/* $Id$ */ /* * 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 . */ /** @file ship_cmd.cpp Handling of ships. */ #include "stdafx.h" #include "ship.h" #include "landscape.h" #include "timetable.h" #include "command_func.h" #include "news_func.h" #include "company_func.h" #include "npf.h" #include "depot_base.h" #include "vehicle_gui.h" #include "newgrf_engine.h" #include "yapf/yapf.h" #include "newgrf_sound.h" #include "spritecache.h" #include "strings_func.h" #include "functions.h" #include "window_func.h" #include "date_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "autoreplace_gui.h" #include "gfx_func.h" #include "effectvehicle_func.h" #include "ai/ai.hpp" #include "pathfind.h" #include "landscape_type.h" #include "table/strings.h" #include "table/sprites.h" static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D}; static const TrackBits _ship_sometracks[4] = { TRACK_BIT_X | TRACK_BIT_LOWER | TRACK_BIT_LEFT, // 0x19, // DIAGDIR_NE TRACK_BIT_Y | TRACK_BIT_UPPER | TRACK_BIT_LEFT, // 0x16, // DIAGDIR_SE TRACK_BIT_X | TRACK_BIT_UPPER | TRACK_BIT_RIGHT, // 0x25, // DIAGDIR_SW TRACK_BIT_Y | TRACK_BIT_LOWER | TRACK_BIT_RIGHT, // 0x2A, // DIAGDIR_NW }; static inline TrackBits GetTileShipTrackStatus(TileIndex tile) { return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)); } static SpriteID GetShipIcon(EngineID engine) { const Engine *e = Engine::Get(engine); uint8 spritenum = e->u.ship.image_index; if (is_custom_sprite(spritenum)) { SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W); if (sprite != 0) return sprite; spritenum = e->original_image_index; } return DIR_W + _ship_sprites[spritenum]; } void DrawShipEngine(int x, int y, EngineID engine, SpriteID pal) { DrawSprite(GetShipIcon(engine), pal, x, y); } /** 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 width The width of the sprite * @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) { if (_settings_game.pf.pathfinder_for_ships == VPF_NPF) { // NPF is used Trackdir trackdir = v->GetVehicleTrackdir(); NPFFoundTargetData ftd = NPFRouteToDepotTrialError(v->tile, trackdir, false, TRANSPORT_WATER, 0, v->owner, INVALID_RAILTYPES); if (ftd.best_bird_dist == 0) return Depot::GetByTile(ftd.node.tile); // Found target return NULL; // Did not find target } /* OPF or YAPF - find the closest depot */ const Depot *depot; const Depot *best_depot = NULL; uint best_dist = UINT_MAX; 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; } const Depot *depot = FindClosestShipDepot(v); if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { v->current_order.MakeDummy(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } return; } v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE); v->dest_tile = depot->xy; SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } Money Ship::GetRunningCost() const { return GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, ShipVehInfo(this->engine_type)->running_cost) * _price.ship_running; } 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 his direction and assume a diagonal track */ return DiagDirToDiagTrackdir(DirToDiagDir(this->direction)); } return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction); } static void HandleBrokenShip(Vehicle *v) { if (v->breakdown_ctr != 1) { v->breakdown_ctr = 1; v->cur_speed = 0; if (v->breakdowns_since_last_service != 255) v->breakdowns_since_last_service++; v->MarkDirty(); SetWindowDirty(WC_VEHICLE_VIEW, v->index); SetWindowDirty(WC_VEHICLE_DETAILS, v->index); if (!PlayVehicleSound(v, VSE_BREAKDOWN)) { SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ? SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v); } if (!(v->vehstatus & VS_HIDDEN)) { EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE); if (u != NULL) u->animation_state = v->breakdown_delay * 2; } } if (!(v->tick_counter & 1)) { if (!