Translations update
[openttd/fttd.git] / src / ship_cmd.cpp
blob1fe90ce08fe05e5944c4d93c3f59e227e4b99054
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file ship_cmd.cpp Handling of ships. */
12 #include "stdafx.h"
13 #include "ship.h"
14 #include "landscape.h"
15 #include "timetable.h"
16 #include "news_func.h"
17 #include "company_func.h"
18 #include "depot_base.h"
19 #include "station_base.h"
20 #include "newgrf_engine.h"
21 #include "pathfinder/yapf/yapf.h"
22 #include "newgrf_sound.h"
23 #include "spritecache.h"
24 #include "strings_func.h"
25 #include "window_func.h"
26 #include "date_func.h"
27 #include "vehicle_func.h"
28 #include "sound_func.h"
29 #include "ai/ai.hpp"
30 #include "pathfinder/opf/opf_ship.h"
31 #include "engine_base.h"
32 #include "company_base.h"
33 #include "zoom_func.h"
34 #include "map/bridge.h"
36 #include "table/strings.h"
38 /**
39 * Determine the effective #WaterClass for a ship travelling on a tile.
40 * @param tile Tile of interest
41 * @return the waterclass to be used by the ship.
43 WaterClass GetEffectiveWaterClass(TileIndex tile)
45 if (HasTileWaterClass(tile)) return GetWaterClass(tile);
46 if (IsAqueductTile(tile)) return WATER_CLASS_CANAL;
47 if (IsNormalRailTile(tile)) {
48 assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);
49 return WATER_CLASS_SEA;
51 NOT_REACHED();
54 static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
56 template <>
57 bool IsValidImageIndex<VEH_SHIP>(uint8 image_index)
59 return image_index < lengthof(_ship_sprites);
62 static inline TrackdirBits GetAvailShipTrackdirs(TileIndex tile, DiagDirection enterdir)
64 return GetTileWaterwayStatus(tile) & DiagdirReachesTrackdirs(enterdir);
67 static void GetShipIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
69 const Engine *e = Engine::Get(engine);
70 uint8 spritenum = e->u.ship.image_index;
72 if (is_custom_sprite(spritenum)) {
73 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
74 if (result->IsValid()) return;
76 spritenum = e->original_image_index;
79 assert(IsValidImageIndex<VEH_SHIP>(spritenum));
80 result->Set(DIR_W + _ship_sprites[spritenum]);
83 void DrawShipEngine (BlitArea *dpi, int left, int right, int preferred_x,
84 int y, EngineID engine, PaletteID pal, EngineImageType image_type)
86 VehicleSpriteSeq seq;
87 GetShipIcon(engine, image_type, &seq);
89 Rect rect;
90 seq.GetBounds(&rect);
91 preferred_x = Clamp(preferred_x,
92 left - UnScaleGUI(rect.left),
93 right - UnScaleGUI(rect.right));
95 seq.Draw (dpi, preferred_x, y, pal, pal == PALETTE_CRASH);
98 /**
99 * Get the size of the sprite of a ship sprite heading west (used for lists).
100 * @param engine The engine to get the sprite from.
101 * @param[out] width The width of the sprite.
102 * @param[out] height The height of the sprite.
103 * @param[out] xoffs Number of pixels to shift the sprite to the right.
104 * @param[out] yoffs Number of pixels to shift the sprite downwards.
105 * @param image_type Context the sprite is used in.
