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.
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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/>.
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 "network/network.h"
30 /** Vehicle status bits in #Vehicle::vehstatus. */
32 VS_HIDDEN
= 0x01, ///< Vehicle is not visible.
33 VS_STOPPED
= 0x02, ///< Vehicle is stopped by the player.
34 VS_UNCLICKABLE
= 0x04, ///< Vehicle is not clickable by the user (shadow vehicles).
35 VS_DEFPAL
= 0x08, ///< Use default vehicle palette. @see DoDrawVehicle
36 VS_TRAIN_SLOWING
= 0x10, ///< Train is slowing down.
37 VS_SHADOW
= 0x20, ///< Vehicle is a shadow vehicle.
38 VS_AIRCRAFT_BROKEN
= 0x40, ///< Aircraft is broken down.
39 VS_CRASHED
= 0x80, ///< Vehicle is crashed.
42 /** Bit numbers in #Vehicle::vehicle_flags. */
44 VF_LOADING_FINISHED
, ///< Vehicle has finished loading.
45 VF_CARGO_UNLOADING
, ///< Vehicle is unloading cargo.
46 VF_BUILT_AS_PROTOTYPE
, ///< Vehicle is a prototype (accepted as exclusive preview).
47 VF_TIMETABLE_STARTED
, ///< Whether the vehicle has started running on the timetable yet.
48 VF_AUTOFILL_TIMETABLE
, ///< Whether the vehicle should fill in the timetable automatically.
49 VF_AUTOFILL_PRES_WAIT_TIME
, ///< Whether non-destructive auto-fill should preserve waiting times
50 VF_STOP_LOADING
, ///< Don't load anymore during the next load cycle.
51 VF_PATHFINDER_LOST
, ///< Vehicle's pathfinder is lost.
52 VF_SERVINT_IS_CUSTOM
, ///< Service interval is custom.
53 VF_SERVINT_IS_PERCENT
, ///< Service interval is percent.
56 /** Bit numbers used to indicate which of the #NewGRFCache values are valid. */
57 enum NewGRFCacheValidValues
{
58 NCVV_POSITION_CONSIST_LENGTH
= 0, ///< This bit will be set if the NewGRF var 40 currently stored is valid.
59 NCVV_POSITION_SAME_ID_LENGTH
= 1, ///< This bit will be set if the NewGRF var 41 currently stored is valid.
60 NCVV_CONSIST_CARGO_INFORMATION
= 2, ///< This bit will be set if the NewGRF var 42 currently stored is valid.
61 NCVV_COMPANY_INFORMATION
= 3, ///< This bit will be set if the NewGRF var 43 currently stored is valid.
62 NCVV_POSITION_IN_VEHICLE
= 4, ///< This bit will be set if the NewGRF var 4D currently stored is valid.
63 NCVV_END
, ///< End of the bits.
66 /** Cached often queried (NewGRF) values */
68 /* Values calculated when they are requested for the first time after invalidating the NewGRF cache. */
69 uint32 position_consist_length
; ///< Cache for NewGRF var 40.
70 uint32 position_same_id_length
; ///< Cache for NewGRF var 41.
71 uint32 consist_cargo_information
; ///< Cache for NewGRF var 42. (Note: The cargotype is untranslated in the cache because the accessing GRF is yet unknown.)
72 uint32 company_information
; ///< Cache for NewGRF var 43.
73 uint32 position_in_vehicle
; ///< Cache for NewGRF var 4D.
74 uint8 cache_valid
; ///< Bitset that indicates which cache values are valid.
77 /** Meaning of the various bits of the visual effect. */
79 VE_OFFSET_START
= 0, ///< First bit that contains the offset (0 = front, 8 = centre, 15 = rear)
80 VE_OFFSET_COUNT
= 4, ///< Number of bits used for the offset
81 VE_OFFSET_CENTRE
= 8, ///< Value of offset corresponding to a position above the centre of the vehicle
83 VE_TYPE_START
= 4, ///< First bit used for the type of effect
84 VE_TYPE_COUNT
= 2, ///< Number of bits used for the effect type
85 VE_TYPE_DEFAULT
= 0, ///< Use default from engine class
86 VE_TYPE_STEAM
= 1, ///< Steam plumes
87 VE_TYPE_DIESEL
= 2, ///< Diesel fumes
88 VE_TYPE_ELECTRIC
= 3, ///< Electric sparks
90 VE_DISABLE_EFFECT
= 6, ///< Flag to disable visual effect
91 VE_ADVANCED_EFFECT
= VE_DISABLE_EFFECT
, ///< Flag for advanced effects
92 VE_DISABLE_WAGON_POWER
= 7, ///< Flag to disable wagon power
94 VE_DEFAULT
= 0xFF, ///< Default value to indicate that visual effect should be based on engine class
97 /** Models for spawning visual effects. */
98 enum VisualEffectSpawnModel
{
99 VESM_NONE
= 0, ///< No visual effect
100 VESM_STEAM
, ///< Steam model
101 VESM_DIESEL
, ///< Diesel model
102 VESM_ELECTRIC
, ///< Electric model
108 * Enum to handle ground vehicle subtypes.
