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author | rubidium <rubidium@openttd.org> | 2007-12-27 13:35:39 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-12-27 13:35:39 +0000 |
commit | 384503e7d37f4b68c1480f6e6ca81adf84ef137d (patch) | |
tree | 7262db82a9e80413b5783b88be96602fdd29a485 /src/vehicle.h | |
parent | 4e66f5a04b3b1393a13fa81edfdd10243aaf13a4 (diff) | |
download | openttd-384503e7d37f4b68c1480f6e6ca81adf84ef137d.tar.xz |
(svn r11706) -Codechange: split vehicle.h and remove another bunch of useless includes.
Diffstat (limited to 'src/vehicle.h')
-rw-r--r-- | src/vehicle.h | 824 |
1 files changed, 0 insertions, 824 deletions
diff --git a/src/vehicle.h b/src/vehicle.h deleted file mode 100644 index 31f3dfa74..000000000 --- a/src/vehicle.h +++ /dev/null @@ -1,824 +0,0 @@ -/* $Id$ */ - -/** @vehicle.h */ - -#ifndef VEHICLE_H -#define VEHICLE_H - -#include "vehicle_type.h" -#include "track_type.h" -#include "rail_type.h" -#include "road_type.h" -#include "cargo_type.h" -#include "direction_type.h" -#include "window_type.h" -#include "gfx_type.h" -#include "command_type.h" -#include "date_type.h" -#include "oldpool.h" -#include "order.h" -#include "cargopacket.h" -#include "texteff.hpp" - -/** Road vehicle states */ -enum RoadVehicleStates { - /* - * Lower 4 bits are used for vehicle track direction. (Trackdirs) - * When in a road stop (bit 5 or bit 6 set) these bits give the - * track direction of the entry to the road stop. - * As the entry direction will always be a diagonal - * direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3 - * are needed to hold this direction. Bit 1 is then used to show - * that the vehicle is using the second road stop bay. - * Bit 2 is then used for drive-through stops to show the vehicle - * is stopping at this road stop. - */ - - /* Numeric values */ - RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot - RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge - - /* Bit numbers */ - RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop - RVS_IS_STOPPING = 2, ///< Only used for drive-through stops. Vehicle will stop here - RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data - RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop - RVS_IN_DT_ROAD_STOP = 6, ///< The vehicle is in a drive-through road stop - - /* Bit sets of the above specified bits */ - RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop - RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END, - RVSB_IN_DT_ROAD_STOP = 1 << RVS_IN_DT_ROAD_STOP, ///< The vehicle is in a drive-through road stop - RVSB_IN_DT_ROAD_STOP_END = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END, - - RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs - RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops -}; - -enum VehStatus { - VS_HIDDEN = 0x01, - VS_STOPPED = 0x02, - VS_UNCLICKABLE = 0x04, - VS_DEFPAL = 0x08, - VS_TRAIN_SLOWING = 0x10, - VS_SHADOW = 0x20, - VS_AIRCRAFT_BROKEN = 0x40, - VS_CRASHED = 0x80, -}; - -enum VehicleFlags { - VF_LOADING_FINISHED, - VF_CARGO_UNLOADING, - VF_BUILT_AS_PROTOTYPE, - VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet. - VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically. -}; - -/* Effect vehicle types */ -enum EffectVehicle { - EV_CHIMNEY_SMOKE = 0, - EV_STEAM_SMOKE = 1, - EV_DIESEL_SMOKE = 2, - EV_ELECTRIC_SPARK = 3, - EV_SMOKE = 4, - EV_EXPLOSION_LARGE = 5, - EV_BREAKDOWN_SMOKE = 6, - EV_EXPLOSION_SMALL = 7, - EV_BULLDOZER = 8, - EV_BUBBLE = 9 -}; - -struct VehicleRail { - uint16 last_speed; // NOSAVE: only used in UI - uint16 crash_anim_pos; - - /* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */ - uint16 cached_max_speed; // max speed of the consist. (minimum of the max speed of all vehicles in the consist) - uint32 cached_power; // total power of the consist. - uint8 cached_veh_length; // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback - uint16 cached_total_length; ///< Length of the whole train, valid only for first engine. - - /* cached values, recalculated when the cargo on a train changes (in addition to the conditions above) */ - uint32 cached_weight; // total weight of the consist. - uint32 cached_veh_weight; // weight of the vehicle. - uint32 cached_max_te; // max tractive effort of consist - /** - * Position/type of visual effect. - * bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear) - * bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric) - * bit 6 = disable visual effect. - * bit 7 = disable powered wagons. - */ - byte cached_vis_effect; - byte user_def_data; - - /* NOSAVE: for wagon override - id of the first engine in train - * 0xffff == not in train */ - EngineID first_engine; - - TrackBitsByte track; - byte force_proceed; - RailTypeByte