107 void GetShipSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
109 VehicleSpriteSeq seq;
110 GetShipIcon(engine, image_type, &seq);
112 Rect rect;
113 seq.GetBounds(&rect);
115 width = UnScaleGUI(rect.right - rect.left + 1);
116 height = UnScaleGUI(rect.bottom - rect.top + 1);
117 xoffs = UnScaleGUI(rect.left);
118 yoffs = UnScaleGUI(rect.top);
121 void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
123 uint8 spritenum = this->spritenum;
125 if (is_custom_sprite(spritenum)) {
126 GetCustomVehicleSprite(this, direction, image_type, result);
127 if (result->IsValid()) return;
129 spritenum = this->GetEngine()->original_image_index;
132 assert(IsValidImageIndex<VEH_SHIP>(spritenum));
133 result->Set(_ship_sprites[spritenum] + direction);
136 static const Depot *FindClosestShipDepot (const Ship *v, bool nearby = false)
138 if (_settings_game.pf.pathfinder_for_ships != VPF_OPF) {
139 assert (_settings_game.pf.pathfinder_for_ships == VPF_YAPF);
141 TileIndex depot = YapfShipFindNearestDepot (v, nearby ? _settings_game.pf.yapf.maximum_go_to_depot_penalty : 0);
142 return depot == INVALID_TILE ? NULL : Depot::GetByTile(depot);
145 /* The original pathfinder cannot look for the nearest depot. */
146 const Depot *depot;
147 const Depot *best_depot = NULL;
149 /* If we don't have a maximum distance, we want to find any depot
150 * so the best distance of no depot must be more than any correct
151 * distance. On the other hand if we have set a maximum distance,
152 * any depot further away than the maximum allowed distance can
153 * safely be ignored. */
154 uint best_dist = nearby ? (12 + 1) : UINT_MAX;
155 FOR_ALL_DEPOTS(depot) {
156 TileIndex tile = depot->xy;
157 if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) {
158 uint dist = DistanceManhattan(tile, v->tile);
159 if (dist < best_dist) {
160 best_dist = dist;
161 best_depot = depot;
166 return best_depot;
169 static void CheckIfShipNeedsService (Ship *v)
171 if (Company::Get(v->owner)->settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return;
172 if (v->IsChainInDepot()) {
173 VehicleServiceInDepot(v);
174 return;
177 const Depot *depot = FindClosestShipDepot (v, true);
179 if (depot == NULL) {
180 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
181 v->current_order.MakeDummy();
182 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
184 return;
187 v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
188 v->dest_tile = depot->xy;
189 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
193 * Update the caches of this ship.
195 void Ship::UpdateCache()
197 const ShipVehicleInfo *svi = ShipVehInfo(this->engine_type);
199 /* Get speed fraction for the current water type. Aqueducts are always canals. */
200 bool is_ocean = GetEffectiveWaterClass(this->tile) == WATER_CLASS_SEA;
201 uint raw_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, svi->max_speed);
202 this->vcache.cached_max_speed = svi->ApplyWaterClassSpeedFrac(raw_speed, is_ocean);
204 /* Update cargo aging period. */
205 this->vcache.cached_cargo_age_period = GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD, EngInfo(this->engine_type)->cargo_age_period);
207 this->UpdateVisualEffect();
210 Money Ship::GetRunningCost() const
212 const Engine *e = this->GetEngine();
213 uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost);
214 return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF());
217 void Ship::OnNewDay()
219 if ((++this->day_counter & 7) == 0) {
220 DecreaseVehicleValue(this);
223 CheckVehicleBreakdown(this);
224 AgeVehicle(this);
225 CheckIfShipNeedsService(this);
227 CheckOrders(this);
229 if (this->running_ticks == 0) return;
231 CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
233 this->profit_this_year -= cost.GetCost();
234 this->running_ticks = 0;
236 SubtractMoneyFromCompanyFract(this->owner, cost);
238 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
239 /* we need this for the profit */
240 SetWindowClassesDirty(WC_SHIPS_LIST);
243 ShipPathPos Ship::GetPos() const
245 if (this->vehstatus & VS_CRASHED) return ShipPathPos();
247 Trackdir td;
249 if (this->IsInDepot()) {
250 /* We'll assume the ship is facing outwards */
251 td = DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile));
252 } else if (this->trackdir == TRACKDIR_WORMHOLE) {
253 /* ship on aqueduct, so just use his direction and assume a diagonal track */
254 td = DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
255 } else {
256 td = this->trackdir;
259 return ShipPathPos(this->tile, td);
262 void Ship::MarkDirty()
264 this->colourmap = PAL_NONE;
265 this->UpdateViewport(true, false);
266 this->UpdateCache();
269 static void PlayShipSound(const Vehicle *v)
271 if (!PlayVehicleSound(v, VSE_START)) {
272 SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v);
276 void Ship::PlayLeaveStationSound() const
278 PlayShipSound(this);
281 TileIndex Ship::GetOrderStationLocation(StationID station)
283 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
285 const Station *st = Station::Get(station);
286 if (!(st->facilities & FACIL_DOCK)) {
287 this->IncrementRealOrderIndex();
288 return 0;
291 return st->xy;
294 void Ship::UpdateDeltaXY(Direction direction)
296 static const int8 _delta_xy_table[8][4] = {
297 /* y_extent, x_extent, y_offs, x_offs */
298 { 6, 6, -3, -3}, // N
299 { 6, 32, -3, -16}, // NE
300 { 6, 6, -3, -3}, // E
301 {32, 6, -16, -3}, // SE
302 { 6, 6, -3, -3}, // S
303 { 6, 32, -3, -16}, // SW
304 { 6, 6, -3, -3}, // W
305 {32, 6, -16, -3}, // NW
308 const int8 *bb = _delta_xy_table[direction];
309 this->x_offs = bb[3];
310 this->y_offs = bb[2];
311 this->x_extent = bb[1];
312 this->y_extent = bb[0];
313 this->z_extent = 6;
317 * Ship entirely entered the depot, update its status, orders, vehicle windows, service it, etc.
