Add non-animated SSSE3 blitter
[openttd/fttd.git] / src / vehicle_base.h
blob106776a8cb84c33a38f2ec93fd651f2df5ccab9e
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 /** A vehicle pool for a little over 1 million vehicles. */
118 typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
119 extern VehiclePool _vehicle_pool;
121 /* Some declarations of functions, so we can make them friendly */
122 struct SaveLoad;
123 struct GroundVehicleCache;
124 extern const SaveLoad *GetVehicleDescription(VehicleType vt);
125 struct LoadgameState;
126 extern bool LoadOldVehicle(LoadgameState *ls, int num);
127 extern void FixOldVehicles(const SavegameTypeVersion *stv);
129 struct GRFFile;
132 * Simulated cargo type and capacity for prediction of future links.
134 struct RefitDesc {
135 CargoID cargo; ///< Cargo type the vehicle will be carrying.
136 uint16 capacity; ///< Capacity the vehicle will have.
137 uint16 remaining; ///< Capacity remaining from before the previous refit.
138 RefitDesc(CargoID cargo, uint16 capacity, uint16 remaining) :
139 cargo(cargo), capacity(capacity), remaining(remaining) {}
143 * Link struct for vehicle hash chains
145 struct VehicleHashLink {
146 Vehicle *next;
147 Vehicle **pprev;
150 /** %Vehicle data structure. */
151 struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle, BaseConsist {
152 private:
153 typedef std::list<RefitDesc> RefitList;
154 typedef std::map<CargoID, uint> CapacitiesMap;
156 Vehicle *next; ///< pointer to the next vehicle in the chain
157 Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain
158 Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain
160 Vehicle *next_shared; ///< pointer to the next vehicle that shares the order
161 Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
163 public:
164 friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
165 friend void FixOldVehicles(const SavegameTypeVersion *stv);
166 friend void AfterLoadVehicles(const SavegameTypeVersion *stv); ///< So we can set the #previous and #first pointers while loading
167 friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading
169 TileIndex tile; ///< Current tile index
172 * Heading for this tile.
173 * For airports and train stations this tile does not necessarily belong to the destination station,
174 * but it can be used for heuristic purposes to estimate the distance.
176 TileIndex dest_tile;
178 Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract
179 Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract
180 Money value; ///< Value of the vehicle
182 CargoPayment *cargo_payment; ///< The cargo payment we're currently in
184 Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
186 VehicleHashLink hash_viewport_link; ///< NOSAVE: Visual location hash link.
188 VehicleHashLink hash_tile_link; ///< NOSAVE: Tile location hash link.
189 Vehicle **hash_tile_current; ///< NOSAVE: Cache of the current hash chain.
191 SpriteID colourmap; ///< NOSAVE: cached colour mapping
193 /* Related to age and service time */
194 Year build_year; ///< Year the vehicle has been built.
195 Date age; ///< Age in days
196 Date max_age; ///< Maximum age
197 Date date_of_last_service; ///< Last date the vehicle had a service at a depot.
198 uint16 reliability; ///< Reliability.
199 uint16 reliability_spd_dec; ///< Reliability decrease speed.
200 byte breakdown_ctr; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
201 byte breakdown_delay; ///< Counter for managing breakdown length.
202 byte breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
203 byte breakdown_chance; ///< Current chance of breakdowns.
205 int32 x_pos; ///< x coordinate.
206 int32 y_pos; ///< y coordinate.
207 int32 z_pos; ///< z coordinate.