--v->breakdown_delay) { v->breakdown_ctr = 0; v->MarkDirty(); SetWindowDirty(WC_VEHICLE_VIEW, v->index); } } } void Ship::MarkDirty() { this->UpdateViewport(false, false); } 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 (st->dock_tile != INVALID_TILE) { return TILE_ADD(st->dock_tile, ToTileIndexDiff(GetDockOffset(st->dock_tile))); } else { this->IncrementOrderIndex(); return 0; } } void Ship::UpdateDeltaXY(Direction direction) { #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0) static const uint32 _delta_xy_table[8] = { MKIT( 6, 6, -3, -3), MKIT( 6, 32, -3, -16), MKIT( 6, 6, -3, -3), MKIT(32, 6, -16, -3), MKIT( 6, 6, -3, -3), MKIT( 6, 32, -3, -16), MKIT( 6, 6, -3, -3), MKIT(32, 6, -16, -3), }; #undef MKIT uint32 x = _delta_xy_table[direction]; this->x_offs = GB(x, 0, 8); this->y_offs = GB(x, 8, 8); this->x_extent = GB(x, 16, 8); this->y_extent = GB(x, 24, 8); this->z_extent = 6; } void RecalcShipStuff(Vehicle *v) { v->UpdateViewport(false, true); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); } static const TileIndexDiffC _ship_leave_depot_offs[] = { {-1, 0}, { 0, -1} }; static void CheckShipLeaveDepot(Ship *v) { if (!v->IsInDepot()) return; TileIndex tile = v->tile; Axis axis = GetShipDepotAxis(tile); /* Check first (north) side */ if (_ship_sometracks[axis] & GetTileShipTrackStatus(TILE_ADD(tile, ToTileIndexDiff(_ship_leave_depot_offs[axis])))) { v->direction = ReverseDir(AxisToDirection(axis)); /* Check second (south) side */ } else if (_ship_sometracks[axis + 2] & GetTileShipTrackStatus(TILE_ADD(tile, -2 * ToTileIndexDiff(_ship_leave_depot_offs[axis])))) { v->direction = AxisToDirection(axis); } else { return; } v->state = AxisToTrackBits(axis); v->vehstatus &= ~VS_HIDDEN; v->cur_speed = 0; RecalcShipStuff(v); PlayShipSound(v); VehicleServiceInDepot(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); SetWindowClassesDirty(WC_SHIPS_LIST); } static bool ShipAccelerate(Vehicle *v) { uint spd; byte t; spd = min(v->cur_speed + 1, GetVehicleProperty(v, PROP_SHIP_SPEED, v->max_speed)); /* updates statusbar only if speed have changed to save CPU time */ if (spd != v->cur_speed) { v->cur_speed = spd; if (_settings_client.gui.vehicle_speed) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } /* Decrease somewhat when turning */ if (!(v->direction & 1)) spd = spd * 3 / 4; if (spd == 0) return false; if ((byte)++spd == 0) return true; v->progress = (t = v->progress) - (byte)spd; return (t < v->progress); } 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) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER, v->index, st->index ); AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index)); } } struct PathFindShip { TileIndex skiptile; TileIndex dest_coords; uint best_bird_dist; uint best_length; }; static bool ShipTrackFollower(TileIndex tile, PathFindShip *pfs, int track, uint length) { /* Found dest? */ if (tile == pfs->dest_coords) { pfs->best_bird_dist = 0; pfs->best_length = minu(pfs->best_length, length); return true; } /* Skip this tile in the calculation */ if (tile != pfs->skiptile) { pfs->best_bird_dist = minu(pfs->best_bird_dist, DistanceMaxPlusManhattan(pfs->dest_coords, tile)); } return false; } static const byte _ship_search_directions[6][4] = { { 0, 9, 2, 9 }, { 9, 1, 9, 3 }, { 9, 0, 3, 9 }, { 1, 9, 9, 2 }, { 3, 2, 9, 9 }, { 9, 9, 1, 0 }, }; static const byte _pick_shiptrack_table[6] = {1, 3, 2, 2, 0, 0}; static uint FindShipTrack(Vehicle *v, TileIndex tile, DiagDirection dir, TrackBits bits, TileIndex skiptile, Track *track) { PathFindShip pfs; Track i, best_track; uint best_bird_dist = 0; uint best_length = 0; uint r; byte ship_dir = v->direction & 3; pfs.dest_coords = v->dest_tile; pfs.skiptile = skiptile; best_track = INVALID_TRACK; do { i = RemoveFirstTrack(&bits); pfs.best_bird_dist = UINT_MAX; pfs.best_length = UINT_MAX; FollowTrack(tile, PATHFIND_FLAGS_SHIP_MODE | PATHFIND_FLAGS_DISABLE_TILE_HASH, TRANSPORT_WATER, 0, (DiagDirection)_ship_search_directions[i][dir], (TPFEnumProc*)ShipTrackFollower, NULL, &pfs); if (best_track != INVALID_TRACK) { if (pfs.best_bird_dist != 0) { /* neither reached the destination, pick the one with the smallest bird dist */ if (pfs.best_bird_dist > best_bird_dist) goto bad; if (pfs.best_bird_dist < best_bird_dist) goto good; } else { if (pfs.best_length > best_length) goto bad; if (pfs.best_length < best_length) goto good; } /* if we reach this position, there's two paths of equal value so far. * pick one randomly. */ r = GB(Random(), 0, 8); if (_pick_shiptrack_table[i] == ship_dir) r += 80; if (_pick_shiptrack_table[best_track] == ship_dir) r -= 80; if (r <= 127) goto bad; } good:; best_track = i; best_bird_dist = pfs.best_bird_dist; best_length = pfs.best_length; bad:; } while (bits != 0); *track = best_track; return best_bird_dist; } static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, Owner owner, RailTypes railtypes) { void *perf = NpfBeginInterval(); NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, 