ship_cmd.cpp

Go to the documentation of this file.
00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "ship.h"
00014 #include "landscape.h"
00015 #include "timetable.h"
00016 #include "news_func.h"
00017 #include "company_func.h"
00018 #include "pathfinder/npf/npf_func.h"
00019 #include "depot_base.h"
00020 #include "station_base.h"
00021 #include "vehicle_gui.h"
00022 #include "newgrf_engine.h"
00023 #include "pathfinder/yapf/yapf.h"
00024 #include "newgrf_sound.h"
00025 #include "spritecache.h"
00026 #include "strings_func.h"
00027 #include "window_func.h"
00028 #include "date_func.h"
00029 #include "vehicle_func.h"
00030 #include "sound_func.h"
00031 #include "ai/ai.hpp"
00032 #include "pathfinder/opf/opf_ship.h"
00033 #include "engine_base.h"
00034 #include "engine_func.h"
00035 #include "company_base.h"
00036 #include "infrastructure_func.h"
00037 #include "command_func.h"
00038 
00039 #include "table/strings.h"
00040 
00041 static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
00042 
00043 static inline TrackBits GetTileShipTrackStatus(TileIndex tile)
00044 {
00045   return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
00046 }
00047 
00048 static SpriteID GetShipIcon(EngineID engine)
00049 {
00050   const Engine *e = Engine::Get(engine);
00051   uint8 spritenum = e->u.ship.image_index;
00052 
00053   if (is_custom_sprite(spritenum)) {
00054     SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
00055     if (sprite != 0) return sprite;
00056 
00057     spritenum = e->original_image_index;
00058   }
00059 
00060   return DIR_W + _ship_sprites[spritenum];
00061 }
00062 
00063 void DrawShipEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
00064 {
00065   SpriteID sprite = GetShipIcon(engine);
00066   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00067   preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
00068   DrawSprite(sprite, pal, preferred_x, y);
00069 }
00070 
00077 void GetShipSpriteSize(EngineID engine, uint &width, uint &height)
00078 {
00079   const Sprite *spr = GetSprite(GetShipIcon(engine), ST_NORMAL);
00080 
00081   width  = spr->width;
00082   height = spr->height;
00083 }
00084 
00085 SpriteID Ship::GetImage(Direction direction) const
00086 {
00087   uint8 spritenum = this->spritenum;
00088 
00089   if (is_custom_sprite(spritenum)) {
00090     SpriteID sprite = GetCustomVehicleSprite(this, direction);
00091     if (sprite != 0) return sprite;
00092 
00093     spritenum = Engine::Get(this->engine_type)->original_image_index;
00094   }
00095 
00096   return _ship_sprites[spritenum] + direction;
00097 }
00098 
00099 static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance)
00100 {
00101   /* Find the closest depot */
00102   const Depot *depot;
00103   const Depot *best_depot = NULL;
00104   /* If we don't have a maximum distance, i.e. distance = 0,
00105    * we want to find any depot so the best distance of no
00106    * depot must be more than any correct distance. On the
00107    * other hand if we have set a maximum distance, any depot
00108    * further away than max_distance can safely be ignored. */
00109   uint best_dist = max_distance == 0 ? UINT_MAX : max_distance + 1;
00110 
00111   FOR_ALL_DEPOTS(depot) {
00112     TileIndex tile = depot->xy;
00113     if (IsShipDepotTile(tile) && IsInfraTileUsageAllowed(VEH_SHIP, v->owner, tile)) {
00114       uint dist = DistanceManhattan(tile, v->tile);
00115       if (dist < best_dist) {
00116         best_dist = dist;
00117         best_depot = depot;
00118       }
00119     }
00120   }
00121 
00122   return best_depot;
00123 }
00124 
00125 static void CheckIfShipNeedsService(Vehicle *v)
00126 {
00127   if (Company::Get(v->owner)->settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
00128   if (v->IsInDepot()) {
00129     VehicleServiceInDepot(v);
00130     return;
00131   }
00132 
00133   uint max_distance;
00134   switch (_settings_game.pf.pathfinder_for_ships) {
00135     case VPF_OPF:  max_distance = 12; break;
00136     case VPF_NPF:  max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty  / NPF_TILE_LENGTH;  break;
00137     case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break;
00138     default: NOT_REACHED();
00139   }
00140 
00141   const Depot *depot = FindClosestShipDepot(v, max_distance);
00142 
00143   if (depot == NULL) {
00144     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
00145       v->current_order.MakeDummy();
00146       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00147     }
