/** * Update the caches of this ship. */ void Ship::UpdateCache() { const ShipVehicleInfo *svi = ShipVehInfo(this->engine_type); /* Get speed fraction for the current water type. Aqueducts are always canals. */ bool is_ocean = GetEffectiveWaterClass(this->tile) == WATER_CLASS_SEA; uint raw_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, svi->max_speed); this->vcache.cached_max_speed = svi->ApplyWaterClassSpeedFrac(raw_speed, is_ocean); /* Update cargo aging period. */ this->vcache.cached_cargo_age_period = GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD, EngInfo(this->engine_type)->cargo_age_period); this->UpdateVisualEffect(); }
/** * Called by YAPF to calculate the cost from the origin to the given node. * Calculates only the cost of given node, adds it to the parent node cost * and stores the result into Node::m_cost member */ inline bool PfCalcCost(Node& n, const TrackFollower *tf) { /* base tile cost depending on distance */ int c = IsDiagonalTrackdir(n.GetTrackdir()) ? YAPF_TILE_LENGTH : YAPF_TILE_CORNER_LENGTH; /* additional penalty for curves */ if (n.GetTrackdir() != NextTrackdir(n.m_parent->GetTrackdir())) { /* new trackdir does not match the next one when going straight */ c += YAPF_TILE_LENGTH; } /* Skipped tile cost for aqueducts. */ c += YAPF_TILE_LENGTH * tf->m_tiles_skipped; /* Ocean/canal speed penalty. */ const ShipVehicleInfo *svi = ShipVehInfo(Yapf().GetVehicle()->engine_type); byte speed_frac = (GetEffectiveWaterClass(n.GetTile()) == WATER_CLASS_SEA) ? svi->ocean_speed_frac : svi->canal_speed_frac; if (speed_frac > 0) c += YAPF_TILE_LENGTH * (1 + tf->m_tiles_skipped) * speed_frac / (256 - speed_frac); /* apply it */ n.m_cost = n.m_parent->m_cost + c; return true; }
static void PlayShipSound(const Vehicle *v) { if (!PlayVehicleSound(v, VSE_START)) { SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v); } }
/** * Update the caches of this ship. */ void Ship::UpdateCache() { this->vcache.cached_max_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, ShipVehInfo(this->engine_type)->max_speed); this->UpdateVisualEffect(); }