109 * This is defined here instead of at #GroundVehicle because some common function require access to these flags.
110 * Do not access it directly unless you have to. Use the subtype access functions.
112 enum GroundVehicleSubtypeFlags
{
113 GVSF_FRONT
= 0, ///< Leading engine of a consist.
114 GVSF_ARTICULATED_PART
= 1, ///< Articulated part of an engine.
115 GVSF_WAGON
= 2, ///< Wagon (not used for road vehicles).
116 GVSF_ENGINE
= 3, ///< Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).
117 GVSF_FREE_WAGON
= 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
118 GVSF_MULTIHEADED
= 5, ///< Engine is multiheaded (not used for road vehicles).
121 /** Cached often queried values common to all vehicles. */
122 struct VehicleCache
{
123 uint16 cached_max_speed
; ///< Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
124 uint16 cached_cargo_age_period
; ///< Number of ticks before carried cargo is aged.
126 byte cached_vis_effect
; ///< Visual effect to show (see #VisualEffect)
129 /** Sprite sequence for a vehicle part. */
130 struct VehicleSpriteSeq
{
134 bool operator==(const VehicleSpriteSeq
&other
) const
136 return this->count
== other
.count
&& MemCmpT
<PalSpriteID
>(this->seq
, other
.seq
, this->count
) == 0;
139 bool operator!=(const VehicleSpriteSeq
&other
) const
141 return !this->operator==(other
);
145 * Check whether the sequence contains any sprites.
149 return this->count
!= 0;
153 * Clear all information.
161 * Assign a single sprite to the sequence.
163 void Set(SpriteID sprite
)
166 this->seq
[0].sprite
= sprite
;
167 this->seq
[0].pal
= 0;
171 * Copy data from another sprite sequence, while dropping all recolouring information.
173 void CopyWithoutPalette(const VehicleSpriteSeq
&src
)
175 this->count
= src
.count
;
176 for (uint i
= 0; i
< src
.count
; ++i
) {
177 this->seq
[i
].sprite
= src
.seq
[i
].sprite
;
178 this->seq
[i
].pal
= 0;
182 void GetBounds(Rect
*bounds
) const;
183 void Draw (BlitArea
*dpi
, int x
, int y
, PaletteID default_pal
, bool force_pal
) const;
186 /* Some declarations of functions, so we can make them friendly */
188 extern const SaveLoad
*GetVehicleDescription(VehicleType vt
);
189 struct LoadgameState
;
190 extern bool LoadOldVehicle(LoadgameState
*ls
, int num
);
191 extern void FixOldVehicles(const SavegameTypeVersion
*stv
);
196 * Link struct for vehicle hash chains
198 struct VehicleHashLink
{
203 /** %Vehicle data structure. */
204 struct Vehicle
: PooledItem
<Vehicle
, VehicleID
, 512, 0xFF000>, BaseVehicle
, BaseConsist
{
206 Vehicle
*next
; ///< pointer to the next vehicle in the chain
207 Vehicle
*previous
; ///< NOSAVE: pointer to the previous vehicle in the chain
208 Vehicle
*first
; ///< NOSAVE: pointer to the first vehicle in the chain
210 Vehicle
*next_shared
; ///< pointer to the next vehicle that shares the order
211 Vehicle
*previous_shared
; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
214 friend const SaveLoad
*GetVehicleDescription(VehicleType vt
); ///< So we can use private/protected variables in the saveload code
215 friend void FixOldVehicles(const SavegameTypeVersion
*stv
);
216 friend void AfterLoadVehicles(const SavegameTypeVersion
*stv
); ///< So we can set the #previous and #first pointers while loading
217 friend bool LoadOldVehicle(LoadgameState
*ls
, int num
); ///< So we can set the proper next pointer while loading
219 TileIndex tile
; ///< Current tile index
222 * Heading for this tile.
223 * For airports and train stations this tile does not necessarily belong to the destination station,
224 * but it can be used for heuristic purposes to estimate the distance.
228 Money profit_this_year
; ///< Profit this year << 8, low 8 bits are fract
229 Money profit_last_year
; ///< Profit last year << 8, low 8 bits are fract
230 Money value
; ///< Value of the vehicle
232 CargoPayment
*cargo_payment
; ///< The cargo payment we're currently in
234 Rect coord
; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
236 VehicleHashLink hash_viewport_link
; ///< NOSAVE: Visual location hash link.
238 VehicleHashLink hash_tile_link
; ///< NOSAVE: Tile location hash link.
239 Vehicle
**hash_tile_current
; ///< NOSAVE: Cache of the current hash chain.
241 SpriteID colourmap
; ///< NOSAVE: cached colour mapping
243 /* Related to age and service time */
244 Year build_year
; ///< Year the vehicle has been built.
245 Date age
; ///< Age in days
246 Date max_age
; ///< Maximum age
247 Date date_of_last_service
; ///< Last date the vehicle had a service at a depot.
