track_old;
 | |
| 	TrackBits track_bits = TrackToTrackBits(track);
 | |
| 
 | |
| 	/* Only check for collision when pathfinder did not change direction.
 | |
| 	 * This is done in order to keep ships moving towards the intended target. */
 | |
| 	TrackBits combine = (v->state | track_bits);
 | |
| 	if (combine != TRACK_BIT_HORZ && combine != TRACK_BIT_VERT && combine != track_bits) return;
 | |
| 
 | |
| 	TileIndexDiffC ti;
 | |
| 	ShipCollideChecker scc;
 | |
| 	scc.v = v;
 | |
| 	scc.track_bits = track_bits;
 | |
| 	scc.search_tile = tile;
 | |
| 
 | |
| 	bool found = HasVehicleOnPos(tile, VEH_SHIP, &scc, FindShipOnTile);
 | |
| 
 | |
| 	if (!found) {
 | |
| 		/* Bridge entrance */
 | |
| 		if (IsBridgeTile(tile) && HandleSpeedOnAqueduct(v, tile, tile)) return;
 | |
| 
 | |
| 		scc.track_bits = v->state;
 | |
| 		ti = TileIndexDiffCByDiagDir(_ship_search_directions[track][diagdir]);
 | |
| 		scc.search_tile = TileAddWrap(tile, ti.x, ti.y);
 | |
| 		if (scc.search_tile == INVALID_TILE) return;
 | |
| 
 | |
| 		found = HasVehicleOnPos(scc.search_tile, VEH_SHIP, &scc, FindShipOnTile);
 | |
| 	}
 | |
| 	if (!found) {
 | |
| 		scc.track_bits = track_bits;
 | |
| 		ti = TileIndexDiffCByDiagDir(diagdir);
 | |
| 		scc.search_tile = TileAddWrap(scc.search_tile, ti.x, ti.y);
 | |
| 		if (scc.search_tile == INVALID_TILE) return;
 | |
| 
 | |
| 		found = HasVehicleOnPos(scc.search_tile, VEH_SHIP, &scc, FindShipOnTile);
 | |
| 	}
 | |
| 	if (found) {
 | |
| 
 | |
| 		/* Speed adjustment related to distance. */
 | |
| 		v->cur_speed /= scc.search_tile == tile ? 8 : 2;
 | |
| 
 | |
| 		/* Clean none wanted trackbits, including pathfinder track, TRACK_BIT_WORMHOLE and no 90 degree turns. */
 | |
| 		tracks = IsDiagonalTrack(track) ? KillFirstBit(tracks) : (tracks & TRACK_BIT_CROSS);
 | |
| 
 | |
| 		/* Just follow track 1 tile and see if there is a track to follow. (try not to bang in coast or ship) */
 | |
| 		while (tracks != TRACK_BIT_NONE) {
 | |
| 			track = RemoveFirstTrack(&tracks);
 | |
| 
 | |
| 			ti = TileIndexDiffCByDiagDir(_ship_search_directions[track][diagdir]);
 | |
| 			TileIndex tile_check = TileAddWrap(tile, ti.x, ti.y);
 | |
| 			if (tile_check == INVALID_TILE) continue;
 | |
| 
 | |
| 			if (HasVehicleOnPos(tile_check, VEH_SHIP, &scc, FindShipOnTile)) continue;
 | |
| 
 | |
| 			TrackBits bits = GetTileShipTrackStatus(tile_check) & DiagdirReachesTracks(_ship_search_directions[track][diagdir]);
 | |
| 			if (!IsDiagonalTrack(track)) bits &= TRACK_BIT_CROSS;  // No 90 degree turns.
