Remove SIGTYPE_LAST_NOPBS
[openttd/fttd.git] / src / vehicle_base.h
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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 vehicle_base.h Base class for all vehicles. */
12 #ifndef VEHICLE_BASE_H
13 #define VEHICLE_BASE_H
15 #include "core/smallmap_type.hpp"
16 #include "track_type.h"
17 #include "command_type.h"
18 #include "order_base.h"
19 #include "cargopacket.h"
20 #include "texteff.hpp"
21 #include "engine_type.h"
22 #include "order_func.h"
23 #include "transport_type.h"
24 #include "group_type.h"
25 #include "base_consist.h"
26 #include <list>
27 #include <map>
29 /** Vehicle status bits in #Vehicle::vehstatus. */
30 enum VehStatus {
31 VS_HIDDEN = 0x01, ///< Vehicle is not visible.
32 VS_STOPPED = 0x02, ///< Vehicle is stopped by the player.
33 VS_UNCLICKABLE = 0x04, ///< Vehicle is not clickable by the user (shadow vehicles).
34 VS_DEFPAL = 0x08, ///< Use default vehicle palette. @see DoDrawVehicle
35 VS_TRAIN_SLOWING = 0x10, ///< Train is slowing down.
36 VS_SHADOW = 0x20, ///< Vehicle is a shadow vehicle.
37 VS_AIRCRAFT_BROKEN = 0x40, ///< Aircraft is broken down.
38 VS_CRASHED = 0x80, ///< Vehicle is crashed.
41 /** Bit numbers in #Vehicle::vehicle_flags. */
42 enum VehicleFlags {
43 VF_LOADING_FINISHED, ///< Vehicle has finished loading.
44 VF_CARGO_UNLOADING, ///< Vehicle is unloading cargo.
45 VF_BUILT_AS_PROTOTYPE, ///< Vehicle is a prototype (accepted as exclusive preview).
46 VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet.
47 VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically.
48 VF_AUTOFILL_PRES_WAIT_TIME, ///< Whether non-destructive auto-fill should preserve waiting times
49 VF_STOP_LOADING, ///< Don't load anymore during the next load cycle.
50 VF_PATHFINDER_LOST, ///< Vehicle's pathfinder is lost.
51 VF_SERVINT_IS_CUSTOM, ///< Service interval is custom.
52 VF_SERVINT_IS_PERCENT, ///< Service interval is percent.
55 /** Bit numbers used to indicate which of the #NewGRFCache values are valid. */
56 enum NewGRFCacheValidValues {
57 NCVV_POSITION_CONSIST_LENGTH = 0, ///< This bit will be set if the NewGRF var 40 currently stored is valid.
58 NCVV_POSITION_SAME_ID_LENGTH = 1, ///< This bit will be set if the NewGRF var 41 currently stored is valid.
59 NCVV_CONSIST_CARGO_INFORMATION = 2, ///< This bit will be set if the NewGRF var 42 currently stored is valid.
60 NCVV_COMPANY_INFORMATION = 3, ///< This bit will be set if the NewGRF var 43 currently stored is valid.
61 NCVV_POSITION_IN_VEHICLE = 4, ///< This bit will be set if the NewGRF var 4D currently stored is valid.
62 NCVV_END, ///< End of the bits.
65 /** Cached often queried (NewGRF) values */
66 struct NewGRFCache {
67 /* Values calculated when they are requested for the first time after invalidating the NewGRF cache. */
68 uint32 position_consist_length; ///< Cache for NewGRF var 40.
69 uint32 position_same_id_length; ///< Cache for NewGRF var 41.
70 uint32 consist_cargo_information; ///< Cache for NewGRF var 42. (Note: The cargotype is untranslated in the cache because the accessing GRF is yet unknown.)
71 uint32 company_information; ///< Cache for NewGRF var 43.
72 uint32 position_in_vehicle; ///< Cache for NewGRF var 4D.
73 uint8 cache_valid; ///< Bitset that indicates which cache values are valid.
76 /** Meaning of the various bits of the visual effect. */
77 enum VisualEffect {
78 VE_OFFSET_START = 0, ///< First bit that contains the offset (0 = front, 8 = centre, 15 = rear)
79 VE_OFFSET_COUNT = 4, ///< Number of bits used for the offset
80 VE_OFFSET_CENTRE = 8, ///< Value of offset corresponding to a position above the centre of the vehicle
82 VE_TYPE_START = 4, ///< First bit used for the type of effect
83 VE_TYPE_COUNT = 2, ///< Number of bits used for the effect type
84 VE_TYPE_DEFAULT = 0, ///< Use default from engine class
85 VE_TYPE_STEAM = 1, ///< Steam plumes
86 VE_TYPE_DIESEL = 2, ///< Diesel fumes
87 VE_TYPE_ELECTRIC = 3, ///< Electric sparks
89 VE_DISABLE_EFFECT = 6, ///< Flag to disable visual effect
90 VE_DISABLE_WAGON_POWER = 7, ///< Flag to disable wagon power
92 VE_DEFAULT = 0xFF, ///< Default value to indicate that visual effect should be based on engine class
95 /**
96 * Enum to handle ground vehicle subtypes.