248 uint16 reliability
; ///< Reliability.
249 uint16 reliability_spd_dec
; ///< Reliability decrease speed.
250 byte breakdown_ctr
; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
251 byte breakdown_delay
; ///< Counter for managing breakdown length.
252 byte breakdowns_since_last_service
; ///< Counter for the amount of breakdowns.
253 byte breakdown_chance
; ///< Current chance of breakdowns.
255 int32 x_pos
; ///< x coordinate.
256 int32 y_pos
; ///< y coordinate.
257 int32 z_pos
; ///< z coordinate.
258 DirectionByte direction
; ///< facing
260 OwnerByte owner
; ///< Which company owns the vehicle?
262 * currently displayed sprite index
263 * 0xfd == custom sprite, 0xfe == custom second head sprite
264 * 0xff == reserved for another custom sprite
267 VehicleSpriteSeq sprite_seq
; ///< Vehicle appearance.
268 byte x_extent
; ///< x-extent of vehicle bounding box
269 byte y_extent
; ///< y-extent of vehicle bounding box
270 byte z_extent
; ///< z-extent of vehicle bounding box
271 int8 x_bb_offs
; ///< x offset of vehicle bounding box
272 int8 y_bb_offs
; ///< y offset of vehicle bounding box
273 int8 x_offs
; ///< x offset for vehicle sprite
274 int8 y_offs
; ///< y offset for vehicle sprite
275 EngineID engine_type
; ///< The type of engine used for this vehicle.
277 TextEffectID fill_percent_te_id
; ///< a text-effect id to a loading indicator object
278 UnitID unitnumber
; ///< unit number, for display purposes only
280 uint16 cur_speed
; ///< current speed
281 byte subspeed
; ///< fractional speed
282 byte acceleration
; ///< used by train & aircraft
283 uint32 motion_counter
; ///< counter to occasionally play a vehicle sound.
284 byte progress
; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
286 byte random_bits
; ///< Bits used for determining which randomized variational spritegroups to use when drawing.
287 byte waiting_triggers
; ///< Triggers to be yet matched before rerandomizing the random bits.
289 StationID last_station_visited
; ///< The last station we stopped at.
290 StationID last_loading_station
; ///< Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
292 CargoID cargo_type
; ///< type of cargo this vehicle is carrying
293 byte cargo_subtype
; ///< Used for livery refits (NewGRF variations)
294 uint16 cargo_cap
; ///< total capacity
295 uint16 refit_cap
; ///< Capacity left over from before last refit.
296 VehicleCargoList cargo
; ///< The cargo this vehicle is carrying
297 uint16 cargo_age_counter
; ///< Ticks till cargo is aged next.
298 int8 trip_occupancy
; ///< NOSAVE: Occupancy of vehicle of the current trip (updated after leaving a station).
300 byte day_counter
; ///< Increased by one for each day
301 byte tick_counter
; ///< Increased by one for each tick
302 byte running_ticks
; ///< Number of ticks this vehicle was not stopped this day
304 byte vehstatus
; ///< Status
305 BaseOrder current_order
; ///< The current order (+ status, like: loading)
308 OrderList
*list
; ///< Pointer to the order list for this vehicle
309 Order
*old
; ///< Only used during conversion of old save games
310 } orders
; ///< The orders currently assigned to the vehicle.
312 uint16 load_unload_ticks
; ///< Ticks to wait before starting next cycle.
313 GroupID group_id
; ///< Index of group Pool array
314 byte subtype
; ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
316 NewGRFCache grf_cache
; ///< Cache of often used calculated NewGRF values
317 VehicleCache vcache
; ///< Cache of often used vehicle values.
319 Vehicle(VehicleType type
= VEH_INVALID
);
321 void PreDestructor();
322 /** We want to 'destruct' the right class. */
326 void CancelReservation (Station
*st
);
329 void DeleteUnreachedImplicitOrders();
331 void HandleLoading(bool mode
= false);
334 * Marks the vehicles to be redrawn and updates cached variables
336 * This method marks the area of the vehicle on the screen as dirty.
337 * It can be use to repaint the vehicle.
341 virtual void MarkDirty() {}
344 * Updates the x and y offsets and the size of the sprite used
346 * @param direction the direction the vehicle is facing
348 virtual void UpdateDeltaXY(Direction direction
) {}
351 * Determines the effective direction-specific vehicle movement speed.
353 * This method belongs to the old vehicle movement method:
354 * A vehicle moves a step every 256 progress units.
355 * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
357 * However, this method is slightly wrong in corners, as the leftover progress is not scaled correctly
358 * when changing movement direction. #GetAdvanceSpeed() and #GetAdvanceDistance() are better wrt. this.
360 * @param speed Direction-independent unscaled speed.
361 * @return speed scaled by movement direction. 256 units are required for each movement step.
363 inline uint
GetOldAdvanceSpeed(uint speed
) const
365 return (this->direction
& 1) ? speed
: speed
* 3 / 4;
369 * Determines the effective vehicle movement speed.