208 DirectionByte direction; ///< facing
210 OwnerByte owner; ///< Which company owns the vehicle?
212 * currently displayed sprite index
213 * 0xfd == custom sprite, 0xfe == custom second head sprite
214 * 0xff == reserved for another custom sprite
216 byte spritenum;
217 SpriteID cur_image; ///< sprite number for this vehicle
218 byte x_extent; ///< x-extent of vehicle bounding box
219 byte y_extent; ///< y-extent of vehicle bounding box
220 byte z_extent; ///< z-extent of vehicle bounding box
221 int8 x_bb_offs; ///< x offset of vehicle bounding box
222 int8 y_bb_offs; ///< y offset of vehicle bounding box
223 int8 x_offs; ///< x offset for vehicle sprite
224 int8 y_offs; ///< y offset for vehicle sprite
225 EngineID engine_type; ///< The type of engine used for this vehicle.
227 TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
228 UnitID unitnumber; ///< unit number, for display purposes only
230 uint16 cur_speed; ///< current speed
231 byte subspeed; ///< fractional speed
232 byte acceleration; ///< used by train & aircraft
233 uint32 motion_counter; ///< counter to occasionally play a vehicle sound.
234 byte progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
236 byte random_bits; ///< Bits used for determining which randomized variational spritegroups to use when drawing.
237 byte waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
239 StationID last_station_visited; ///< The last station we stopped at.
240 StationID last_loading_station; ///< Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
242 CargoID cargo_type; ///< type of cargo this vehicle is carrying
243 byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
244 uint16 cargo_cap; ///< total capacity
245 uint16 refit_cap; ///< Capacity left over from before last refit.
246 VehicleCargoList cargo; ///< The cargo this vehicle is carrying
247 uint16 cargo_age_counter; ///< Ticks till cargo is aged next.
249 byte day_counter; ///< Increased by one for each day
250 byte tick_counter; ///< Increased by one for each tick
251 byte running_ticks; ///< Number of ticks this vehicle was not stopped this day
253 byte vehstatus; ///< Status
254 Order current_order; ///< The current order (+ status, like: loading)
256 union {
257 OrderList *list; ///< Pointer to the order list for this vehicle
258 Order *old; ///< Only used during conversion of old save games
259 } orders; ///< The orders currently assigned to the vehicle.
261 uint16 load_unload_ticks; ///< Ticks to wait before starting next cycle.
262 GroupID group_id; ///< Index of group Pool array
263 byte subtype; ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
265 NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
266 VehicleCache vcache; ///< Cache of often used vehicle values.
268 Vehicle(VehicleType type = VEH_INVALID);
270 void PreDestructor();
271 /** We want to 'destruct' the right class. */
272 virtual ~Vehicle();
274 void BeginLoading();
275 void CancelReservation(StationID next, Station *st);
276 void LeaveStation();
278 GroundVehicleCache *GetGroundVehicleCache();
279 const GroundVehicleCache *GetGroundVehicleCache() const;
281 uint16 &GetGroundVehicleFlags();
282 const uint16 &GetGroundVehicleFlags() const;
284 void DeleteUnreachedImplicitOrders();
286 void HandleLoading(bool mode = false);
288 void GetConsistFreeCapacities(SmallMap<CargoID, uint> &capacities) const;
290 uint GetConsistTotalCapacity() const;
293 * Marks the vehicles to be redrawn and updates cached variables
295 * This method marks the area of the vehicle on the screen as dirty.
296 * It can be use to repaint the vehicle.
298 * @ingroup dirty
300 virtual void MarkDirty() {}
303 * Updates the x and y offsets and the size of the sprite used
304 * for this vehicle.
305 * @param direction the direction the vehicle is facing
307 virtual void UpdateDeltaXY(Direction direction) {}
310 * Determines the effective direction-specific vehicle movement speed.
312 * This method belongs to the old vehicle movement method:
313 * A vehicle moves a step every 256 progress units.
314 * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
316 * However, this method is slightly wrong in corners, as the leftover progress is not scaled correctly
317 * when changing movement direction. #GetAdvanceSpeed() and #GetAdvanceDistance() are better wrt. this.
319 * @param speed Direction-independent unscaled speed.
320 * @return speed scaled by movement direction. 256 units are required for each movement step.