97 * This is defined here instead of at #GroundVehicle because some common function require access to these flags.
98 * Do not access it directly unless you have to. Use the subtype access functions.
100 enum GroundVehicleSubtypeFlags {
101 GVSF_FRONT = 0, ///< Leading engine of a consist.
102 GVSF_ARTICULATED_PART = 1, ///< Articulated part of an engine.
103 GVSF_WAGON = 2, ///< Wagon (not used for road vehicles).
104 GVSF_ENGINE = 3, ///< Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).
105 GVSF_FREE_WAGON = 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
106 GVSF_MULTIHEADED = 5, ///< Engine is multiheaded (not used for road vehicles).
109 /** Cached often queried values common to all vehicles. */
110 struct VehicleCache {
111 uint16 cached_max_speed; ///< Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
112 uint16 cached_cargo_age_period; ///< Number of ticks before carried cargo is aged.
114 byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
117 /* Some declarations of functions, so we can make them friendly */
118 struct SaveLoad;
119 struct GroundVehicleCache;
120 extern const SaveLoad *GetVehicleDescription(VehicleType vt);
121 struct LoadgameState;
122 extern bool LoadOldVehicle(LoadgameState *ls, int num);
123 extern void FixOldVehicles(const SavegameTypeVersion *stv);
125 struct GRFFile;
128 * Simulated cargo type and capacity for prediction of future links.
130 struct RefitDesc {
131 CargoID cargo; ///< Cargo type the vehicle will be carrying.
132 uint16 capacity; ///< Capacity the vehicle will have.
133 uint16 remaining; ///< Capacity remaining from before the previous refit.
134 RefitDesc(CargoID cargo, uint16 capacity, uint16 remaining) :
135 cargo(cargo), capacity(capacity), remaining(remaining) {}
139 * Link struct for vehicle hash chains
141 struct VehicleHashLink {
142 Vehicle *next;
143 Vehicle **pprev;
146 /** %Vehicle data structure. */
147 struct Vehicle : PooledItem <Vehicle, VehicleID, 512, 0xFF000>, BaseVehicle, BaseConsist {
148 private:
149 typedef std::list<RefitDesc> RefitList;
150 typedef std::map<CargoID, uint> CapacitiesMap;
152 Vehicle *next; ///< pointer to the next vehicle in the chain
153 Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain
154 Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain
156 Vehicle *next_shared; ///< pointer to the next vehicle that shares the order
157 Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
159 public:
160 friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
161 friend void FixOldVehicles(const SavegameTypeVersion *stv);
162 friend void AfterLoadVehicles(const SavegameTypeVersion *stv); ///< So we can set the #previous and #first pointers while loading
163 friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading
165 TileIndex tile; ///< Current tile index
168 * Heading for this tile.
169 * For airports and train stations this tile does not necessarily belong to the destination station,
170 * but it can be used for heuristic purposes to estimate the distance.
172 TileIndex dest_tile;
174 Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract
175 Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract
176 Money value; ///< Value of the vehicle
178 CargoPayment *cargo_payment; ///< The cargo payment we're currently in
180 Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
182 VehicleHashLink hash_viewport_link; ///< NOSAVE: Visual location hash link.
184 VehicleHashLink hash_tile_link; ///< NOSAVE: Tile location hash link.
185 Vehicle **hash_tile_current; ///< NOSAVE: Cache of the current hash chain.
187 SpriteID colourmap; ///< NOSAVE: cached colour mapping
189 /* Related to age and service time */
190 Year build_year; ///< Year the vehicle has been built.
191 Date age; ///< Age in days
192 Date max_age; ///< Maximum age
193 Date date_of_last_service; ///< Last date the vehicle had a service at a depot.
194 uint16 reliability; ///< Reliability.
195 uint16 reliability_spd_dec; ///< Reliability decrease speed.
196 byte breakdown_ctr; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
197 byte breakdown_delay; ///< Counter for managing breakdown length.
198 byte breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
199 byte breakdown_chance; ///< Current chance of breakdowns.
201 int32 x_pos; ///< x coordinate.
202 int32 y_pos; ///< y coordinate.