371 * Together with #GetAdvanceDistance() this function is a replacement for #GetOldAdvanceSpeed().
373 * A vehicle progresses independent of it's movement direction.
374 * However different amounts of "progress" are needed for moving a step in a specific direction.
375 * That way the leftover progress does not need any adaption when changing movement direction.
377 * @param speed Direction-independent unscaled speed.
378 * @return speed, scaled to match #GetAdvanceDistance().
380 static inline uint
GetAdvanceSpeed(uint speed
)
382 return speed
* 3 / 4;
386 * Determines the vehicle "progress" needed for moving a step.
388 * Together with #GetAdvanceSpeed() this function is a replacement for #GetOldAdvanceSpeed().
390 * @return distance to drive for a movement step on the map.
392 inline uint
GetAdvanceDistance() const
394 return (this->direction
& 1) ? 192 : 256;
398 * Sets the expense type associated to this vehicle type
399 * @param income whether this is income or (running) expenses of the vehicle
401 virtual ExpensesType
GetExpenseType(bool income
) const { return EXPENSES_OTHER
; }
404 * Play the sound associated with leaving the station
406 virtual void PlayLeaveStationSound() const {}
409 * Whether this is the primary vehicle in the chain.
411 virtual bool IsPrimaryVehicle() const { return false; }
413 const Engine
*GetEngine() const;
416 * Gets the sprite to show for the given direction
417 * @param direction the direction the vehicle is facing
418 * @param [out] result Vehicle sprite sequence.
420 virtual void GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const { result
->Clear(); }
422 const GRFFile
*GetGRF() const;
423 uint32
GetGRFID() const;
426 * Invalidates cached NewGRF variables
427 * @see InvalidateNewGRFCacheOfChain
429 inline void InvalidateNewGRFCache()
431 this->grf_cache
.cache_valid
= 0;
435 * Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
436 * @see InvalidateNewGRFCache
438 inline void InvalidateNewGRFCacheOfChain()
440 for (Vehicle
*u
= this; u
!= NULL
; u
= u
->Next()) {
441 u
->InvalidateNewGRFCache();
446 * Check if the vehicle is a ground vehicle.
447 * @return True iff the vehicle is a train or a road vehicle.
449 inline bool IsGroundVehicle() const
451 return this->type
== VEH_TRAIN
|| this->type
== VEH_ROAD
;
455 * Gets the speed in km-ish/h that can be sent into SetDParam for string processing.
456 * @return the vehicle's speed
458 virtual int GetDisplaySpeed() const { return 0; }
461 * Gets the maximum speed in km-ish/h that can be sent into SetDParam for string processing.
462 * @return the vehicle's maximum speed
464 virtual int GetDisplayMaxSpeed() const { return 0; }
467 * Calculates the maximum speed of the vehicle under its current conditions.
468 * @return Current maximum speed in native units.
470 virtual int GetCurrentMaxSpeed() const { return 0; }
473 * Gets the running cost of a vehicle
474 * @return the vehicle's running cost
476 virtual Money
GetRunningCost() const { return 0; }
479 * Check whether the vehicle is in the depot.
480 * @return true if and only if the vehicle is in the depot.
482 virtual bool IsInDepot() const { return false; }
485 * Check whether the whole vehicle chain is in the depot.
486 * @return true if and only if the whole chain is in the depot.
488 virtual bool IsChainInDepot() const { return this->IsInDepot(); }
491 * Check whether the vehicle is in the depot *and* stopped.
492 * @return true if and only if the vehicle is in the depot and stopped.
494 bool IsStoppedInDepot() const
496 assert(this == this->First());
497 /* Free wagons have no VS_STOPPED state */
498 if (this->IsPrimaryVehicle() && !(this->vehstatus
& VS_STOPPED
)) return false;
499 return this->IsChainInDepot();
503 * Calls the tick handler of the vehicle
504 * @return is this vehicle still valid?
506 virtual bool Tick() { return true; };
509 * Calls the new day handler of the vehicle
511 virtual void OnNewDay() {};
514 * Crash the (whole) vehicle chain.
515 * @param flooded whether the cause of the crash is flooding or not.
516 * @return the number of lost souls.
518 virtual uint
Crash(bool flooded
= false);
521 * Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
522 * @return the vehicle's running cost
524 Money
GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
527 * Gets the profit vehicle had this year. It can be sent into SetDParam for string processing.
528 * @return the vehicle's profit this year
530 Money
GetDisplayProfitThisYear() const { return (this->profit_this_year
>> 8); }
533 * Gets the profit vehicle had last year. It can be sent into SetDParam for string processing.
534 * @return the vehicle's profit last year
536 Money
GetDisplayProfitLastYear() const { return (this->profit_last_year
>> 8); }
538 void SetNext(Vehicle
*next
);
541 * Get the next vehicle of this vehicle.
542 * @note articulated parts are also counted as vehicles.
543 * @return the next vehicle or NULL when there isn't a next vehicle.
545 inline Vehicle
*Next() const { return this->next
; }
548 * Get the previous vehicle of this vehicle.