318 * @param v Ship that entered a depot.
320 static void ShipEnterDepot (Ship *v)
322 SetWindowClassesDirty (WC_SHIPS_LIST);
324 v->trackdir = TRACKDIR_DEPOT;
325 v->UpdateCache();
326 v->UpdateViewport (true, true);
327 SetWindowDirty (WC_VEHICLE_DEPOT, v->tile);
329 VehicleEnterDepot (v);
332 static bool CheckShipLeaveDepot(Ship *v)
334 if (!v->IsChainInDepot()) return false;
336 /* We are leaving a depot, but have to go to the exact same one; re-enter */
337 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
338 IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
339 ShipEnterDepot (v);
340 return true;
343 TileIndex tile = v->tile;
345 DiagDirection north_dir = GetShipDepotDirection(tile);
346 TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir));
347 DiagDirection south_dir = ReverseDiagDir(north_dir);
348 TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir));
350 TrackdirBits north_trackdirs = GetAvailShipTrackdirs(north_neighbour, north_dir);
351 TrackdirBits south_trackdirs = GetAvailShipTrackdirs(south_neighbour, south_dir);
352 if (north_trackdirs && south_trackdirs) {
353 /* Ask pathfinder for best direction */
354 bool reverse = false;
355 bool path_found;
356 switch (_settings_game.pf.pathfinder_for_ships) {
357 case VPF_OPF: reverse = OPFShipChooseTrack(v, north_neighbour, north_dir, north_trackdirs, path_found) == INVALID_TRACKDIR; break; // OPF always allows reversing
358 case VPF_YAPF: reverse = YapfShipCheckReverse(v); break;
359 default: NOT_REACHED();
361 if (reverse) north_trackdirs = TRACKDIR_BIT_NONE;
364 if (north_trackdirs) {
365 /* Leave towards north */
366 v->direction = DiagDirToDir(north_dir);
367 v->trackdir = DiagDirToDiagTrackdir(north_dir);
368 } else if (south_trackdirs) {
369 /* Leave towards south */
370 v->direction = DiagDirToDir(south_dir);
371 v->trackdir = DiagDirToDiagTrackdir(south_dir);
372 } else {
373 /* Both ways blocked */
374 return false;
377 v->vehstatus &= ~VS_HIDDEN;
379 v->cur_speed = 0;
380 v->UpdateViewport(true, true);
381 SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
383 PlayShipSound(v);
384 VehicleServiceInDepot(v);
385 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
386 SetWindowClassesDirty(WC_SHIPS_LIST);
388 return false;
391 static bool ShipAccelerate(Vehicle *v)
393 uint spd;
394 byte t;
396 spd = min(v->cur_speed + 1, v->vcache.cached_max_speed);
397 spd = min(spd, v->current_order.GetMaxSpeed() * 2);
399 /* updates statusbar only if speed have changed to save CPU time */
400 if (spd != v->cur_speed) {
401 v->cur_speed = spd;
402 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
405 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
406 spd = v->GetOldAdvanceSpeed(spd);
408 if (spd == 0) return false;
409 if ((byte)++spd == 0) return true;
411 v->progress = (t = v->progress) - (byte)spd;
413 return (t < v->progress);
417 * Ship arrives at a dock. If it is the first time, send out a news item.