203 int32 z_pos; ///< z coordinate.
204 DirectionByte direction; ///< facing
206 OwnerByte owner; ///< Which company owns the vehicle?
208 * currently displayed sprite index
209 * 0xfd == custom sprite, 0xfe == custom second head sprite
210 * 0xff == reserved for another custom sprite
212 byte spritenum;
213 SpriteID cur_image; ///< sprite number for this vehicle
214 byte x_extent; ///< x-extent of vehicle bounding box
215 byte y_extent; ///< y-extent of vehicle bounding box
216 byte z_extent; ///< z-extent of vehicle bounding box
217 int8 x_bb_offs; ///< x offset of vehicle bounding box
218 int8 y_bb_offs; ///< y offset of vehicle bounding box
219 int8 x_offs; ///< x offset for vehicle sprite
220 int8 y_offs; ///< y offset for vehicle sprite
221 EngineID engine_type; ///< The type of engine used for this vehicle.
223 TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
224 UnitID unitnumber; ///< unit number, for display purposes only
226 uint16 cur_speed; ///< current speed
227 byte subspeed; ///< fractional speed
228 byte acceleration; ///< used by train & aircraft
229 uint32 motion_counter; ///< counter to occasionally play a vehicle sound.
230 byte progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
232 byte random_bits; ///< Bits used for determining which randomized variational spritegroups to use when drawing.
233 byte waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
235 StationID last_station_visited; ///< The last station we stopped at.
236 StationID last_loading_station; ///< Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
238 CargoID cargo_type; ///< type of cargo this vehicle is carrying
239 byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
240 uint16 cargo_cap; ///< total capacity
241 uint16 refit_cap; ///< Capacity left over from before last refit.
242 VehicleCargoList cargo; ///< The cargo this vehicle is carrying
243 uint16 cargo_age_counter; ///< Ticks till cargo is aged next.
245 byte day_counter; ///< Increased by one for each day
246 byte tick_counter; ///< Increased by one for each tick
247 byte running_ticks; ///< Number of ticks this vehicle was not stopped this day
249 byte vehstatus; ///< Status
250 Order current_order; ///< The current order (+ status, like: loading)
252 union {
253 OrderList *list; ///< Pointer to the order list for this vehicle
254 Order *old; ///< Only used during conversion of old save games
255 } orders; ///< The orders currently assigned to the vehicle.
257 uint16 load_unload_ticks; ///< Ticks to wait before starting next cycle.
258 GroupID group_id; ///< Index of group Pool array
259 byte subtype; ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
261 NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
262 VehicleCache vcache; ///< Cache of often used vehicle values.
264 Vehicle(VehicleType type = VEH_INVALID);
266 void PreDestructor();
267 /** We want to 'destruct' the right class. */
268 virtual ~Vehicle();
270 void BeginLoading();
271 void CancelReservation(StationID next, Station *st);
272 void LeaveStation();
274 GroundVehicleCache *GetGroundVehicleCache();
275 const GroundVehicleCache *GetGroundVehicleCache() const;
277 uint16 &GetGroundVehicleFlags();
278 const uint16 &GetGroundVehicleFlags() const;
280 void DeleteUnreachedImplicitOrders();
282 void HandleLoading(bool mode = false);
284 void GetConsistFreeCapacities(SmallMap<CargoID, uint> &capacities) const;
286 uint GetConsistTotalCapacity() const;
289 * Marks the vehicles to be redrawn and updates cached variables
291 * This method marks the area of the vehicle on the screen as dirty.
292 * It can be use to repaint the vehicle.
294 * @ingroup dirty
296 virtual void MarkDirty() {}
299 * Updates the x and y offsets and the size of the sprite used
300 * for this vehicle.
301 * @param direction the direction the vehicle is facing
303 virtual void UpdateDeltaXY(Direction direction) {}
306 * Determines the effective direction-specific vehicle movement speed.
308 * This method belongs to the old vehicle movement method:
309 * A vehicle moves a step every 256 progress units.
310 * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
312 * However, this method is slightly wrong in corners, as the leftover progress is not scaled correctly
313 * when changing movement direction. #GetAdvanceSpeed() and #GetAdvanceDistance() are better wrt. this.
315 * @param speed Direction-independent unscaled speed.
316 * @return speed scaled by movement direction. 256 units are required for each movement step.
318 inline uint GetOldAdvanceSpeed(uint speed) const
320 return (this->direction & 1) ? speed : speed * 3 / 4;
324 * Determines the effective vehicle movement speed.
326 * Together with #GetAdvanceDistance() this function is a replacement for #GetOldAdvanceSpeed().
328 * A vehicle progresses independent of it's movement direction.