 | |
| 
 | |
| 			if (bits != INVALID_TRACK_BIT && bits != TRACK_BIT_NONE) {
 | |
| 				*track_old = track;
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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 ShipController(Ship *v)
 | |
| {
 | |
| 	uint32 r;
 | |
| 	const byte *b;
 | |
| 	Track track;
 | |
| 	TrackBits tracks;
 | |
| 
 | |
| 	v->tick_counter++;
 | |
| 	v->current_order_time++;
 | |
| 
 | |
| 	if (v->HandleBreakdown()) return;
 | |
| 
 | |
| 	if (v->vehstatus & VS_STOPPED) return;
 | |
| 
 | |
| 	ProcessOrders(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);
 | |
| 			v->UpdateViewport(true, true);
 | |
| 		}
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (ShipMoveUpDownOnLock(v)) return;
 | |
| 
 | |
| 	if (!ShipAccelerate(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 */
 | |
| 				r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
 | |
| 				if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
 | |
| 
 | |
| 				/* 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. */
 | |
| 					DiagDirection exitdir = VehicleExitDir(v->direction, v->state);
 | |
| 					TileIndex tile = TileAddByDiagDir(v->tile, exitdir);
 | |
| 					if (TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0, exitdir)) == TRACK_BIT_NONE) goto reverse_direction;
 | |
| 				} 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)) goto reverse_direction;
 | |
| 
 | |
| 			DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
 | |
| 			assert(diagdir != INVALID_DIAGDIR);
 | |
| 			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;
 | |
| 
 | |
| 			/* Try to avoid collision and keep distance between ships. */
 | |
| 			if (_settings_game.vehicle.ship_collision_avoidance) CheckDistanceBetweenShips(gp.new_tile, v, tracks, &track, diagdir);
 | |
| 
 | |
| 			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);
 | |
| 
 | |
| 				/* Update ship cache when the water class changes. Aqueducts are always canals. */
 | |
| 				WaterClass old_wc = GetEffectiveWaterClass(gp.old_tile);
 | |
| 				WaterClass new_wc = GetEffectiveWaterClass(gp.new_tile);
 | |
| 				if (old_wc != new_wc) v->UpdateCache();
 | |
| 			}
 | |
| 
 | |
| 			Direction new_direction = (Direction)b[2];
 | |
| 			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)) {
 | |
| 			if (_settings_game.vehicle.ship_collision_avoidance && gp.new_tile != TileVirtXY(v->x_pos, v->y_pos)) HandleSpeedOnAqueduct(v, gp.new_tile, v->tile);
 | |
| 			v->x_pos = gp.x;
 | |
| 			v->y_pos = gp.y;
 | |
| 			v->UpdatePosition();
 | |
| 			if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
 | |
| 			return;
 | |
| 		}
 | |
| 		/* Bridge exit */
 | |
| 		if (_settings_game.vehicle.ship_collision_avoidance && gp.new_tile != TileVirtXY(v->x_pos, v->y_pos)) HandleSpeedOnAqueduct(v, gp.new_tile, v->tile);
 | |
| 
 | |
| 		/* 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;
 | |
| 
 | |
| getout:
 | |
| 	v->UpdatePosition();
 | |
| 	v->UpdateViewport(true, true);
 | |
| 	return;
 | |
| 
 | |
| reverse_direction:
 | |
| 	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();
 | |
| 	goto getout;
 | |
| }
 | |
| 
 | |
| bool Ship::Tick()
 | |
| {
 | |
| 	UpdateStateChecksum((((uint64) this->x_pos) << 32) | this->y_pos);
 | |
| 	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 tile     tile of the depot where ship is built.
 | |
|  * @param flags    type of operation.
 | |
|  * @param e        the engine to build.
 | |
|  * @param data     unused.
 | |
|  * @param[out] ret 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 = 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->breakdown_chance_factor = 64; // ships have a 50% lower breakdown chance than normal
 | |
| 		v->max_age = e->GetLifeLengthInDays();
 | |
| 		_new_vehicle_id = v->index;
 | |
| 
 | |
| 		v->state = TRACK_BIT_DEPOT;
 | |
| 
 | |
| 		v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_ships);
 | |
| 		v->date_of_last_service = _date;
 | |
| 		v->build_year = _cur_year;
 | |
| 		v->sprite_seq.Set(SPR_IMG_QUERY);
 | |
| 		v->random_bits = VehicleRandomBits();
 | |
| 
 | |
| 		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);
 | |
| 		SB(v->vehicle_flags, VF_AUTOMATE_TIMETABLE, 1, Company::Get(_current_company)->settings.vehicle.auto_timetable_by_default);
 | |
| 		SB(v->vehicle_flags, VF_TIMETABLE_SEPARATION, 1, Company::Get(_current_company)->settings.vehicle.auto_separation_by_default);
 | |
| 
 | |
| 		v->InvalidateNewGRFCacheOfChain();
 | |
| 
 | |
| 		v->cargo_cap = e->DetermineCapacity(v);
 | |
| 
 | |
| 		v->InvalidateNewGRFCacheOfChain();
 | |
| 
 | |
| 		v->UpdatePosition();
 | |
| 		InvalidateVehicleTickCaches();
 | |
| 	}
 | |
| 
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
 | |
| {
 | |
| 	const Depot *depot = FindClosestShipDepot(this, 0);
 | |
| 
 | |
| 	if (depot == nullptr) return false;
 | |
| 
 | |
| 	if (location    != nullptr) *location    = depot->xy;
 | |
| 	if (destination != nullptr) *destination = depot->index;
 | |
| 
 | |
| 	return true;
 | |
| }
 |