322 inline uint GetOldAdvanceSpeed(uint speed) const
324 return (this->direction & 1) ? speed : speed * 3 / 4;
328 * Determines the effective vehicle movement speed.
330 * Together with #GetAdvanceDistance() this function is a replacement for #GetOldAdvanceSpeed().
332 * A vehicle progresses independent of it's movement direction.
333 * However different amounts of "progress" are needed for moving a step in a specific direction.
334 * That way the leftover progress does not need any adaption when changing movement direction.
336 * @param speed Direction-independent unscaled speed.
337 * @return speed, scaled to match #GetAdvanceDistance().
339 static inline uint GetAdvanceSpeed(uint speed)
341 return speed * 3 / 4;
345 * Determines the vehicle "progress" needed for moving a step.
347 * Together with #GetAdvanceSpeed() this function is a replacement for #GetOldAdvanceSpeed().
349 * @return distance to drive for a movement step on the map.
351 inline uint GetAdvanceDistance() const
353 return (this->direction & 1) ? 192 : 256;
357 * Sets the expense type associated to this vehicle type
358 * @param income whether this is income or (running) expenses of the vehicle
360 virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; }
363 * Play the sound associated with leaving the station
365 virtual void PlayLeaveStationSound() const {}
368 * Whether this is the primary vehicle in the chain.
370 virtual bool IsPrimaryVehicle() const { return false; }
372 const Engine *GetEngine() const;
375 * Gets the sprite to show for the given direction
376 * @param direction the direction the vehicle is facing
377 * @return the sprite for the given vehicle in the given direction
379 virtual SpriteID GetImage(Direction direction, EngineImageType image_type) const { return 0; }
381 const GRFFile *GetGRF() const;
382 uint32 GetGRFID() const;
385 * Invalidates cached NewGRF variables
386 * @see InvalidateNewGRFCacheOfChain
388 inline void InvalidateNewGRFCache()
390 this->grf_cache.cache_valid = 0;
394 * Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
395 * @see InvalidateNewGRFCache
397 inline void InvalidateNewGRFCacheOfChain()
399 for (Vehicle *u = this; u != NULL; u = u->Next()) {
400 u->InvalidateNewGRFCache();
405 * Check if the vehicle is a ground vehicle.
406 * @return True iff the vehicle is a train or a road vehicle.
408 inline bool IsGroundVehicle() const
410 return this->type == VEH_TRAIN || this->type == VEH_ROAD;
414 * Gets the speed in km-ish/h that can be sent into SetDParam for string processing.
415 * @return the vehicle's speed
417 virtual int GetDisplaySpeed() const { return 0; }
420 * Gets the maximum speed in km-ish/h that can be sent into SetDParam for string processing.
421 * @return the vehicle's maximum speed
423 virtual int GetDisplayMaxSpeed() const { return 0; }
426 * Calculates the maximum speed of the vehicle under its current conditions.
427 * @return Current maximum speed in native units.
429 virtual int GetCurrentMaxSpeed() const { return 0; }
432 * Gets the running cost of a vehicle
433 * @return the vehicle's running cost
435 virtual Money GetRunningCost() const { return 0; }
438 * Check whether the vehicle is in the depot.
439 * @return true if and only if the vehicle is in the depot.
441 virtual bool IsInDepot() const { return false; }
444 * Check whether the whole vehicle chain is in the depot.
445 * @return true if and only if the whole chain is in the depot.
447 virtual bool IsChainInDepot() const { return this->IsInDepot(); }
450 * Check whether the vehicle is in the depot *and* stopped.
451 * @return true if and only if the vehicle is in the depot and stopped.
453 bool IsStoppedInDepot() const
455 assert(this == this->First());
456 /* Free wagons have no VS_STOPPED state */
457 if (this->IsPrimaryVehicle() && !(this->vehstatus & VS_STOPPED)) return false;
458 return this->IsChainInDepot();
462 * Calls the tick handler of the vehicle
463 * @return is this vehicle still valid?