329 * However different amounts of "progress" are needed for moving a step in a specific direction.
330 * That way the leftover progress does not need any adaption when changing movement direction.
332 * @param speed Direction-independent unscaled speed.
333 * @return speed, scaled to match #GetAdvanceDistance().
335 static inline uint GetAdvanceSpeed(uint speed)
337 return speed * 3 / 4;
341 * Determines the vehicle "progress" needed for moving a step.
343 * Together with #GetAdvanceSpeed() this function is a replacement for #GetOldAdvanceSpeed().
345 * @return distance to drive for a movement step on the map.
347 inline uint GetAdvanceDistance() const
349 return (this->direction & 1) ? 192 : 256;
353 * Sets the expense type associated to this vehicle type
354 * @param income whether this is income or (running) expenses of the vehicle
356 virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; }
359 * Play the sound associated with leaving the station
361 virtual void PlayLeaveStationSound() const {}
364 * Whether this is the primary vehicle in the chain.
366 virtual bool IsPrimaryVehicle() const { return false; }
368 const Engine *GetEngine() const;
371 * Gets the sprite to show for the given direction
372 * @param direction the direction the vehicle is facing
373 * @return the sprite for the given vehicle in the given direction
375 virtual SpriteID GetImage(Direction direction, EngineImageType image_type) const { return 0; }
377 const GRFFile *GetGRF() const;
378 uint32 GetGRFID() const;
381 * Invalidates cached NewGRF variables
382 * @see InvalidateNewGRFCacheOfChain
384 inline void InvalidateNewGRFCache()
386 this->grf_cache.cache_valid = 0;
390 * Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
391 * @see InvalidateNewGRFCache
393 inline void InvalidateNewGRFCacheOfChain()
395 for (Vehicle *u = this; u != NULL; u = u->Next()) {
396 u->InvalidateNewGRFCache();
401 * Check if the vehicle is a ground vehicle.
402 * @return True iff the vehicle is a train or a road vehicle.
404 inline bool IsGroundVehicle() const
406 return this->type == VEH_TRAIN || this->type == VEH_ROAD;
410 * Gets the speed in km-ish/h that can be sent into SetDParam for string processing.
411 * @return the vehicle's speed
413 virtual int GetDisplaySpeed() const { return 0; }
416 * Gets the maximum speed in km-ish/h that can be sent into SetDParam for string processing.
417 * @return the vehicle's maximum speed
419 virtual int GetDisplayMaxSpeed() const { return 0; }
422 * Calculates the maximum speed of the vehicle under its current conditions.
423 * @return Current maximum speed in native units.
425 virtual int GetCurrentMaxSpeed() const { return 0; }
428 * Gets the running cost of a vehicle
429 * @return the vehicle's running cost
431 virtual Money GetRunningCost() const { return 0; }
434 * Check whether the vehicle is in the depot.
435 * @return true if and only if the vehicle is in the depot.
437 virtual bool IsInDepot() const { return false; }
440 * Check whether the whole vehicle chain is in the depot.
441 * @return true if and only if the whole chain is in the depot.
443 virtual bool IsChainInDepot() const { return this->IsInDepot(); }
446 * Check whether the vehicle is in the depot *and* stopped.
447 * @return true if and only if the vehicle is in the depot and stopped.
449 bool IsStoppedInDepot() const
451 assert(this == this->First());
452 /* Free wagons have no VS_STOPPED state */
453 if (this->IsPrimaryVehicle() && !(this->vehstatus & VS_STOPPED)) return false;
454 return this->IsChainInDepot();
458 * Calls the tick handler of the vehicle
459 * @return is this vehicle still valid?
461 virtual bool Tick() { return true; };
464 * Calls the new day handler of the vehicle
466 virtual void OnNewDay() {};
469 * Crash the (whole) vehicle chain.
470 * @param flooded whether the cause of the crash is flooding or not.
471 * @return the number of lost souls.
473 virtual uint Crash(bool flooded = false);
476 * Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
477 * @return the vehicle's running cost
479 Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
482 * Gets the profit vehicle had this year. It can be sent into SetDParam for string processing.
483 * @return the vehicle's profit this year
485 Money GetDisplayProfitThisYear() const { return (this->profit_this_year >> 8); }
488 * Gets the profit vehicle had last year. It can be sent into SetDParam for string processing.
489 * @return the vehicle's profit last year
491 Money GetDisplayProfitLastYear() const { return (this->profit_last_year >> 8); }
493 void SetNext(Vehicle *next);
496 * Get the next vehicle of this vehicle.
497 * @note articulated parts are also counted as vehicles.
