static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, byte z) { v->x_pos = x; v->y_pos = y; v->z_pos = z; v->tile = TileVirtXY(x, y); DisasterVehicleUpdateImage(v); VehicleMove(v, true); DisasterVehicle *u = v->Next(); if (u != NULL) { int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE); int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE); u->x_pos = x; u->y_pos = y - 1 - (max(z - GetSlopeZ(safe_x, safe_y), 0U) >> 3); safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE); u->z_pos = GetSlopeZ(safe_x, safe_y); u->direction = v->direction; DisasterVehicleUpdateImage(u); VehicleMove(u, true); if ((u = u->Next()) != NULL) { u->x_pos = x; u->y_pos = y; u->z_pos = z + 5; VehicleMove(u, true); } }
/** * 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 ret[out] 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 = 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->last_station_visited = INVALID_STATION; v->engine_type = e->index; 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(); v->UpdateCache(); 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); } return CommandCost(); }
/** Initialize a disaster vehicle. These vehicles are of type VEH_DISASTER, are unclickable * and owned by nobody */ static void InitializeDisasterVehicle(DisasterVehicle *v, int x, int y, byte z, Direction direction, byte subtype) { v->x_pos = x; v->y_pos = y; v->z_pos = z; v->tile = TileVirtXY(x, y); v->direction = direction; v->subtype = subtype; v->UpdateDeltaXY(INVALID_DIR); v->owner = OWNER_NONE; v->vehstatus = VS_UNCLICKABLE; v->image_override = 0; v->current_order.Free(); DisasterVehicleUpdateImage(v); VehicleMove(v, false); MarkSingleVehicleDirty(v); }
void AddArticulatedParts(Vehicle *first) { VehicleType type = first->type; if (!HasBit(EngInfo(first->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) return; Vehicle *v = first; for (uint i = 1; i < MAX_ARTICULATED_PARTS; i++) { bool flip_image; EngineID engine_type = GetNextArticPart(i, first->engine_type, first, &flip_image); if (engine_type == INVALID_ENGINE) return; /* In the (very rare) case the GRF reported wrong number of articulated parts * and we run out of available vehicles, bail out. */ if (!Vehicle::CanAllocateItem()) return; const Engine *e_artic = Engine::Get(engine_type); switch (type) { default: NOT_REACHED(); case VEH_TRAIN: { Train *front = Train::From(first); Train *t = new Train(); v->SetNext(t); v = t; t->subtype = 0; t->track = front->track; t->railtype = front->railtype; t->tcache.first_engine = front->engine_type; // needs to be set before first callback t->spritenum = e_artic->u.rail.image_index; if (e_artic->CanCarryCargo()) { t->cargo_type = e_artic->GetDefaultCargoType(); t->cargo_cap = e_artic->u.rail.capacity; // Callback 36 is called when the consist is finished } else { t->cargo_type = front->cargo_type; // Needed for livery selection t->cargo_cap = 0; } t->SetArticulatedPart(); } break; case VEH_ROAD: { RoadVehicle *front = RoadVehicle::From(first); RoadVehicle *rv = new RoadVehicle(); v->SetNext(rv); v = rv; rv->subtype = 0; rv->rcache.first_engine = front->engine_type; // needs to be set before first callback rv->rcache.cached_veh_length = 8; // Callback is called when the consist is finished rv->state = RVSB_IN_DEPOT; rv->roadtype = front->roadtype; rv->compatible_roadtypes = front->compatible_roadtypes; rv->spritenum = e_artic->u.road.image_index; if (e_artic->CanCarryCargo()) { rv->cargo_type = e_artic->GetDefaultCargoType(); rv->cargo_cap = e_artic->u.road.capacity; // Callback 36 is called when the consist is finished } else { rv->cargo_type = front->cargo_type; // Needed for livery selection rv->cargo_cap = 0; } rv->SetArticulatedPart(); } break; } /* get common values from first engine */ v->direction = first->direction; v->owner = first->owner; v->tile = first->tile; v->x_pos = first->x_pos; v->y_pos = first->y_pos; v->z_pos = first->z_pos; v->build_year = first->build_year; v->vehstatus = first->vehstatus & ~VS_STOPPED; v->cargo_subtype = 0; v->max_speed = 0; v->max_age = 0; v->engine_type = engine_type; v->value = 0; v->cur_image = SPR_IMG_QUERY; v->random_bits = VehicleRandomBits(); if (flip_image) v->spritenum++; VehicleMove(v, false); } }
/** 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->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 = p1; 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[p1]++; } return value; }
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; }