00148     return;
00149   }
00150 
00151   v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
00152   v->dest_tile = depot->xy;
00153   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00154 }
00155 
00159 void Ship::UpdateCache()
00160 {
00161   this->vcache.cached_max_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, ShipVehInfo(this->engine_type)->max_speed);
00162 
00163   this->UpdateVisualEffect();
00164 }
00165 
00166 Money Ship::GetRunningCost() const
00167 {
00168   const Engine *e = Engine::Get(this->engine_type);
00169   uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
00170   return GetPrice(PR_RUNNING_SHIP, cost_factor, e->grf_prop.grffile);
00171 }
00172 
00173 void Ship::OnNewDay()
00174 {
00175   if ((++this->day_counter & 7) == 0) {
00176     DecreaseVehicleValue(this);
00177   }
00178 
00179   CheckVehicleBreakdown(this);
00180   AgeVehicle(this);
00181   CheckIfShipNeedsService(this);
00182 
00183   CheckOrders(this);
00184 
00185   if (this->running_ticks == 0) return;
00186 
00187   CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
00188 
00189   this->profit_this_year -= cost.GetCost();
00190   this->running_ticks = 0;
00191 
00192   SubtractMoneyFromCompanyFract(this->owner, cost);
00193 
00194   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00195   /* we need this for the profit */
00196   SetWindowClassesDirty(WC_SHIPS_LIST);
00197 }
00198 
00199 Trackdir Ship::GetVehicleTrackdir() const
00200 {
00201   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
00202 
00203   if (this->IsInDepot()) {
00204     /* We'll assume the ship is facing outwards */
00205     return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile));
00206   }
00207 
00208   if (this->state == TRACK_BIT_WORMHOLE) {
00209     /* ship on aqueduct, so just use his direction and assume a diagonal track */
00210     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
00211   }
00212 
00213   return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
00214 }
00215 
00216 void Ship::MarkDirty()
00217 {
00218   this->UpdateViewport(false, false);
00219   this->UpdateCache();
00220 }
00221 
00222 static void PlayShipSound(const Vehicle *v)
00223 {
00224   if (!PlayVehicleSound(v, VSE_START)) {
00225     SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v);
00226   }
00227 }
00228 
00229 void Ship::PlayLeaveStationSound() const
00230 {
00231   PlayShipSound(this);
00232 }
00233 
00234 TileIndex Ship::GetOrderStationLocation(StationID station)
00235 {
00236   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
00237 
00238   const Station *st = Station::Get(station);
00239   if (st->dock_tile != INVALID_TILE) {
00240     return TILE_ADD(st->dock_tile, ToTileIndexDiff(GetDockOffset(st->dock_tile)));
00241   } else {
00242     this->IncrementRealOrderIndex();
00243     return 0;
00244   }
00245 }
00246 
00247 void Ship::UpdateDeltaXY(Direction direction)
00248 {
00249 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
00250   static const uint32 _delta_xy_table[8] = {
00251     MKIT( 6,  6,  -3,  -3),
00252     MKIT( 6, 32,  -3, -16),
00253     MKIT( 6,  6,  -3,  -3),
00254     MKIT(32,  6, -16,  -3),
00255     MKIT( 6,  6,  -3,  -3),
00256     MKIT( 6, 32,  -3, -16),
00257     MKIT( 6,  6,  -3,  -3),
00258     MKIT(32,  6, -16,  -3),
00259   };
00260 #undef MKIT
00261 
00262   uint32 x = _delta_xy_table[direction];
00263   this->x_offs        = GB(x,  0, 8);
00264   this->y_offs        = GB(x,  8, 8);
00265   this->x_extent      = GB(x, 16, 8);
00266   this->y_extent      = GB(x, 24, 8);
00267   this->z_extent      = 6;
00268 }
00269 
00270 static const TileIndexDiffC _ship_leave_depot_offs[] = {
00271   {-1,  0},
00272   { 0, -1}
00273 };
00274 
00275 static bool CheckShipLeaveDepot(Ship *v)
00276 {
00277   if (!v->IsInDepot()) return false;
00278 
00279   /* We are leaving a depot, but have to go to the exact same one; re-enter */
00280   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
00281       IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
00282     VehicleEnterDepot(v);
00283     return true;
00284   }
00285 
00286   TileIndex tile = v->tile;
00287   Axis axis = GetShipDepotAxis(tile);
00288 
00289   /* Check first (north) side */
00290   if (DiagdirReachesTracks((DiagDirection)axis) & GetTileShipTrackStatus(TILE_ADD(tile, ToTileIndexDiff(_ship_leave_depot_offs[axis])))) {
00291     v->direction = ReverseDir(AxisToDirection(axis));
00292   /* Check second (south) side */