railtype; - RailTypeMask compatible_railtypes; - - byte flags; - - /* Link between the two ends of a multiheaded engine */ - Vehicle *other_multiheaded_part; - - /* Cached wagon override spritegroup */ - const struct SpriteGroup *cached_override; -}; - -enum { - VRF_REVERSING = 0, - - /* used to calculate if train is going up or down */ - VRF_GOINGUP = 1, - VRF_GOINGDOWN = 2, - - /* used to store if a wagon is powered or not */ - VRF_POWEREDWAGON = 3, - - /* used to reverse the visible direction of the vehicle */ - VRF_REVERSE_DIRECTION = 4, - - /* used to mark train as lost because PF can't find the route */ - VRF_NO_PATH_TO_DESTINATION = 5, - - /* used to mark that electric train engine is allowed to run on normal rail */ - VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, -}; - -struct VehicleAir { - uint16 crashed_counter; - uint16 cached_max_speed; - byte pos; - byte previous_pos; - StationID targetairport; - byte state; -}; - -struct VehicleRoad { - byte state; ///< @see RoadVehicleStates - byte frame; - uint16 blocked_ctr; - byte overtaking; - byte overtaking_ctr; - uint16 crashed_ctr; - byte reverse_ctr; - struct RoadStop *slot; - byte slot_age; - EngineID first_engine; - byte cached_veh_length; - - RoadType roadtype; - RoadTypes compatible_roadtypes; -}; - -struct VehicleSpecial { - uint16 animation_state; - byte animation_substate; -}; - -struct VehicleDisaster { - uint16 image_override; - VehicleID big_ufo_destroyer_target; -}; - -struct VehicleShip { - TrackBitsByte state; -}; - -DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125) - -/* Some declarations of functions, so we can make them friendly */ -struct SaveLoad; -extern const SaveLoad *GetVehicleDescription(VehicleType vt); -extern void AfterLoadVehicles(); -struct LoadgameState; -extern bool LoadOldVehicle(LoadgameState *ls, int num); - -struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> { - VehicleTypeByte type; ///< Type of vehicle - byte subtype; // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes) - -private: - Vehicle *next; // pointer to the next vehicle in the chain - Vehicle *previous; // NOSAVE: pointer to the previous vehicle in the chain - Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain -public: - friend const SaveLoad *GetVehicleDescription(VehicleType vt); // So we can use private/protected variables in the saveload code - friend void AfterLoadVehicles(); // So we can set the previous and first pointers while loading - friend bool LoadOldVehicle(LoadgameState *ls, int num); // So we can set the proper next pointer while loading - - Vehicle *depot_list; // NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace - - StringID string_id; // Displayed string - - UnitID unitnumber; // unit number, for display purposes only - PlayerByte owner; // which player owns the vehicle? - - TileIndex tile; // Current tile index - TileIndex dest_tile; // Heading for this tile - - int32 x_pos; // coordinates - int32 y_pos; - byte z_pos; - DirectionByte direction; // facing - - byte spritenum; // currently displayed sprite index - // 0xfd == custom sprite, 0xfe == custom second head sprite - // 0xff == reserved for another custom sprite - uint16 cur_image; // sprite number for this vehicle - byte sprite_width; // width of vehicle sprite - byte sprite_height; // height of vehicle sprite - byte z_height; // z-height of vehicle sprite - int8 x_offs; // x offset for vehicle sprite - int8 y_offs; // y offset for vehicle sprite - EngineID engine_type; - - TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object - - /* for randomized variational spritegroups - * bitmask used to resolve them; parts of it get reseeded when triggers - * of corresponding spritegroups get matched */ - byte random_bits; - byte waiting_triggers; // triggers to be yet matched - - uint16 max_speed; // maximum speed - uint16 cur_speed; // current speed - byte subspeed; // fractional speed - byte acceleration; // used by train & aircraft - byte progress; - uint32 motion_counter; - - byte vehstatus; // Status - StationID last_station_visited; - - CargoID cargo_type; // type of cargo this vehicle is carrying - uint16 cargo_cap; // total capacity - byte cargo_subtype; ///< Used for livery refits (NewGRF variations) - CargoList cargo; ///< The cargo this vehicle is carrying - - - byte day_counter; // increased by one for each day - byte tick_counter; // increased by one for each tick - - /* Begin Order-stuff */ - Order current_order; ///< The current order (+ status, like: loading) - VehicleOrderID cur_order_index; ///< The index to the current order - - Order *orders; ///< Pointer to the first order for this vehicle - VehicleOrderID num_orders; ///< How many orders there are in the list - - Vehicle *next_shared; ///< If