549 * @note articulated parts are also counted as vehicles.
550 * @return the previous vehicle or NULL when there isn't a previous vehicle.
552 inline Vehicle
*Previous() const { return this->previous
; }
555 * Get the first vehicle of this vehicle chain.
556 * @return the first vehicle of the chain.
558 inline Vehicle
*First() const { return this->first
; }
561 * Get the last vehicle of this vehicle chain.
562 * @return the last vehicle of the chain.
564 inline Vehicle
*Last()
567 while (v
->Next() != NULL
) v
= v
->Next();
572 * Get the last vehicle of this vehicle chain.
573 * @return the last vehicle of the chain.
575 inline const Vehicle
*Last() const
577 const Vehicle
*v
= this;
578 while (v
->Next() != NULL
) v
= v
->Next();
583 * Get the vehicle at offset \a n of this vehicle chain.
584 * @param n Offset from the current vehicle.
585 * @return The new vehicle or NULL if the offset is out-of-bounds.
587 inline Vehicle
*Move(int n
)
591 for (int i
= 0; i
!= n
&& v
!= NULL
; i
--) v
= v
->Previous();
593 for (int i
= 0; i
!= n
&& v
!= NULL
; i
++) v
= v
->Next();
599 * Get the vehicle at offset \a n of this vehicle chain.
600 * @param n Offset from the current vehicle.
601 * @return The new vehicle or NULL if the offset is out-of-bounds.
603 inline const Vehicle
*Move(int n
) const
605 const Vehicle
*v
= this;
607 for (int i
= 0; i
!= n
&& v
!= NULL
; i
--) v
= v
->Previous();
609 for (int i
= 0; i
!= n
&& v
!= NULL
; i
++) v
= v
->Next();
615 * Get the first order of the vehicles order list.
616 * @return first order of order list.
618 inline Order
*GetFirstOrder() const { return (this->orders
.list
== NULL
) ? NULL
: this->orders
.list
->GetFirstOrder(); }
620 void AddToShared(Vehicle
*shared_chain
);
621 void RemoveFromShared();
624 * Get the next vehicle of the shared vehicle chain.
625 * @return the next shared vehicle or NULL when there isn't a next vehicle.
627 inline Vehicle
*NextShared() const { return this->next_shared
; }
630 * Get the previous vehicle of the shared vehicle chain
631 * @return the previous shared vehicle or NULL when there isn't a previous vehicle.
633 inline Vehicle
*PreviousShared() const { return this->previous_shared
; }
636 * Get the first vehicle of this vehicle chain.
637 * @return the first vehicle of the chain.
639 inline Vehicle
*FirstShared() const { return (this->orders
.list
== NULL
) ? this->First() : this->orders
.list
->GetFirstSharedVehicle(); }
642 * Check if we share our orders with another vehicle.
643 * @return true if there are other vehicles sharing the same order
645 inline bool IsOrderListShared() const { return this->orders
.list
!= NULL
&& this->orders
.list
->IsShared(); }
648 * Get the number of orders this vehicle has.
649 * @return the number of orders this vehicle has.
651 inline VehicleOrderID
GetNumOrders() const { return (this->orders
.list
== NULL
) ? 0 : this->orders
.list
->GetNumOrders(); }
654 * Get the number of manually added orders this vehicle has.
655 * @return the number of manually added orders this vehicle has.
657 inline VehicleOrderID
GetNumManualOrders() const { return (this->orders
.list
== NULL
) ? 0 : this->orders
.list
->GetNumManualOrders(); }
660 * Get the next station the vehicle will stop at.
661 * @param result Station id stack to append the next stations to.
663 inline void AppendNextStoppingStations (StationIDStack
*result
) const
665 if (this->orders
.list
== NULL
) {
666 result
->push_back (INVALID_STATION
);
668 this->orders
.list
->AppendNextStoppingStations (result
, this);
672 void ResetRefitCaps();
675 * Copy certain configurations and statistics of a vehicle after successful autoreplace/renew
676 * The function shall copy everything that cannot be copied by a command (like orders / group etc),
677 * and that shall not be resetted for the new vehicle.
678 * @param src The old vehicle
680 inline void CopyVehicleConfigAndStatistics(const Vehicle
*src
)
682 this->CopyConsistPropertiesFrom(src
);
684 this->unitnumber
= src
->unitnumber
;
686 this->current_order
= src
->current_order
;
687 this->dest_tile
= src
->dest_tile
;
689 this->profit_this_year
= src
->profit_this_year
;
690 this->profit_last_year
= src
->profit_last_year
;
694 bool HandleBreakdown();
696 bool NeedsAutorenewing (const Company
*c
) const;
698 bool NeedsServicing (bool scheduled
= true) const;
699 bool NeedsAutomaticServicing() const;
702 * Determine the location for the station where the vehicle goes to next.
703 * Things done for example are allocating slots in a road stop or exact
704 * location of the platform is determined for ships.
705 * @param station the station to make the next location of the vehicle.
706 * @return the location (tile) to aim for.