465 virtual bool Tick() { return true; };
468 * Calls the new day handler of the vehicle
470 virtual void OnNewDay() {};
473 * Crash the (whole) vehicle chain.
474 * @param flooded whether the cause of the crash is flooding or not.
475 * @return the number of lost souls.
477 virtual uint Crash(bool flooded = false);
480 * Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
481 * @return the vehicle's running cost
483 Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
486 * Gets the profit vehicle had this year. It can be sent into SetDParam for string processing.
487 * @return the vehicle's profit this year
489 Money GetDisplayProfitThisYear() const { return (this->profit_this_year >> 8); }
492 * Gets the profit vehicle had last year. It can be sent into SetDParam for string processing.
493 * @return the vehicle's profit last year
495 Money GetDisplayProfitLastYear() const { return (this->profit_last_year >> 8); }
497 void SetNext(Vehicle *next);
500 * Get the next vehicle of this vehicle.
501 * @note articulated parts are also counted as vehicles.
502 * @return the next vehicle or NULL when there isn't a next vehicle.
504 inline Vehicle *Next() const { return this->next; }
507 * Get the previous vehicle of this vehicle.
508 * @note articulated parts are also counted as vehicles.
509 * @return the previous vehicle or NULL when there isn't a previous vehicle.
511 inline Vehicle *Previous() const { return this->previous; }
514 * Get the first vehicle of this vehicle chain.
515 * @return the first vehicle of the chain.
517 inline Vehicle *First() const { return this->first; }
520 * Get the last vehicle of this vehicle chain.
521 * @return the last vehicle of the chain.
523 inline Vehicle *Last()
525 Vehicle *v = this;
526 while (v->Next() != NULL) v = v->Next();
527 return v;
531 * Get the last vehicle of this vehicle chain.
532 * @return the last vehicle of the chain.
534 inline const Vehicle *Last() const
536 const Vehicle *v = this;
537 while (v->Next() != NULL) v = v->Next();
538 return v;
542 * Get the vehicle at offset \a n of this vehicle chain.
543 * @param n Offset from the current vehicle.
544 * @return The new vehicle or NULL if the offset is out-of-bounds.
546 inline Vehicle *Move(int n)
548 Vehicle *v = this;
549 if (n < 0) {
550 for (int i = 0; i != n && v != NULL; i--) v = v->Previous();
551 } else {
552 for (int i = 0; i != n && v != NULL; i++) v = v->Next();
554 return v;
558 * Get the vehicle at offset \a n of this vehicle chain.
559 * @param n Offset from the current vehicle.
560 * @return The new vehicle or NULL if the offset is out-of-bounds.
562 inline const Vehicle *Move(int n) const
564 const Vehicle *v = this;
565 if (n < 0) {
566 for (int i = 0; i != n && v != NULL; i--) v = v->Previous();
567 } else {
568 for (int i = 0; i != n && v != NULL; i++) v = v->Next();
570 return v;
574 * Get the first order of the vehicles order list.
575 * @return first order of order list.
577 inline Order *GetFirstOrder() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetFirstOrder(); }
579 void AddToShared(Vehicle *shared_chain);
580 void RemoveFromShared();
583 * Get the next vehicle of the shared vehicle chain.
584 * @return the next shared vehicle or NULL when there isn't a next vehicle.
586 inline Vehicle *NextShared() const { return this->next_shared; }
589 * Get the previous vehicle of the shared vehicle chain
590 * @return the previous shared vehicle or NULL when there isn't a previous vehicle.
592 inline Vehicle *PreviousShared() const { return this->previous_shared; }
595 * Get the first vehicle of this vehicle chain.
596 * @return the first vehicle of the chain.
598 inline Vehicle *FirstShared() const { return (this->orders.list == NULL) ? this->First() : this->orders.list->GetFirstSharedVehicle(); }
601 * Check if we share our orders with another vehicle.