00293   } else if (DiagdirReachesTracks((DiagDirection)(axis + 2)) & GetTileShipTrackStatus(TILE_ADD(tile, -2 * ToTileIndexDiff(_ship_leave_depot_offs[axis])))) {
00294     v->direction = AxisToDirection(axis);
00295   } else {
00296     return false;
00297   }
00298 
00299   v->state = AxisToTrackBits(axis);
00300   v->vehstatus &= ~VS_HIDDEN;
00301 
00302   v->cur_speed = 0;
00303   v->UpdateViewport(false, true);
00304   SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
00305 
00306   PlayShipSound(v);
00307   VehicleServiceInDepot(v);
00308   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00309   SetWindowClassesDirty(WC_SHIPS_LIST);
00310 
00311   return false;
00312 }
00313 
00314 static bool ShipAccelerate(Vehicle *v)
00315 {
00316   uint spd;
00317   byte t;
00318 
00319   spd = min(v->cur_speed + 1, v->vcache.cached_max_speed);
00320 
00321   if(v->breakdown_ctr == 1 && v->breakdown_type == BREAKDOWN_LOW_POWER && v->cur_speed > (v->breakdown_severity * ShipVehInfo(v->engine_type)->max_speed) >> 8) {
00322     if((v->tick_counter & 0x7) == 0 && v->cur_speed > 0) {
00323       spd = v->cur_speed - 1;
00324     } else {
00325       spd = v->cur_speed;
00326     }
00327   }
00328 
00329   if(v->breakdown_ctr == 1 && v->breakdown_type == BREAKDOWN_LOW_SPEED) {
00330     spd = min(spd, v->breakdown_severity);
00331   }
00332 
00333   /* updates statusbar only if speed have changed to save CPU time */
00334   if (spd != v->cur_speed) {
00335     v->cur_speed = spd;
00336     if (_settings_client.gui.vehicle_speed) {
00337       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00338     }
00339   }
00340 
00341   /* Convert direction-indepenent speed into direction-dependent speed. (old movement method) */
00342   spd = v->GetOldAdvanceSpeed(spd);
00343 
00344   if (spd == 0) return false;
00345   if ((byte)++spd == 0) return true;
00346 
00347   v->progress = (t = v->progress) - (byte)spd;
00348 
00349   return (t < v->progress);
00350 }
00351 
00357 static void ShipArrivesAt(const Vehicle *v, Station *st)
00358 {
00359   /* Check if station was ever visited before */
00360   if (!(st->had_vehicle_of_type & HVOT_SHIP)) {
00361     st->had_vehicle_of_type |= HVOT_SHIP;
00362 
00363     SetDParam(0, st->index);
00364     AddVehicleNewsItem(
00365       STR_NEWS_FIRST_SHIP_ARRIVAL,
00366       (v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
00367       v->index,
00368       st->index
00369     );
00370     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
00371   }
00372 }
00373 
00374 
00380 static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
00381 {
00382   assert(IsValidDiagDirection(enterdir));
00383 
00384   bool path_found = true;
00385   Track track;
00386   switch (_settings_game.pf.pathfinder_for_ships) {
00387     case VPF_OPF: track = OPFShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
00388     case VPF_NPF: track = NPFShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
00389     case VPF_YAPF: track = YapfShipChooseTrack(v, tile, enterdir, tracks, path_found); break;
00390     default: NOT_REACHED();
00391   }
00392 
00393   v->HandlePathfindingResult(path_found);
00394   return track;
00395 }
00396 
00397 static const Direction _new_vehicle_direction_table[] = {
00398   DIR_N , DIR_NW, DIR_W , INVALID_DIR,
00399   DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
00400   DIR_E , DIR_SE, DIR_S
00401 };
00402 
00403 static Direction ShipGetNewDirectionFromTiles(TileIndex new_tile, TileIndex old_tile)
00404 {
00405   uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
00406               TileX(new_tile) - TileX(old_tile) + 1;
00407   assert(offs < 11 && offs != 3 && offs != 7);
00408   return _new_vehicle_direction_table[offs];
00409 }
00410 
00411 static Direction ShipGetNewDirection(Vehicle *v, int x, int y)
00412 {
00413   uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1);
00414   assert(offs < 11 && offs != 3 && offs != 7);
00415   return _new_vehicle_direction_table[offs];
00416 }
00417 
00418 static inline TrackBits GetAvailShipTracks(TileIndex tile, DiagDirection dir)
00419 {
00420   return GetTileShipTrackStatus(tile) & DiagdirReachesTracks(dir);
00421 }
00422 
00423 static const byte _ship_subcoord[4][6][3] = {
00424   {
00425     {15, 8, 1},
00426     { 0, 0, 0},
00427     { 0, 0, 0},
00428     {15, 8, 2},
00429     {15, 7, 0},
00430     { 0, 0, 0},
00431   },
00432   {
00433     { 0, 0, 0},
00434     { 8, 0, 3},
00435     { 7, 0, 2},