708 virtual TileIndex
GetOrderStationLocation(StationID station
) { return INVALID_TILE
; }
711 * Find the closest depot for this vehicle and tell us the location,
712 * DestinationID and whether we should reverse.
713 * @param location where do we go to?
714 * @param destination what hangar do we go to?
715 * @param reverse should the vehicle be reversed?
716 * @return true if a depot could be found.
718 virtual bool FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
) { return false; }
720 CommandCost
SendToDepot(DoCommandFlag flags
, DepotCommand command
);
722 void UpdateVisualEffect(bool allow_power_change
= true);
723 void ShowVisualEffect() const;
725 void UpdatePosition();
726 void UpdateViewport(bool dirty
);
727 void UpdatePositionAndViewport();
728 void MarkAllViewportsDirty() const;
730 inline uint16
GetServiceInterval() const { return this->service_interval
; }
732 inline void SetServiceInterval(uint16 interval
) { this->service_interval
= interval
; }
734 inline bool ServiceIntervalIsCustom() const { return HasBit(this->vehicle_flags
, VF_SERVINT_IS_CUSTOM
); }
736 inline bool ServiceIntervalIsPercent() const { return HasBit(this->vehicle_flags
, VF_SERVINT_IS_PERCENT
); }
738 inline void SetServiceIntervalIsCustom(bool on
) { SB(this->vehicle_flags
, VF_SERVINT_IS_CUSTOM
, 1, on
); }
740 inline void SetServiceIntervalIsPercent(bool on
) { SB(this->vehicle_flags
, VF_SERVINT_IS_PERCENT
, 1, on
); }
744 * Advance cur_real_order_index to the next real order.
745 * cur_implicit_order_index is not touched.
747 void SkipToNextRealOrderIndex()
749 if (this->GetNumManualOrders() > 0) {
750 /* Advance to next real order */
752 this->cur_real_order_index
++;
753 if (this->cur_real_order_index
>= this->GetNumOrders()) this->cur_real_order_index
= 0;
754 } while (this->GetOrder(this->cur_real_order_index
)->IsType(OT_IMPLICIT
));
756 this->cur_real_order_index
= 0;
762 * Increments cur_implicit_order_index, keeps care of the wrap-around and invalidates the GUI.
763 * cur_real_order_index is incremented as well, if needed.
764 * Note: current_order is not invalidated.
766 void IncrementImplicitOrderIndex()
768 if (this->cur_implicit_order_index
== this->cur_real_order_index
) {
769 /* Increment real order index as well */
770 this->SkipToNextRealOrderIndex();
773 assert(this->cur_real_order_index
== 0 || this->cur_real_order_index
< this->GetNumOrders());
775 /* Advance to next implicit order */
777 this->cur_implicit_order_index
++;
778 if (this->cur_implicit_order_index
>= this->GetNumOrders()) this->cur_implicit_order_index
= 0;
779 } while (this->cur_implicit_order_index
!= this->cur_real_order_index
&& !this->GetOrder(this->cur_implicit_order_index
)->IsType(OT_IMPLICIT
));
781 InvalidateVehicleOrder(this, 0);
785 * Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
786 * 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
787 * but not any implicit orders.
788 * Note: current_order is not invalidated.
790 void IncrementRealOrderIndex()
792 if (this->cur_implicit_order_index
== this->cur_real_order_index
) {
793 /* Increment both real and implicit order */
794 this->IncrementImplicitOrderIndex();
796 /* Increment real order only */
797 this->SkipToNextRealOrderIndex();
798 InvalidateVehicleOrder(this, 0);
803 * Skip implicit orders until cur_real_order_index is a non-implicit order.
805 void UpdateRealOrderIndex()
807 /* Make sure the index is valid */
808 if (this->cur_real_order_index
>= this->GetNumOrders()) this->cur_real_order_index
= 0;
810 if (this->GetNumManualOrders() > 0) {
811 /* Advance to next real order */
812 while (this->GetOrder(this->cur_real_order_index
)->IsType(OT_IMPLICIT
)) {
813 this->cur_real_order_index
++;
814 if (this->cur_real_order_index
>= this->GetNumOrders()) this->cur_real_order_index
= 0;
817 this->cur_real_order_index
= 0;
822 * Returns order 'index' of a vehicle or NULL when it doesn't exists
823 * @param index the order to fetch
824 * @return the found (or not) order
826 inline Order
*GetOrder(int index
) const
828 return (this->orders
.list
== NULL
) ? NULL
: this->orders
.list
->GetOrderAt(index
);
832 * Returns the last order of a vehicle, or NULL if it doesn't exists
833 * @return last order of a vehicle, if available
835 inline Order
*GetLastOrder() const
837 return (this->orders
.list
== NULL
) ? NULL
: this->orders
.list
->GetLastOrder();
840 bool IsEngineCountable() const;
841 bool HasEngineType() const;
842 bool HasDepotOrder() const;
843 void HandlePathfindingResult(bool path_found
);
846 * Check if the vehicle is a front engine.
847 * @return Returns true if the vehicle is a front engine.