498 * @return the next vehicle or NULL when there isn't a next vehicle.
500 inline Vehicle *Next() const { return this->next; }
503 * Get the previous vehicle of this vehicle.
504 * @note articulated parts are also counted as vehicles.
505 * @return the previous vehicle or NULL when there isn't a previous vehicle.
507 inline Vehicle *Previous() const { return this->previous; }
510 * Get the first vehicle of this vehicle chain.
511 * @return the first vehicle of the chain.
513 inline Vehicle *First() const { return this->first; }
516 * Get the last vehicle of this vehicle chain.
517 * @return the last vehicle of the chain.
519 inline Vehicle *Last()
521 Vehicle *v = this;
522 while (v->Next() != NULL) v = v->Next();
523 return v;
527 * Get the last vehicle of this vehicle chain.
528 * @return the last vehicle of the chain.
530 inline const Vehicle *Last() const
532 const Vehicle *v = this;
533 while (v->Next() != NULL) v = v->Next();
534 return v;
538 * Get the vehicle at offset \a n of this vehicle chain.
539 * @param n Offset from the current vehicle.
540 * @return The new vehicle or NULL if the offset is out-of-bounds.
542 inline Vehicle *Move(int n)
544 Vehicle *v = this;
545 if (n < 0) {
546 for (int i = 0; i != n && v != NULL; i--) v = v->Previous();
547 } else {
548 for (int i = 0; i != n && v != NULL; i++) v = v->Next();
550 return v;
554 * Get the vehicle at offset \a n of this vehicle chain.
555 * @param n Offset from the current vehicle.
556 * @return The new vehicle or NULL if the offset is out-of-bounds.
558 inline const Vehicle *Move(int n) const
560 const Vehicle *v = this;
561 if (n < 0) {
562 for (int i = 0; i != n && v != NULL; i--) v = v->Previous();
563 } else {
564 for (int i = 0; i != n && v != NULL; i++) v = v->Next();
566 return v;
570 * Get the first order of the vehicles order list.
571 * @return first order of order list.
573 inline Order *GetFirstOrder() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetFirstOrder(); }
575 void AddToShared(Vehicle *shared_chain);
576 void RemoveFromShared();
579 * Get the next vehicle of the shared vehicle chain.
580 * @return the next shared vehicle or NULL when there isn't a next vehicle.
582 inline Vehicle *NextShared() const { return this->next_shared; }
585 * Get the previous vehicle of the shared vehicle chain
586 * @return the previous shared vehicle or NULL when there isn't a previous vehicle.
588 inline Vehicle *PreviousShared() const { return this->previous_shared; }
591 * Get the first vehicle of this vehicle chain.
592 * @return the first vehicle of the chain.
594 inline Vehicle *FirstShared() const { return (this->orders.list == NULL) ? this->First() : this->orders.list->GetFirstSharedVehicle(); }
597 * Check if we share our orders with another vehicle.
598 * @return true if there are other vehicles sharing the same order
600 inline bool IsOrderListShared() const { return this->orders.list != NULL && this->orders.list->IsShared(); }
603 * Get the number of orders this vehicle has.
604 * @return the number of orders this vehicle has.
606 inline VehicleOrderID GetNumOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumOrders(); }
609 * Get the number of manually added orders this vehicle has.
610 * @return the number of manually added orders this vehicle has.
612 inline VehicleOrderID GetNumManualOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumManualOrders(); }
615 * Get the next station the vehicle will stop at.
616 * @return ID of the next station the vehicle will stop at or INVALID_STATION.
618 inline StationIDStack GetNextStoppingStation() const
620 return (this->orders.list == NULL) ? INVALID_STATION : this->orders.list->GetNextStoppingStation(this);
623 void ResetRefitCaps();
626 * Copy certain configurations and statistics of a vehicle after successful autoreplace/renew
627 * The function shall copy everything that cannot be copied by a command (like orders / group etc),
628 * and that shall not be resetted for the new vehicle.
629 * @param src The old vehicle
631 inline void CopyVehicleConfigAndStatistics(const Vehicle *src)
633 this->CopyConsistPropertiesFrom(src);
635 this->unitnumber = src->unitnumber;
637 this->current_order = src->current_order;
638 this->dest_tile = src->dest_tile;
640 this->profit_this_year = src->profit_this_year;
641 this->profit_last_year = src->profit_last_year;
645 bool HandleBreakdown();
647 bool NeedsAutorenewing(const Company *c, bool use_renew_setting = true) const;
649 bool NeedsServicing() const;
650 bool NeedsAutomaticServicing() const;
653 * Determine the location for the station where the vehicle goes to next.
654 * Things done for example are allocating slots in a road stop or exact
655 * location of the platform is determined for ships.