602 * @return true if there are other vehicles sharing the same order
604 inline bool IsOrderListShared() const { return this->orders.list != NULL && this->orders.list->IsShared(); }
607 * Get the number of orders this vehicle has.
608 * @return the number of orders this vehicle has.
610 inline VehicleOrderID GetNumOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumOrders(); }
613 * Get the number of manually added orders this vehicle has.
614 * @return the number of manually added orders this vehicle has.
616 inline VehicleOrderID GetNumManualOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumManualOrders(); }
619 * Get the next station the vehicle will stop at.
620 * @return ID of the next station the vehicle will stop at or INVALID_STATION.
622 inline StationIDStack GetNextStoppingStation() const
624 return (this->orders.list == NULL) ? INVALID_STATION : this->orders.list->GetNextStoppingStation(this);
627 void ResetRefitCaps();
630 * Copy certain configurations and statistics of a vehicle after successful autoreplace/renew
631 * The function shall copy everything that cannot be copied by a command (like orders / group etc),
632 * and that shall not be resetted for the new vehicle.
633 * @param src The old vehicle
635 inline void CopyVehicleConfigAndStatistics(const Vehicle *src)
637 this->CopyConsistPropertiesFrom(src);
639 this->unitnumber = src->unitnumber;
641 this->current_order = src->current_order;
642 this->dest_tile = src->dest_tile;
644 this->profit_this_year = src->profit_this_year;
645 this->profit_last_year = src->profit_last_year;
649 bool HandleBreakdown();
651 bool NeedsAutorenewing(const Company *c, bool use_renew_setting = true) const;
653 bool NeedsServicing() const;
654 bool NeedsAutomaticServicing() const;
657 * Determine the location for the station where the vehicle goes to next.
658 * Things done for example are allocating slots in a road stop or exact
659 * location of the platform is determined for ships.
660 * @param station the station to make the next location of the vehicle.
661 * @return the location (tile) to aim for.
663 virtual TileIndex GetOrderStationLocation(StationID station) { return INVALID_TILE; }
666 * Find the closest depot for this vehicle and tell us the location,
667 * DestinationID and whether we should reverse.
668 * @param location where do we go to?
669 * @param destination what hangar do we go to?
670 * @param reverse should the vehicle be reversed?
671 * @return true if a depot could be found.
673 virtual bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { return false; }
675 CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);
677 void UpdateVisualEffect(bool allow_power_change = true);
678 void ShowVisualEffect() const;
680 inline uint16 GetServiceInterval() const { return this->service_interval; }
682 inline void SetServiceInterval(uint16 interval) { this->service_interval = interval; }
684 inline bool ServiceIntervalIsCustom() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_CUSTOM); }
686 inline bool ServiceIntervalIsPercent() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_PERCENT); }
688 inline void SetServiceIntervalIsCustom(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_CUSTOM, 1, on); }
690 inline void SetServiceIntervalIsPercent(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_PERCENT, 1, on); }
692 private:
694 * Advance cur_real_order_index to the next real order.
695 * cur_implicit_order_index is not touched.
697 void SkipToNextRealOrderIndex()
699 if (this->GetNumManualOrders() > 0) {
700 /* Advance to next real order */
701 do {
702 this->cur_real_order_index++;
703 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
704 } while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT));
705 } else {
706 this->cur_real_order_index = 0;
710 public:
712 * Increments cur_implicit_order_index, keeps care of the wrap-around and invalidates the GUI.
713 * cur_real_order_index is incremented as well, if needed.
714 * Note: current_order is not invalidated.