849 inline bool IsFrontEngine() const
851 return this->IsGroundVehicle() && HasBit(this->subtype
, GVSF_FRONT
);
855 * Check if the vehicle is an articulated part of an engine.
856 * @return Returns true if the vehicle is an articulated part.
858 inline bool IsArticulatedPart() const
860 return this->IsGroundVehicle() && HasBit(this->subtype
, GVSF_ARTICULATED_PART
);
864 * Check if an engine has an articulated part.
865 * @return True if the engine has an articulated part.
867 inline bool HasArticulatedPart() const
869 return this->Next() != NULL
&& this->Next()->IsArticulatedPart();
873 * Get the next part of an articulated engine.
874 * @return Next part of the articulated engine.
875 * @pre The vehicle is an articulated engine.
877 inline Vehicle
*GetNextArticulatedPart() const
879 assert(this->HasArticulatedPart());
884 * Get the first part of an articulated engine.
885 * @return First part of the engine.
887 inline Vehicle
*GetFirstEnginePart()
890 while (v
->IsArticulatedPart()) v
= v
->Previous();
895 * Get the first part of an articulated engine.
896 * @return First part of the engine.
898 inline const Vehicle
*GetFirstEnginePart() const
900 const Vehicle
*v
= this;
901 while (v
->IsArticulatedPart()) v
= v
->Previous();
906 * Get the last part of an articulated engine.
907 * @return Last part of the engine.
909 inline Vehicle
*GetLastEnginePart()
912 while (v
->HasArticulatedPart()) v
= v
->GetNextArticulatedPart();
917 * Get the next real (non-articulated part) vehicle in the consist.
918 * @return Next vehicle in the consist.
920 inline Vehicle
*GetNextVehicle() const
922 const Vehicle
*v
= this;
923 while (v
->HasArticulatedPart()) v
= v
->GetNextArticulatedPart();
925 /* v now contains the last articulated part in the engine */
930 * Get the previous real (non-articulated part) vehicle in the consist.
931 * @return Previous vehicle in the consist.
933 inline Vehicle
*GetPrevVehicle() const
935 Vehicle
*v
= this->Previous();
936 while (v
!= NULL
&& v
->IsArticulatedPart()) v
= v
->Previous();
943 * Iterate over all vehicles from a given point.
944 * @param var The variable used to iterate over.
945 * @param start The vehicle to start the iteration at.
947 #define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
950 * Iterate over all vehicles.
951 * @param var The variable used to iterate over.
953 #define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0)
956 * Iterator for vehicles at a tile. This uses the tile hash VehicleTileHash
957 * defined in vehicle.cpp to run through all vehicles at a given tile.
959 * NOTE! The order in which vehicles are iterated over is unspecified, and
960 * can be different between machines. As such, and to prevent a simulation
961 * mismatch in multiplayer, you must ensure that whatever you are doing
962 * with the vehicles does not depend on their ordering. To help enforce
963 * this, the iterator will assert if you break the iteration before
966 struct VehicleTileIterator
{
968 const TileIndex tile
;
971 static Vehicle
*first (TileIndex tile
);
974 VehicleTileIterator (TileIndex tile
) : tile(tile
), v(first(tile
))
976 if (v
!= NULL
&& v
->tile
!= tile
) next();
979 ~VehicleTileIterator()
984 bool finished() const
994 v
= v
->hash_tile_link
.next
;
995 } while (v
!= NULL
&& v
->tile
!= tile
);
1002 * Iterator for vehicles at a tile, to check if a vehicle matching given
1003 * conditions exists on a tile.
1005 * This iterator is designed to check if a vehicle that matches a given
1006 * set of conditions exists on a tile. Since we are only interested in
1007 * whether such a vehicle exists or not, it can break as soon as one is
1008 * found, because ordering does not matter in that case.
