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|
/* $Id$ */
/*
* 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 <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 "command_func.h"
#include "news_func.h"
#include "company_func.h"
#include "pathfinder/npf/npf_func.h"
#include "depot_base.h"
#include "station_base.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
#include "pathfinder/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 "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "ai/ai.hpp"
#include "pathfinder/opf/opf_ship.h"
#include "landscape_type.h"
#include "engine_base.h"
#include "engine_func.h"
#include "company_base.h"
#include "table/strings.h"
#include "table/sprites.h"
static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
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 left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
{
SpriteID sprite = GetShipIcon(engine);
const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
DrawSprite(sprite, pal, preferred_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, uint max_distance)
{
/* Find the closest depot */
const Depot *depot;
const Depot *best_depot = NULL;
/* 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;
default: NOT_REACHED();
}
const Depot *depot = FindClosestShipDepot(v, 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);
}
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
{
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);
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(Ship *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 (DiagdirReachesTracks((DiagDirection)axis) & GetTileShipTrackStatus(TILE_ADD(tile, ToTileIndexDiff(_ship_leave_depot_offs[axis])))) {
v->direction = ReverseDir(AxisToDirection(axis));
/* Check second (south) side */
} else if (DiagdirReachesTracks((DiagDirection)(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));
}
}
/** 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(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
{
assert(IsValidDiagDirection(enterdir));
switch (_settings_game.pf.pathfinder_for_ships) {
case VPF_OPF: return OPFShipChooseTrack(v, tile, enterdir, tracks);
case VPF_NPF: return NPFShipChooseTrack(v, tile, enterdir, tracks);
case VPF_YAPF: return YapfShipChooseTrack(v, tile, enterdir, tracks);
default: NOT_REACHED();
}
}
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, DiagDirection dir)
{
return GetTileShipTrackStatus(tile) & DiagdirReachesTracks(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)
{
EngineID eid = GB(p1, 0, 16);
UnitID unit_num;
if (!IsEngineBuildable(eid, VEH_SHIP, _current_company)) return_cmd_error(STR_ERROR_SHIP_NOT_AVAILABLE);
const Engine *e = Engine::Get(eid);
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->UpdateDeltaXY(v->direction);
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = svi->image_index;
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = svi->capacity;
v->value = value.GetCost();
v->last_station_visited = INVALID_STATION;
v->max_speed = svi->max_speed;
v->engine_type = eid;
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->GetLifeLengthInDays();
_new_vehicle_id = v->index;
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();
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->InvalidateNewGRFCacheOfChain();
v->cargo_cap = GetVehicleCapacity(v);
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[eid]++;
}
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) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
if (!v->IsStoppedInDepot()) {
return_cmd_error(STR_ERROR_SHIP_MUST_BE_STOPPED_IN_DEPOT);
}
ret = CommandCost(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, 0);
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)
{
CargoID new_cid = GB(p2, 0, 8); // gets the cargo number
byte new_subtype = GB(p2, 8, 8);
Ship *v = Ship::GetIfValid(p1);
if (v == NULL) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (!v->IsStoppedInDepot()) return_cmd_error(STR_ERROR_SHIP_MUST_BE_STOPPED_IN_DEPOT);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
/* Check cargo */
if (new_cid >= NUM_CARGO) return CMD_ERROR;
CommandCost cost = RefitVehicle(v, true, new_cid, new_subtype, flags);
if (flags & DC_EXEC) {
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;
}
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