418 * @param v Ship that arrived.
419 * @param st Station being visited.
421 static void ShipArrivesAt(const Vehicle *v, Station *st)
423 /* Check if station was ever visited before */
424 if (!(st->had_vehicle_of_type & HVOT_SHIP)) {
425 st->had_vehicle_of_type |= HVOT_SHIP;
427 AddNewsItem<ArrivalNewsItem> (STR_NEWS_FIRST_SHIP_ARRIVAL, v, st);
428 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
434 * Runs the pathfinder to choose a trackdir to continue along.
436 * @param v Ship to navigate
437 * @param tile Tile the ship is about to enter
438 * @param enterdir Direction of entering
439 * @param trackdirs Available trackdir choices on \a tile
440 * @return Trackdir to choose, or INVALID_TRACKDIR when to reverse.
442 static Trackdir ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs)
444 assert(IsValidDiagDirection(enterdir));
446 bool path_found = true;
447 Trackdir trackdir;
448 switch (_settings_game.pf.pathfinder_for_ships) {
449 case VPF_OPF: trackdir = OPFShipChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
450 case VPF_YAPF: trackdir = YapfShipChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
451 default: NOT_REACHED();
454 v->HandlePathfindingResult(path_found);
455 return trackdir;
458 static void ShipController(Ship *v)
460 v->tick_counter++;
461 v->current_order_time++;
463 if (v->HandleBreakdown()) return;
465 if (v->vehstatus & VS_STOPPED) return;
467 ProcessOrders(v);
468 v->HandleLoading();
470 if (v->current_order.IsType(OT_LOADING)) return;
472 if (CheckShipLeaveDepot(v)) return;
474 v->ShowVisualEffect();
476 if (!ShipAccelerate(v)) return;
478 FullPosTile gp = GetNewVehiclePos(v);
479 if (v->trackdir == TRACKDIR_WORMHOLE) {
480 /* On a bridge */
481 if (gp.tile != v->tile) {
482 /* Still on the bridge */
483 v->x_pos = gp.xx;
484 v->y_pos = gp.yy;
485 v->UpdatePositionAndViewport();
486 return;
487 } else {
488 v->trackdir = DiagDirToDiagTrackdir(ReverseDiagDir(GetTunnelBridgeDirection(v->tile)));
490 } else if (v->trackdir == TRACKDIR_DEPOT) {
491 /* Inside depot */
492 assert(gp.tile == v->tile);
493 gp.set (v->x_pos, v->y_pos, gp.tile);
494 } else if (gp.tile == v->tile) {
495 /* Not on a bridge or in a depot, staying in the old tile */
497 /* A leave station order only needs one tick to get processed, so we can
498 * always skip ahead. */
499 if (v->current_order.IsType(OT_LEAVESTATION)) {
500 v->current_order.Clear();
501 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
502 } else if (v->dest_tile != 0) {
503 /* We have a target, let's see if we reached it... */
504 if (v->current_order.IsType(OT_GOTO_WAYPOINT) &&
505 DistanceManhattan(v->dest_tile, gp.tile) <= 3) {
506 /* We got within 3 tiles of our target buoy, so let's skip to our
507 * next order */
508 UpdateVehicleTimetable(v, true);
509 v->IncrementRealOrderIndex();
510 v->current_order.MakeDummy();
511 } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
512 if (v->dest_tile == gp.tile && (gp.xx & 0xF) == 8 && (gp.yy & 0xF) == 8) {
513 ShipEnterDepot (v);
514 return;
516 } else if (v->current_order.IsType(OT_GOTO_STATION)) {
517 StationID sid = v->current_order.GetDestination();
518 Station *st = Station::Get(sid);
519 if (st->IsDockingTile(gp.tile)) {
520 assert(st->facilities & FACIL_DOCK);
521 v->last_station_visited = sid;
522 /* Process station in the orderlist. */
523 ShipArrivesAt(v, st);
524 v->BeginLoading();
528 } else {
529 /* Not on a bridge or in a depot, about to enter a new tile */
531 if (!IsValidTile(gp.tile)) goto reverse_direction;
533 DiagDirection diagdir = DiagdirBetweenTiles(v->tile, gp.tile);
534 assert(diagdir != INVALID_DIAGDIR);