1010 struct VehicleTileFinder
: VehicleTileIterator
{
1015 VehicleTileFinder (TileIndex tile
) : VehicleTileIterator(tile
), found(false)
1021 v
= NULL
; // stop iterating
1025 bool was_found () const
1027 /* do not call this until finished */
1034 /** Helper class to define several cast methods. */
1035 template <class T
, class B
>
1036 struct VehicleAdapter
: public B
{
1038 /** Cast to the right class (non-const version). */
1039 static T
*cast (B
*p
)
1041 return static_cast <T
*> (p
);
1044 /** Cast to the right class (const version). */
1045 static const T
*cast (const B
*p
)
1047 return static_cast <const T
*> (p
);
1052 VehicleAdapter (VehicleType type
) : B (type
)
1056 /** Get the first vehicle in the chain. */
1057 T
*First (void) const
1059 return this->cast (this->B::First());
1062 /** Get the last vehicle in the chain. */
1065 return this->cast (this->B::Last());
1068 /** Get the last vehicle in the chain. */
1069 const T
*Last (void) const
1071 return this->cast (this->B::Last());
1074 /** Get next vehicle in the chain. */
1075 T
*Next (void) const
1077 return this->cast (this->B::Next());
1080 /** Get previous vehicle in the chain. */
1081 T
*Previous (void) const
1083 return this->cast (this->B::Previous());
1086 /** Get the next part of an articulated engine. */
1087 T
*GetNextArticulatedPart (void)
1089 return this->cast (this->B::GetNextArticulatedPart());
1092 /** Get the next part of an articulated engine. */
1093 T
*GetNextArticulatedPart (void) const
1095 return this->cast (this->B::GetNextArticulatedPart());
1098 /** Get the first part of an articulated engine. */
1099 T
*GetFirstEnginePart (void)
1101 return this->cast (this->B::GetFirstEnginePart());
1104 /** Get the first part of an articulated engine. */
1105 const T
*GetFirstEnginePart (void) const
1107 return this->cast (this->B::GetFirstEnginePart());
1110 /** Get the last part of an articulated engine. */
1111 T
*GetLastEnginePart (void)
1113 return this->cast (this->B::GetLastEnginePart());
1116 /** Get the next real (non-articulated part) vehicle in the consist. */
1117 T
*GetNextVehicle (void) const
1119 return this->cast (this->B::GetNextVehicle());
1122 /** Get the previous real (non-articulated part) vehicle in the consist. */
1123 T
*GetPrevVehicle (void) const
1125 return this->cast (this->B::GetPrevVehicle());
1130 * Class defining several overloaded accessors so we don't
1131 * have to cast vehicle types that often
1133 template <class T
, VehicleType Type
, class B
= Vehicle
>
1134 struct SpecializedVehicle
: public VehicleAdapter
<T
, B
> {
1135 static const VehicleType EXPECTED_TYPE
= Type
; ///< Specialized type
1137 typedef SpecializedVehicle
<T
, Type
, B
> SpecializedVehicleBase
; ///< Our type
1140 * Set vehicle type correctly
1142 SpecializedVehicle
<T
, Type
, B
> () : VehicleAdapter
<T
, B
> (Type
)
1144 this->sprite_seq
.count
= 1;
1148 * Tests whether given index is a valid index for vehicle of this type
1149 * @param index tested index
1150 * @return is this index valid index of T?
1152 static inline bool IsValidID(size_t index
)
1154 return Vehicle::IsValidID(index
) && Vehicle::Get(index
)->type
== Type
;
1158 * Gets vehicle with given index
1159 * @return pointer to vehicle with given index casted to T *
1161 static inline T
*Get(size_t index
)
1163 return (T
*)Vehicle::Get(index
);
1167 * Returns vehicle if the index is a valid index for this vehicle type
1168 * @return pointer to vehicle with given index if it's a vehicle of this type
1170 static inline T
*GetIfValid(size_t index
)
1172 return IsValidID(index
) ? Get(index
) : NULL
;
1176 * Converts a Vehicle to SpecializedVehicle with type checking.
1177 * @param v Vehicle pointer
1178 * @return pointer to SpecializedVehicle
1180 static inline T
*From(Vehicle
*v
)
1182 assert(v
->type
== Type
);
1187 * Converts a const Vehicle to const SpecializedVehicle with type checking.
1188 * @param v Vehicle pointer
1189 * @return pointer to SpecializedVehicle
1191 static inline const T
*From(const Vehicle
*v
)
1193 assert(v
->type
== Type
);
1194 return (const T
*)v
;
1198 * Update vehicle sprite- and position caches
1199 * @param force_update Force updating the vehicle on the viewport.
1200 * @param update_delta Also update the delta?
1202 inline void UpdateViewport(bool force_update
, bool update_delta
)
1204 /* Skip updating sprites on dedicated servers without screen */
1205 if (_network_dedicated
) return;
1207 /* Explicitly choose method to call to prevent vtable dereference -
1208 * it gives ~3% runtime improvements in games with many vehicles */
1209 if (update_delta
) ((T
*)this)->T::UpdateDeltaXY(this->direction
);
1210 VehicleSpriteSeq seq
;
1211 ((T
*)this)->T::GetImage(this->direction
, EIT_ON_MAP
, &seq
);
1212 if (force_update
|| this->sprite_seq
!= seq
) {
1213 this->sprite_seq
= seq
;
1214 this->Vehicle::UpdateViewport(true);
1220 * Iterate over all vehicles of a particular type.
1221 * @param name The type of vehicle to iterate over.
1222 * @param var The variable used to iterate over.
1224 #define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
1226 /** Generates sequence of free UnitID numbers */
1227 struct FreeUnitIDGenerator
{
1228 bool *cache
; ///< array of occupied unit id numbers
1229 UnitID maxid
; ///< maximum ID at the moment of constructor call
1230 UnitID curid
; ///< last ID returned; 0 if none
1232 FreeUnitIDGenerator(VehicleType type
, CompanyID owner
);
1235 /** Releases allocated memory */
1236 ~FreeUnitIDGenerator() { free(this->cache
); }
1239 /** Sentinel for an invalid coordinate. */
1240 static const int32 INVALID_COORD
= 0x7fffffff;
1242 #endif /* VEHICLE_BASE_H */