00436     { 0, 0, 0},
00437     { 8, 0, 4},
00438     { 0, 0, 0},
00439   },
00440   {
00441     { 0, 8, 5},
00442     { 0, 0, 0},
00443     { 0, 7, 6},
00444     { 0, 0, 0},
00445     { 0, 0, 0},
00446     { 0, 8, 4},
00447   },
00448   {
00449     { 0, 0, 0},
00450     { 8, 15, 7},
00451     { 0, 0, 0},
00452     { 8, 15, 6},
00453     { 0, 0, 0},
00454     { 7, 15, 0},
00455   }
00456 };
00457 
00458 static void ShipController(Ship *v)
00459 {
00460   uint32 r;
00461   const byte *b;
00462   Direction dir;
00463   Track track;
00464   TrackBits tracks;
00465 
00466   v->tick_counter++;
00467   v->current_order_time++;
00468 
00469   if (v->HandleBreakdown()) return;
00470 
00471   if (v->vehstatus & VS_STOPPED) return;
00472 
00473   ProcessOrders(v);
00474   v->HandleLoading();
00475 
00476   if (v->current_order.IsType(OT_LOADING)) return;
00477 
00478   if (CheckShipLeaveDepot(v)) return;
00479 
00480   v->ShowVisualEffect();
00481 
00482   if (!ShipAccelerate(v)) return;
00483 
00484   GetNewVehiclePosResult gp = GetNewVehiclePos(v);
00485   if (v->state != TRACK_BIT_WORMHOLE) {
00486     /* Not on a bridge */
00487     if (gp.old_tile == gp.new_tile) {
00488       /* Staying in tile */
00489       if (v->IsInDepot()) {
00490         gp.x = v->x_pos;
00491         gp.y = v->y_pos;
00492       } else {
00493         /* Not inside depot */
00494         r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
00495         if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
00496 
00497         /* A leave station order only needs one tick to get processed, so we can
00498          * always skip ahead. */
00499         if (v->current_order.IsType(OT_LEAVESTATION)) {
00500           v->current_order.Free();
00501           SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00502         } else if (v->dest_tile != 0) {
00503           /* We have a target, let's see if we reached it... */
00504           if (v->current_order.IsType(OT_GOTO_WAYPOINT) &&
00505               DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) {
00506             /* We got within 3 tiles of our target buoy, so let's skip to our
00507              * next order */
00508             UpdateVehicleTimetable(v, true);
00509             v->IncrementRealOrderIndex();
00510             v->current_order.MakeDummy();
00511           } else {
00512             /* Non-buoy orders really need to reach the tile */
00513             if (v->dest_tile == gp.new_tile) {
00514               if (v->current_order.IsType(OT_GOTO_DEPOT)) {
00515                 if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) {
00516                   VehicleEnterDepot(v);
00517                   return;
00518                 }
00519               } else if (v->current_order.IsType(OT_GOTO_STATION)) {
00520                 v->last_station_visited = v->current_order.GetDestination();
00521 
00522                 /* Process station in the orderlist. */
00523                 Station *st = Station::Get(v->current_order.GetDestination());
00524                 if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations
00525                   ShipArrivesAt(v, st);
00526                   v->BeginLoading();
00527                 } else { // leave stations without docks right aways
00528                   v->current_order.MakeLeaveStation();
00529                   v->IncrementRealOrderIndex();
00530                 }
00531               }
00532             }
00533           }
00534         }
00535       }
00536     } else {
00537       DiagDirection diagdir;
00538       /* New tile */
00539       if (TileX(gp.new_tile) >= MapMaxX() || TileY(gp.new_tile) >= MapMaxY()) {
00540         goto reverse_direction;
00541       }
00542 
00543       dir = ShipGetNewDirectionFromTiles(gp.new_tile, gp.old_tile);
00544       assert(dir == DIR_NE || dir == DIR_SE || dir == DIR_SW || dir == DIR_NW);
00545       diagdir = DirToDiagDir(dir);
00546       tracks = GetAvailShipTracks(gp.new_tile, diagdir);
00547       if (tracks == TRACK_BIT_NONE) goto reverse_direction;
00548 
00549       /* Choose a direction, and continue if we find one */
00550       track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks);
00551       if (track == INVALID_TRACK) goto reverse_direction;
00552 
00553       b = _ship_subcoord[diagdir][track];
00554 
00555       gp.x = (gp.x & ~0xF) | b[0];
00556       gp.y = (gp.y & ~0xF) | b[1];
00557 
00558       /* Call the landscape function and tell it that the vehicle entered the tile */