656 * @param station the station to make the next location of the vehicle.
657 * @return the location (tile) to aim for.
659 virtual TileIndex GetOrderStationLocation(StationID station) { return INVALID_TILE; }
662 * Find the closest depot for this vehicle and tell us the location,
663 * DestinationID and whether we should reverse.
664 * @param location where do we go to?
665 * @param destination what hangar do we go to?
666 * @param reverse should the vehicle be reversed?
667 * @return true if a depot could be found.
669 virtual bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { return false; }
671 CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);
673 void UpdateVisualEffect(bool allow_power_change = true);
674 void ShowVisualEffect() const;
676 inline uint16 GetServiceInterval() const { return this->service_interval; }
678 inline void SetServiceInterval(uint16 interval) { this->service_interval = interval; }
680 inline bool ServiceIntervalIsCustom() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_CUSTOM); }
682 inline bool ServiceIntervalIsPercent() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_PERCENT); }
684 inline void SetServiceIntervalIsCustom(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_CUSTOM, 1, on); }
686 inline void SetServiceIntervalIsPercent(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_PERCENT, 1, on); }
688 private:
690 * Advance cur_real_order_index to the next real order.
691 * cur_implicit_order_index is not touched.
693 void SkipToNextRealOrderIndex()
695 if (this->GetNumManualOrders() > 0) {
696 /* Advance to next real order */
697 do {
698 this->cur_real_order_index++;
699 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
700 } while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT));
701 } else {
702 this->cur_real_order_index = 0;
706 public:
708 * Increments cur_implicit_order_index, keeps care of the wrap-around and invalidates the GUI.
709 * cur_real_order_index is incremented as well, if needed.
710 * Note: current_order is not invalidated.
712 void IncrementImplicitOrderIndex()
714 if (this->cur_implicit_order_index == this->cur_real_order_index) {
715 /* Increment real order index as well */
716 this->SkipToNextRealOrderIndex();
719 assert(this->cur_real_order_index == 0 || this->cur_real_order_index < this->GetNumOrders());
721 /* Advance to next implicit order */
722 do {
723 this->cur_implicit_order_index++;
724 if (this->cur_implicit_order_index >= this->GetNumOrders()) this->cur_implicit_order_index = 0;
725 } while (this->cur_implicit_order_index != this->cur_real_order_index && !this->GetOrder(this->cur_implicit_order_index)->IsType(OT_IMPLICIT));
727 InvalidateVehicleOrder(this, 0);
731 * Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
732 * cur_implicit_order_index is incremented as well, if it was equal to cur_real_order_index, i.e. cur_real_order_index is skipped
733 * but not any implicit orders.
734 * Note: current_order is not invalidated.
736 void IncrementRealOrderIndex()
738 if (this->cur_implicit_order_index == this->cur_real_order_index) {
739 /* Increment both real and implicit order */
740 this->IncrementImplicitOrderIndex();
741 } else {
742 /* Increment real order only */
743 this->SkipToNextRealOrderIndex();
744 InvalidateVehicleOrder(this, 0);
749 * Skip implicit orders until cur_real_order_index is a non-implicit order.
751 void UpdateRealOrderIndex()
753 /* Make sure the index is valid */
754 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
756 if (this->GetNumManualOrders() > 0) {
757 /* Advance to next real order */
758 while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT)) {
759 this->cur_real_order_index++;
760 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
762 } else {
763 this->cur_real_order_index = 0;
768 * Returns order 'index' of a vehicle or NULL when it doesn't exists
769 * @param index the order to fetch
770 * @return the found (or not) order
772 inline Order *GetOrder(int index) const
774 return (this->orders.list == NULL) ? NULL : this->orders.list->GetOrderAt(index);
778 * Returns the last order of a vehicle, or NULL if it doesn't exists
779 * @return last order of a vehicle, if available
781 inline Order *GetLastOrder() const
783 return (this->orders.list == NULL) ? NULL : this->orders.list->GetLastOrder();
786 bool IsEngineCountable() const;
787 bool HasEngineType() const;
788 bool HasDepotOrder() const;
789 void HandlePathfindingResult(bool path_found);
792 * Check if the vehicle is a front engine.
793 * @return Returns true if the vehicle is a front engine.
795 inline bool IsFrontEngine() const
797 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_FRONT);
801 * Check if the vehicle is an articulated part of an engine.
802 * @return Returns true if the vehicle is an articulated part.
804 inline bool IsArticulatedPart() const
806 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_ARTICULATED_PART);
810 * Check if an engine has an articulated part.
811 * @return True if the engine has an articulated part.