716 void IncrementImplicitOrderIndex()
718 if (this->cur_implicit_order_index == this->cur_real_order_index) {
719 /* Increment real order index as well */
720 this->SkipToNextRealOrderIndex();
723 assert(this->cur_real_order_index == 0 || this->cur_real_order_index < this->GetNumOrders());
725 /* Advance to next implicit order */
726 do {
727 this->cur_implicit_order_index++;
728 if (this->cur_implicit_order_index >= this->GetNumOrders()) this->cur_implicit_order_index = 0;
729 } while (this->cur_implicit_order_index != this->cur_real_order_index && !this->GetOrder(this->cur_implicit_order_index)->IsType(OT_IMPLICIT));
731 InvalidateVehicleOrder(this, 0);
735 * Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
736 * 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
737 * but not any implicit orders.
738 * Note: current_order is not invalidated.
740 void IncrementRealOrderIndex()
742 if (this->cur_implicit_order_index == this->cur_real_order_index) {
743 /* Increment both real and implicit order */
744 this->IncrementImplicitOrderIndex();
745 } else {
746 /* Increment real order only */
747 this->SkipToNextRealOrderIndex();
748 InvalidateVehicleOrder(this, 0);
753 * Skip implicit orders until cur_real_order_index is a non-implicit order.
755 void UpdateRealOrderIndex()
757 /* Make sure the index is valid */
758 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
760 if (this->GetNumManualOrders() > 0) {
761 /* Advance to next real order */
762 while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT)) {
763 this->cur_real_order_index++;
764 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
766 } else {
767 this->cur_real_order_index = 0;
772 * Returns order 'index' of a vehicle or NULL when it doesn't exists
773 * @param index the order to fetch
774 * @return the found (or not) order
776 inline Order *GetOrder(int index) const
778 return (this->orders.list == NULL) ? NULL : this->orders.list->GetOrderAt(index);
782 * Returns the last order of a vehicle, or NULL if it doesn't exists
783 * @return last order of a vehicle, if available
785 inline Order *GetLastOrder() const
787 return (this->orders.list == NULL) ? NULL : this->orders.list->GetLastOrder();
790 bool IsEngineCountable() const;
791 bool HasEngineType() const;
792 bool HasDepotOrder() const;
793 void HandlePathfindingResult(bool path_found);
796 * Check if the vehicle is a front engine.
797 * @return Returns true if the vehicle is a front engine.
799 inline bool IsFrontEngine() const
801 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_FRONT);
805 * Check if the vehicle is an articulated part of an engine.
806 * @return Returns true if the vehicle is an articulated part.
808 inline bool IsArticulatedPart() const
810 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_ARTICULATED_PART);
814 * Check if an engine has an articulated part.
815 * @return True if the engine has an articulated part.
817 inline bool HasArticulatedPart() const
819 return this->Next() != NULL && this->Next()->IsArticulatedPart();
823 * Get the next part of an articulated engine.
824 * @return Next part of the articulated engine.
825 * @pre The vehicle is an articulated engine.
827 inline Vehicle *GetNextArticulatedPart() const
829 assert(this->HasArticulatedPart());
830 return this->Next();
834 * Get the first part of an articulated engine.
835 * @return First part of the engine.
837 inline Vehicle *GetFirstEnginePart()
839 Vehicle *v = this;
840 while (v->IsArticulatedPart()) v = v->Previous();
841 return v;
845 * Get the first part of an articulated engine.
846 * @return First part of the engine.
848 inline const Vehicle *GetFirstEnginePart() const
850 const Vehicle *v = this;
851 while (v->IsArticulatedPart()) v = v->Previous();
852 return v;
856 * Get the last part of an articulated engine.
857 * @return Last part of the engine.
859 inline Vehicle *GetLastEnginePart()
861 Vehicle *v = this;
862 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
863 return v;
867 * Get the next real (non-articulated part) vehicle in the consist.
868 * @return Next vehicle in the consist.
870 inline Vehicle *GetNextVehicle() const
872 const Vehicle *v = this;
873 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
875 /* v now contains the last articulated part in the engine */
876 return v->Next();
880 * Get the previous real (non-articulated part) vehicle in the consist.
881 * @return Previous vehicle in the consist.