0, owner, railtypes); int t = NpfEndInterval(perf); DEBUG(yapf, 4, "[NPFW] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size); return ret; } /** returns the track to choose on the next tile, or -1 when it's better to * reverse. The tile given is the tile we are about to enter, enterdir is the * direction in which we are entering the tile */ static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks) { assert(IsValidDiagDirection(enterdir)); switch (_settings_game.pf.pathfinder_for_ships) { case VPF_YAPF: { // YAPF Trackdir trackdir = YapfChooseShipTrack(v, tile, enterdir, tracks); if (trackdir != INVALID_TRACKDIR) return TrackdirToTrack(trackdir); } break; case VPF_NPF: { // NPF NPFFindStationOrTileData fstd; Trackdir trackdir = v->GetVehicleTrackdir(); assert(trackdir != INVALID_TRACKDIR); // Check that we are not in a depot NPFFillWithOrderData(&fstd, v); NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_WATER, v->owner, INVALID_RAILTYPES); /* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains * the direction we need to take to get there, if ftd.best_bird_dist is not 0, * we did not find our target, but ftd.best_trackdir contains the direction leading * to the tile closest to our target. */ if (ftd.best_trackdir != 0xff) return TrackdirToTrack(ftd.best_trackdir); // TODO: Wrapper function? } break; default: case VPF_OPF: { // OPF TileIndex tile2 = TILE_ADD(tile, -TileOffsByDiagDir(enterdir)); Track track; /* Let's find out how far it would be if we would reverse first */ TrackBits b = GetTileShipTrackStatus(tile2) & _ship_sometracks[ReverseDiagDir(enterdir)] & v->state; uint distr = UINT_MAX; // distance if we reversed if (b != 0) { distr = FindShipTrack(v, tile2, ReverseDiagDir(enterdir), b, tile, &track); if (distr != UINT_MAX) distr++; // penalty for reversing } /* And if we would not reverse? */ uint dist = FindShipTrack(v, tile, enterdir, tracks, 0, &track); if (dist <= distr) return track; } break; } return INVALID_TRACK; // We could better reverse } static const Direction _new_vehicle_direction_table[] = { DIR_N , DIR_NW, DIR_W , INVALID_DIR, DIR_NE, DIR_N , DIR_SW, INVALID_DIR, DIR_E , DIR_SE, DIR_S }; static Direction ShipGetNewDirectionFromTiles(TileIndex new_tile, TileIndex old_tile) { uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 + TileX(new_tile) - TileX(old_tile) + 1; assert(offs < 11 && offs != 3 && offs != 7); return _new_vehicle_direction_table[offs]; } static Direction ShipGetNewDirection(Vehicle *v, int x, int y) { uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1); assert(offs < 11 && offs != 3 && offs != 7); return _new_vehicle_direction_table[offs]; } static inline TrackBits GetAvailShipTracks(TileIndex tile, int dir) { return GetTileShipTrackStatus(tile) & _ship_sometracks[dir]; } 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}, } }; static void ShipController(Ship *v) { uint32 r; const byte *b; Direction dir; Track track; TrackBits tracks; v->tick_counter++; v->current_order_time++; if (v->breakdown_ctr != 0) { if (v->breakdown_ctr <= 2) { HandleBrokenShip(v); return; } if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--; } if (v->vehstatus & VS_STOPPED) return; ProcessOrders(v); v->HandleLoading(); if (v->current_order.IsType(OT_LOADING)) return; CheckShipLeaveDepot(v); 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, VVW_WIDGET_START_STOP_VEH); } 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->IncrementOrderIndex(); v->current_order.MakeDummy(); } else { /* Non-buoy orders really need to reach the tile */ if (v->dest_tile == gp.new_tile) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) { VehicleEnterDepot(v); return; } } else if (v->current_order.IsType(OT_GOTO_STATION)) { v->last_station_visited = v->current_order.GetDestination(); /* Process station in the orderlist. */ 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 depot where ship is built * @param flags type of operation * @param p1 ship type being built (engine) * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { UnitID unit_num; if (!IsEngineBuildable(p1, VEH_SHIP, _current_company)) return_cmd_error(STR_ERROR_SHIP_NOT_AVAILABLE); const Engine *e = Engine::Get(p1); CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost()); /* Engines without valid cargo should not be available */ if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR; if (flags & DC_QUERY_COST) return value; /* The ai_new queries the vehicle cost before building the route, * so we must check against cheaters no sooner than now. --pasky */ if (!IsShipDepotTile(tile)) return CMD_ERROR; if (!IsTileOwner(tile, _current_company)) return CMD_ERROR; unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_SHIP); if (!Vehicle::CanAllocateItem() || unit_num > _settings_game.vehicle.max_ships) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) { int x; int y; const ShipVehicleInfo *svi = &e->u.ship; Ship *v = new Ship(); v->unitnumber = unit_num; 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->running_ticks = 0; v->UpdateDeltaXY(v->direction); v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; v->spritenum = svi->image_index; v->cargo_type = e->GetDefaultCargoType(); v->cargo_subtype = 0; v->cargo_cap = svi->capacity; v->value = value.GetCost(); v->last_station_visited = INVALID_STATION; v->max_speed = svi->max_speed; v->engine_type = p1; v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->GetLifeLengthInDays(); _new_vehicle_id = v->index; v->name = NULL; 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(); v->vehicle_flags = 0; if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); v->InvalidateNewGRFCacheOfChain(); v->cargo_cap = GetVehicleProperty(v, PROP_SHIP_CARGO_CAPACITY, svi->capacity); v->InvalidateNewGRFCacheOfChain(); VehicleMove(v, false); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClassesData(WC_SHIPS_LIST, 0); SetWindowDirty(WC_COMPANY, v->owner); if (IsLocalCompany()) InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Ship window Company::Get(_current_company)->num_engines[p1]++; } return value; } /** Sell a ship. * @param tile unused * @param flags type of operation * @param p1 vehicle ID to be sold * @param p2 unused * @param text unused * @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); 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_SHIP_MUST_BE_STOPPED_IN_DEPOT); } CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value); if (flags & DC_EXEC) { delete v; } return ret; } bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { const Depot *depot = FindClosestShipDepot(this); 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)); } /** Refits a ship to the specified cargo type. * @param tile unused * @param flags type of operation * @param p1 vehicle ID of the ship to refit * @param p2 various bitstuffed elements * - p2 = (bit 0-7) - the new cargo type to refit to (p2 & 0xFF) * - p2 = (bit 8-15) - the new cargo subtype to refit to * - p2 = (bit 16) - refit only this vehicle (ignored) * @param text unused * @return the cost of this operation or an error */ CommandCost CmdRefitShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CommandCost cost(EXPENSES_SHIP_RUN); CargoID new_cid = GB(p2, 0, 8); // gets the cargo number byte new_subtype = GB(p2, 8, 8); uint16 capacity = CALLBACK_FAILED; Ship *v = Ship::GetIfValid(p1); if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR; if (!v->IsStoppedInDepot()) return_cmd_error(STR_ERROR_SHIP_MUST_BE_STOPPED_IN_DEPOT); if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE); const Engine *e = Engine::Get(v->engine_type); /* Check cargo */ if (new_cid >= NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR; /* Check the refit capacity callback */ if (HasBit(e->info.callback_mask, CBM_VEHICLE_REFIT_CAPACITY)) { /* Back up the existing cargo type */ CargoID temp_cid = v->cargo_type; byte temp_subtype = v->cargo_subtype; v->cargo_type = new_cid; v->cargo_subtype = new_subtype; capacity = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v); /* Restore the cargo type */ v->cargo_type = temp_cid; v->cargo_subtype = temp_subtype; } if (capacity == CALLBACK_FAILED) { capacity = GetVehicleProperty(v, PROP_SHIP_CARGO_CAPACITY, e->u.ship.capacity); } _returned_refit_capacity = capacity; if (new_cid != v->cargo_type) { cost = GetRefitCost(v->engine_type); } if (flags & DC_EXEC) { v->cargo_cap = capacity; v->cargo.Truncate((v->cargo_type == new_cid) ? capacity : 0); v->cargo_type = new_cid; v->cargo_subtype = new_subtype; v->colourmap = PAL_NONE; // invalidate vehicle colour map SetWindowDirty(WC_VEHICLE_DETAILS, v->index); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClassesData(WC_SHIPS_LIST, 0); } v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it return cost; }