813 inline bool HasArticulatedPart() const
815 return this->Next() != NULL && this->Next()->IsArticulatedPart();
819 * Get the next part of an articulated engine.
820 * @return Next part of the articulated engine.
821 * @pre The vehicle is an articulated engine.
823 inline Vehicle *GetNextArticulatedPart() const
825 assert(this->HasArticulatedPart());
826 return this->Next();
830 * Get the first part of an articulated engine.
831 * @return First part of the engine.
833 inline Vehicle *GetFirstEnginePart()
835 Vehicle *v = this;
836 while (v->IsArticulatedPart()) v = v->Previous();
837 return v;
841 * Get the first part of an articulated engine.
842 * @return First part of the engine.
844 inline const Vehicle *GetFirstEnginePart() const
846 const Vehicle *v = this;
847 while (v->IsArticulatedPart()) v = v->Previous();
848 return v;
852 * Get the last part of an articulated engine.
853 * @return Last part of the engine.
855 inline Vehicle *GetLastEnginePart()
857 Vehicle *v = this;
858 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
859 return v;
863 * Get the next real (non-articulated part) vehicle in the consist.
864 * @return Next vehicle in the consist.
866 inline Vehicle *GetNextVehicle() const
868 const Vehicle *v = this;
869 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
871 /* v now contains the last articulated part in the engine */
872 return v->Next();
876 * Get the previous real (non-articulated part) vehicle in the consist.
877 * @return Previous vehicle in the consist.
879 inline Vehicle *GetPrevVehicle() const
881 Vehicle *v = this->Previous();
882 while (v != NULL && v->IsArticulatedPart()) v = v->Previous();
884 return v;
889 * Iterate over all vehicles from a given point.
890 * @param var The variable used to iterate over.
891 * @param start The vehicle to start the iteration at.
893 #define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
896 * Iterate over all vehicles.
897 * @param var The variable used to iterate over.
899 #define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0)
902 * Iterator for vehicles at a tile. This uses the tile hash VehicleTileHash
903 * defined in vehicle.cpp to run through all vehicles at a given tile.
905 * NOTE! The order in which vehicles are iterated over is unspecified, and
906 * can be different between machines. As such, and to prevent a simulation
907 * mismatch in multiplayer, you must ensure that whatever you are doing
908 * with the vehicles does not depend on their ordering. To help enforce
909 * this, the iterator will assert if you break the iteration before
910 * reaching the end.
912 struct VehicleTileIterator {
913 protected:
914 const TileIndex tile;
915 Vehicle *v;
917 static Vehicle *first (TileIndex tile);
919 public:
920 VehicleTileIterator (TileIndex tile) : tile(tile), v(first(tile))
922 if (v != NULL && v->tile != tile) next();
925 ~VehicleTileIterator()
927 assert(finished());
930 bool finished() const
932 return v == NULL;
935 Vehicle *next()
937 Vehicle *r = v;
939 do {
940 v = v->hash_tile_link.next;
941 } while (v != NULL && v->tile != tile);
943 return r;
948 * Iterator for vehicles at a tile, to check if a vehicle matching given
949 * conditions exists on a tile.
951 * This iterator is designed to check if a vehicle that matches a given
952 * set of conditions exists on a tile. Since we are only interested in
953 * whether such a vehicle exists or not, it can break as soon as one is
954 * found, because ordering does not matter in that case.
956 struct VehicleTileFinder : VehicleTileIterator {
957 protected:
958 bool found;
960 public:
961 VehicleTileFinder (TileIndex tile) : VehicleTileIterator(tile), found(false)
965 void set_found()
967 v = NULL; // stop iterating
968 found = true;
971 bool was_found () const
973 /* do not call this until finished */
974 assert(finished());
976 return found;
981 * Class defining several overloaded accessors so we don't
982 * have to cast vehicle types that often
984 template <class T, VehicleType Type>
985 struct SpecializedVehicle : public Vehicle {
986 static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type
988 typedef SpecializedVehicle<T, Type> SpecializedVehicleBase; ///< Our type
991 * Set vehicle type correctly
993 inline SpecializedVehicle<T, Type>() : Vehicle(Type) { }
996 * Get the first vehicle in the chain
997 * @return first vehicle in the chain
999 inline T *First() const { return (T *)this->Vehicle::First(); }
1002 * Get the last vehicle in the chain
1003 * @return last vehicle in the chain
1005 inline T *Last() { return (T *)this->Vehicle::Last(); }
1008 * Get the last vehicle in the chain
1009 * @return last vehicle in the chain
1011 inline const T *Last() const { return (const T *)this->Vehicle::Last(); }
1014 * Get next vehicle in the chain
1015 * @return next vehicle in the chain
1017 inline T *Next() const { return (T *)this->Vehicle::Next(); }
1020 * Get previous vehicle in the chain
1021 * @return previous vehicle in the chain
1023 inline T *Previous() const { return (T *)this->Vehicle::Previous(); }
1026 * Get the next part of an articulated engine.