00559       r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
00560       if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction;
00561 
00562       if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
00563         v->tile = gp.new_tile;
00564         v->state = TrackToTrackBits(track);
00565       }
00566 
00567       v->direction = (Direction)b[2];
00568     }
00569   } else {
00570     /* On a bridge */
00571     if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
00572       v->x_pos = gp.x;
00573       v->y_pos = gp.y;
00574       VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
00575       return;
00576     }
00577   }
00578 
00579   /* update image of ship, as well as delta XY */
00580   dir = ShipGetNewDirection(v, gp.x, gp.y);
00581   v->x_pos = gp.x;
00582   v->y_pos = gp.y;
00583   v->z_pos = GetSlopeZ(gp.x, gp.y);
00584 
00585 getout:
00586   v->UpdateViewport(true, true);
00587   return;
00588 
00589 reverse_direction:
00590   dir = ReverseDir(v->direction);
00591   v->direction = dir;
00592   goto getout;
00593 }
00594 
00595 bool Ship::Tick()
00596 {
00597   if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
00598 
00599   ShipController(this);
00600 
00601   return true;
00602 }
00603 
00613 CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
00614 {
00615   tile = GetShipDepotNorthTile(tile);
00616   UnitID unit_num;
00617 
00618   if (!IsEngineBuildable(e->index, VEH_SHIP, _current_company)) return_cmd_error(STR_ERROR_SHIP_NOT_AVAILABLE);
00619 
00620   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00621 
00622   /* Engines without valid cargo should not be available */
00623   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00624 
00625   if (flags & DC_QUERY_COST) return value;
00626 
00627   /* The ai_new queries the vehicle cost before building the route,
00628    * so we must check against cheaters no sooner than now. --pasky */
00629   if (!IsShipDepotTile(tile)) return CMD_ERROR;
00630   if (!IsInfraUsageAllowed(VEH_SHIP, _current_company, GetTileOwner(tile))) return CMD_ERROR;
00631 
00632   unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_SHIP);
00633 
00634   if (!Vehicle::CanAllocateItem() || unit_num > _settings_game.vehicle.max_ships)
00635     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00636 
00637   if (flags & DC_EXEC) {
00638     int x;
00639     int y;
00640 
00641     const ShipVehicleInfo *svi = &e->u.ship;
00642 
00643     Ship *v = new Ship();
00644     *ret = v;
00645 
00646     v->owner = _current_company;
00647     v->tile = tile;
00648     x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
00649     y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
00650     v->x_pos = x;
00651     v->y_pos = y;
00652     v->z_pos = GetSlopeZ(x, y);
00653 
00654     v->UpdateDeltaXY(v->direction);
00655     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00656 
00657     v->spritenum = svi->image_index;
00658     v->cargo_type = e->GetDefaultCargoType();
00659     v->cargo_cap = svi->capacity;
00660 
00661     v->last_station_visited = INVALID_STATION;
00662     v->last_loading_station = INVALID_STATION;
00663 
00664     v->engine_type = e->index;
00665 
00666     v->reliability = e->reliability;
00667     v->reliability_spd_dec = e->reliability_spd_dec;
00668     v->breakdown_chance = 64; // Ships have a 50% lower breakdown chance than normal.
00669     v->max_age = e->GetLifeLengthInDays();
00670     _new_vehicle_id = v->index;
00671 
00672     v->state = TRACK_BIT_DEPOT;
00673 
00674     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_ships;
00675     v->date_of_last_service = _date;
00676     v->build_year = _cur_year;
00677     v->cur_image = SPR_IMG_QUERY;
00678     v->random_bits = VehicleRandomBits();
00679 
00680     v->UpdateCache();
00681 
00682     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00683 
00684     v->InvalidateNewGRFCacheOfChain();
00685 
00686     v->cargo_cap = GetVehicleCapacity(v);
00687 
00688     v->InvalidateNewGRFCacheOfChain();
00689 
00690     VehicleMove(v, false);
00691   }
00692 
00693   return CommandCost();
00694 }
00695 
00696 bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
00697 {
00698   const Depot *depot = FindClosestShipDepot(this, 0);
00699 
00700   if (depot == NULL) return false;
00701 
00702   if (location    != NULL) *location    = depot->xy;
00703   if (destination != NULL) *destination = depot->index;
00704 
00705   return true;
00706 }