536 if (IsAqueductTile(v->tile) && GetTunnelBridgeDirection(v->tile) == diagdir) {
537 TileIndex end_tile = GetOtherBridgeEnd(v->tile);
538 if (end_tile != gp.tile) {
539 /* Entering an aqueduct */
540 v->tile = end_tile;
541 v->trackdir = TRACKDIR_WORMHOLE;
542 v->x_pos = gp.xx;
543 v->y_pos = gp.yy;
544 v->UpdatePositionAndViewport();
545 return;
549 TrackdirBits trackdirs = GetAvailShipTrackdirs(gp.tile, diagdir);
550 if (trackdirs == TRACKDIR_BIT_NONE) goto reverse_direction;
552 /* Choose a direction, and continue if we find one */
553 Trackdir trackdir = ChooseShipTrack(v, gp.tile, diagdir, trackdirs);
554 if (trackdir == INVALID_TRACKDIR) goto reverse_direction;
556 const InitialSubcoords *b = get_initial_subcoords (trackdir);
557 gp.adjust_subcoords (b);
559 WaterClass old_wc = GetEffectiveWaterClass(v->tile);
561 v->tile = gp.tile;
562 v->trackdir = trackdir;
564 /* Update ship cache when the water class changes. Aqueducts are always canals. */
565 WaterClass new_wc = GetEffectiveWaterClass(gp.tile);
566 if (old_wc != new_wc) v->UpdateCache();
568 v->direction = b->dir;
571 /* update image of ship, as well as delta XY */
572 v->x_pos = gp.xx;
573 v->y_pos = gp.yy;
574 v->z_pos = GetSlopePixelZ(gp.xx, gp.yy);
576 getout:
577 v->UpdatePosition();
578 v->UpdateViewport(true, true);
579 return;
581 reverse_direction:
582 v->direction = ReverseDir(v->direction);
583 v->trackdir = ReverseTrackdir(v->trackdir);
584 goto getout;
587 bool Ship::Tick()
589 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
591 ShipController(this);
593 return true;
597 * Build a ship.
598 * @param tile tile of the depot where ship is built.
599 * @param flags type of operation.
600 * @param e the engine to build.
601 * @param data unused.
602 * @param ret[out] the vehicle that has been built.
603 * @return the cost of this operation or an error.
605 CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
607 tile = GetShipDepotNorthTile(tile);
608 if (flags & DC_EXEC) {
609 int x;
610 int y;
612 const ShipVehicleInfo *svi = &e->u.ship;
614 Ship *v = new Ship();
615 *ret = v;
617 v->owner = _current_company;
618 v->tile = tile;
619 x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
620 y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
621 v->x_pos = x;
622 v->y_pos = y;
623 v->z_pos = GetSlopePixelZ(x, y);
625 v->UpdateDeltaXY(v->direction);
626 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
628 v->spritenum = svi->image_index;
629 v->cargo_type = e->GetDefaultCargoType();
630 v->cargo_cap = svi->capacity;
631 v->refit_cap = 0;
633 v->last_station_visited = INVALID_STATION;
634 v->last_loading_station = INVALID_STATION;
635 v->engine_type = e->index;
637 v->reliability = e->reliability;
638 v->reliability_spd_dec = e->reliability_spd_dec;
639 v->max_age = e->GetLifeLengthInDays();
640 _new_vehicle_id = v->index;
642 v->trackdir = TRACKDIR_DEPOT;
644 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_ships);
645 v->date_of_last_service = _date;
646 v->build_year = _cur_year;
647 v->sprite_seq.Set(SPR_IMG_QUERY);
648 v->random_bits = VehicleRandomBits();
650 v->UpdateCache();
652 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
653 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
655 v->InvalidateNewGRFCacheOfChain();
657 v->cargo_cap = e->DetermineCapacity(v);
659 v->InvalidateNewGRFCacheOfChain();
661 v->UpdatePosition();
664 return CommandCost();
667 bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
669 const Depot *depot = FindClosestShipDepot(this);
671 if (depot == NULL) return false;
673 if (location != NULL) *location = depot->xy;
674 if (destination != NULL) *destination = depot->index;
676 return true;