1027 * @return Next part of the articulated engine.
1028 * @pre The vehicle is an articulated engine.
1030 inline T *GetNextArticulatedPart() { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1033 * Get the next part of an articulated engine.
1034 * @return Next part of the articulated engine.
1035 * @pre The vehicle is an articulated engine.
1037 inline T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1040 * Get the first part of an articulated engine.
1041 * @return First part of the engine.
1043 inline T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
1046 * Get the first part of an articulated engine.
1047 * @return First part of the engine.
1049 inline const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
1052 * Get the last part of an articulated engine.
1053 * @return Last part of the engine.
1055 inline T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
1058 * Get the next real (non-articulated part) vehicle in the consist.
1059 * @return Next vehicle in the consist.
1061 inline T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }
1064 * Get the previous real (non-articulated part) vehicle in the consist.
1065 * @return Previous vehicle in the consist.
1067 inline T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }
1070 * Tests whether given index is a valid index for vehicle of this type
1071 * @param index tested index
1072 * @return is this index valid index of T?
1074 static inline bool IsValidID(size_t index)
1076 return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type;
1080 * Gets vehicle with given index
1081 * @return pointer to vehicle with given index casted to T *
1083 static inline T *Get(size_t index)
1085 return (T *)Vehicle::Get(index);
1089 * Returns vehicle if the index is a valid index for this vehicle type
1090 * @return pointer to vehicle with given index if it's a vehicle of this type
1092 static inline T *GetIfValid(size_t index)
1094 return IsValidID(index) ? Get(index) : NULL;
1098 * Converts a Vehicle to SpecializedVehicle with type checking.
1099 * @param v Vehicle pointer
1100 * @return pointer to SpecializedVehicle
1102 static inline T *From(Vehicle *v)
1104 assert(v->type == Type);
1105 return (T *)v;
1109 * Converts a const Vehicle to const SpecializedVehicle with type checking.
1110 * @param v Vehicle pointer
1111 * @return pointer to SpecializedVehicle
1113 static inline const T *From(const Vehicle *v)
1115 assert(v->type == Type);
1116 return (const T *)v;
1120 * Update vehicle sprite- and position caches
1121 * @param force_update Force updating the vehicle on the viewport.
1122 * @param update_delta Also update the delta?
1124 inline void UpdateViewport(bool force_update, bool update_delta)
1126 extern void VehicleUpdateViewport(Vehicle *v, bool dirty);
1128 /* Explicitly choose method to call to prevent vtable dereference -
1129 * it gives ~3% runtime improvements in games with many vehicles */
1130 if (update_delta) ((T *)this)->T::UpdateDeltaXY(this->direction);
1131 SpriteID old_image = this->cur_image;
1132 this->cur_image = ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP);
1133 if (force_update || this->cur_image != old_image) VehicleUpdateViewport(this, true);
1138 * Iterate over all vehicles of a particular type.
1139 * @param name The type of vehicle to iterate over.
1140 * @param var The variable used to iterate over.
1142 #define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
1145 * Disasters, like submarines, skyrangers and their shadows, belong to this class.
1147 struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
1148 SpriteID image_override; ///< Override for the default disaster vehicle sprite.
1149 VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
1151 /** We don't want GCC to zero our struct! It already is zeroed and has an index! */
1152 DisasterVehicle() : SpecializedVehicleBase() {}
1153 /** We want to 'destruct' the right class. */
1154 virtual ~DisasterVehicle() {}
1156 void UpdateDeltaXY(Direction direction);
1157 bool Tick();
1161 * Iterate over disaster vehicles.
1162 * @param var The variable used to iterate over.
1164 #define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
1166 /** Generates sequence of free UnitID numbers */
1167 struct FreeUnitIDGenerator {
1168 bool *cache; ///< array of occupied unit id numbers
1169 UnitID maxid; ///< maximum ID at the moment of constructor call
1170 UnitID curid; ///< last ID returned; 0 if none
1172 FreeUnitIDGenerator(VehicleType type, CompanyID owner);
1173 UnitID NextID();
1175 /** Releases allocated memory */
1176 ~FreeUnitIDGenerator() { free(this->cache); }
1179 /** Sentinel for an invalid coordinate. */
1180 static const int32 INVALID_COORD = 0x7fffffff;
1182 #endif /* VEHICLE_BASE_H */