883 inline Vehicle *GetPrevVehicle() const
885 Vehicle *v = this->Previous();
886 while (v != NULL && v->IsArticulatedPart()) v = v->Previous();
888 return v;
893 * Iterate over all vehicles from a given point.
894 * @param var The variable used to iterate over.
895 * @param start The vehicle to start the iteration at.
897 #define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
900 * Iterate over all vehicles.
901 * @param var The variable used to iterate over.
903 #define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0)
906 * Iterator for vehicles at a tile. This uses the tile hash VehicleTileHash
907 * defined in vehicle.cpp to run through all vehicles at a given tile.
909 * NOTE! The order in which vehicles are iterated over is unspecified, and
910 * can be different between machines. As such, and to prevent a simulation
911 * mismatch in multiplayer, you must ensure that whatever you are doing
912 * with the vehicles does not depend on their ordering. To help enforce
913 * this, the iterator will assert if you break the iteration before
914 * reaching the end.
916 struct VehicleTileIterator {
917 protected:
918 const TileIndex tile;
919 Vehicle *v;
921 static Vehicle *first (TileIndex tile);
923 public:
924 VehicleTileIterator (TileIndex tile) : tile(tile), v(first(tile))
926 if (v != NULL && v->tile != tile) next();
929 ~VehicleTileIterator()
931 assert(finished());
934 bool finished() const
936 return v == NULL;
939 Vehicle *next()
941 Vehicle *r = v;
943 do {
944 v = v->hash_tile_link.next;
945 } while (v != NULL && v->tile != tile);
947 return r;
952 * Iterator for vehicles at a tile, to check if a vehicle matching given
953 * conditions exists on a tile.
955 * This iterator is designed to check if a vehicle that matches a given
956 * set of conditions exists on a tile. Since we are only interested in
957 * whether such a vehicle exists or not, it can break as soon as one is
958 * found, because ordering does not matter in that case.
960 struct VehicleTileFinder : VehicleTileIterator {
961 protected:
962 bool found;
964 public:
965 VehicleTileFinder (TileIndex tile) : VehicleTileIterator(tile), found(false)
969 void set_found()
971 v = NULL; // stop iterating
972 found = true;
975 bool was_found () const
977 /* do not call this until finished */
978 assert(finished());
980 return found;
985 * Class defining several overloaded accessors so we don't
986 * have to cast vehicle types that often
988 template <class T, VehicleType Type>
989 struct SpecializedVehicle : public Vehicle {
990 static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type
992 typedef SpecializedVehicle<T, Type> SpecializedVehicleBase; ///< Our type
995 * Set vehicle type correctly
997 inline SpecializedVehicle<T, Type>() : Vehicle(Type) { }
1000 * Get the first vehicle in the chain
1001 * @return first vehicle in the chain
1003 inline T *First() const { return (T *)this->Vehicle::First(); }
1006 * Get the last vehicle in the chain
1007 * @return last vehicle in the chain
1009 inline T *Last() { return (T *)this->Vehicle::Last(); }
1012 * Get the last vehicle in the chain
1013 * @return last vehicle in the chain
1015 inline const T *Last() const { return (const T *)this->Vehicle::Last(); }
1018 * Get next vehicle in the chain
1019 * @return next vehicle in the chain
1021 inline T *Next() const { return (T *)this->Vehicle::Next(); }
1024 * Get previous vehicle in the chain
1025 * @return previous vehicle in the chain
1027 inline T *Previous() const { return (T *)this->Vehicle::Previous(); }
1030 * Get the next part of an articulated engine.
1031 * @return Next part of the articulated engine.
1032 * @pre The vehicle is an articulated engine.
1034 inline T *GetNextArticulatedPart() { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1037 * Get the next part of an articulated engine.
1038 * @return Next part of the articulated engine.
1039 * @pre The vehicle is an articulated engine.
1041 inline T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1044 * Get the first part of an articulated engine.
1045 * @return First part of the engine.
1047 inline T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
1050 * Get the first part of an articulated engine.
1051 * @return First part of the engine.
1053 inline const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
1056 * Get the last part of an articulated engine.
1057 * @return Last part of the engine.
1059 inline T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
1062 * Get the next real (non-articulated part) vehicle in the consist.
1063 * @return Next vehicle in the consist.
1065 inline T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }
1068 * Get the previous real (non-articulated part) vehicle in the consist.
1069 * @return Previous vehicle in the consist.
1071 inline T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }
1074 * Tests whether given index is a valid index for vehicle of this type
1075 * @param index tested index
1076 * @return is this index valid index of T?
1078 static inline bool IsValidID(size_t index)
1080 return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type;
1084 * Gets vehicle with given index
1085 * @return pointer to vehicle with given index casted to T *
1087 static inline T *Get(size_t index)
1089 return (T *)Vehicle::Get(index);
1093 * Returns vehicle if the index is a valid index for this vehicle type
1094 * @return pointer to vehicle with given index if it's a vehicle of this type
1096 static inline T *GetIfValid(size_t index)
1098 return IsValidID(index) ? Get(index) : NULL;
1102 * Converts a Vehicle to SpecializedVehicle with type checking.
1103 * @param v Vehicle pointer
1104 * @return pointer to SpecializedVehicle
1106 static inline T *From(Vehicle *v)
1108 assert(v->type == Type);
1109 return (T *)v;
1113 * Converts a const Vehicle to const SpecializedVehicle with type checking.
1114 * @param v Vehicle pointer
1115 * @return pointer to SpecializedVehicle
1117 static inline const T *From(const Vehicle *v)
1119 assert(v->type == Type);
1120 return (const T *)v;
1124 * Update vehicle sprite- and position caches
1125 * @param force_update Force updating the vehicle on the viewport.
1126 * @param update_delta Also update the delta?
1128 inline void UpdateViewport(bool force_update, bool update_delta)
1130 extern void VehicleUpdateViewport(Vehicle *v, bool dirty);
1132 /* Explicitly choose method to call to prevent vtable dereference -
1133 * it gives ~3% runtime improvements in games with many vehicles */
1134 if (update_delta) ((T *)this)->T::UpdateDeltaXY(this->direction);
1135 SpriteID old_image = this->cur_image;
1136 this->cur_image = ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP);
1137 if (force_update || this->cur_image != old_image) VehicleUpdateViewport(this, true);
1142 * Iterate over all vehicles of a particular type.
1143 * @param name The type of vehicle to iterate over.
1144 * @param var The variable used to iterate over.
1146 #define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
1149 * Disasters, like submarines, skyrangers and their shadows, belong to this class.
1151 struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
1152 SpriteID image_override; ///< Override for the default disaster vehicle sprite.
1153 VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
1155 /** We don't want GCC to zero our struct! It already is zeroed and has an index! */
1156 DisasterVehicle() : SpecializedVehicleBase() {}
1157 /** We want to 'destruct' the right class. */
1158 virtual ~DisasterVehicle() {}
1160 void UpdateDeltaXY(Direction direction);
1161 bool Tick();
1165 * Iterate over disaster vehicles.
1166 * @param var The variable used to iterate over.
1168 #define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
1170 /** Generates sequence of free UnitID numbers */
1171 struct FreeUnitIDGenerator {
1172 bool *cache; ///< array of occupied unit id numbers
1173 UnitID maxid; ///< maximum ID at the moment of constructor call
1174 UnitID curid; ///< last ID returned; 0 if none
1176 FreeUnitIDGenerator(VehicleType type, CompanyID owner);
1177 UnitID NextID();
1179 /** Releases allocated memory */
1180 ~FreeUnitIDGenerator() { free(this->cache); }
1183 /** Sentinel for an invalid coordinate. */
1184 static const int32 INVALID_COORD = 0x7fffffff;
1186 #endif /* VEHICLE_BASE_H */