not NULL, this points to the next vehicle that shared the order - Vehicle *prev_shared; ///< If not NULL, this points to the prev vehicle that shared the order - /* End Order-stuff */ - - /* Boundaries for the current position in the world and a next hash link. - * NOSAVE: All of those can be updated with VehiclePositionChanged() */ - int32 left_coord; - int32 top_coord; - int32 right_coord; - int32 bottom_coord; - Vehicle *next_hash; - Vehicle *next_new_hash; - Vehicle **old_new_hash; - - /* Related to age and service time */ - Date age; // Age in days - Date max_age; // Maximum age - Date date_of_last_service; - Date service_interval; - uint16 reliability; - uint16 reliability_spd_dec; - byte breakdown_ctr; - byte breakdown_delay; - byte breakdowns_since_last_service; - byte breakdown_chance; - Year build_year; - - bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace - - uint16 load_unload_time_rem; - byte vehicle_flags; // Used for gradual loading and other miscellaneous things (@see VehicleFlags enum) - - Money profit_this_year; - Money profit_last_year; - Money value; - - GroupID group_id; ///< Index of group Pool array - - /* Used for timetabling. */ - uint32 current_order_time; ///< How many ticks have passed since this order started. - int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is. - - SpriteID colormap; // NOSAVE: cached color mapping - - union { - VehicleRail rail; - VehicleAir air; - VehicleRoad road; - VehicleSpecial special; - VehicleDisaster disaster; - VehicleShip ship; - } u; - - - /** - * Allocates a lot of vehicles. - * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only) - * @param num number of vehicles to allocate room for - * @return true if there is room to allocate all the vehicles - */ - static bool AllocateList(Vehicle **vl, int num); - - /** Create a new vehicle */ - Vehicle(); - - /** Destroy all stuff that (still) needs the virtual functions to work properly */ - void PreDestructor(); - /** We want to 'destruct' the right class. */ - virtual ~Vehicle(); - - void BeginLoading(); - void LeaveStation(); - - /** - * Handle the loading of the vehicle; when not it skips through dummy - * orders and does nothing in all other cases. - * @param mode is the non-first call for this vehicle in this tick? - */ - void HandleLoading(bool mode = false); - - /** - * Get a string 'representation' of the vehicle type. - * @return the string representation. - */ - virtual const char* GetTypeString() const { return "base vehicle"; } - - /** - * Marks the vehicles to be redrawn and updates cached variables - * - * This method marks the area of the vehicle on the screen as dirty. - * It can be use to repaint the vehicle. - * - * @ingroup dirty - */ - virtual void MarkDirty() {} - - /** - * Updates the x and y offsets and the size of the sprite used - * for this vehicle. - * @param direction the direction the vehicle is facing - */ - virtual void UpdateDeltaXY(Direction direction) {} - - /** - * Sets the expense type associated to this vehicle type - * @param income whether this is income or (running) expenses of the vehicle - */ - virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; } - - /** - * Invalidates the vehicle list window of this type of vehicle - */ - virtual WindowClass GetVehicleListWindowClass() const { return WC_NONE; } - - /** - * Play the sound associated with leaving the station - */ - virtual void PlayLeaveStationSound() const {} - - /** - * Whether this is the primary vehicle in the chain. - */ - virtual bool IsPrimaryVehicle() const { return false; } - - /** - * Gets the sprite to show for the given direction - * @param direction the direction the vehicle is facing - * @return the sprite for the given vehicle in the given direction - */ - virtual int GetImage(Direction direction) const { return 0; } - - /** - * Gets the speed in mph that can be sent into SetDParam for string processing. - * @return the vehicle's speed - */ - virtual int GetDisplaySpeed() const { return 0; } - - /** - * Gets the maximum speed in mph that can be sent into SetDParam for string processing. - * @return the vehicle's maximum speed - */ - virtual int GetDisplayMaxSpeed() const { return 0; } - - /** - * Gets the running cost of a vehicle - * @return the vehicle's running cost - */ - virtual Money GetRunningCost() const { return 0; } - - /** - * Check whether the vehicle is in the depot. - * @return true if and only if the vehicle is in the depot. - */ - virtual bool IsInDepot() const { return false; } - - /** - * Check whether the vehicle is in the depot *and* stopped. - * @return true if and only if the vehicle is in the depot and stopped. - */ - virtual bool IsStoppedInDepot() const { return this->IsInDepot() && (this->vehstatus & VS_STOPPED) != 0; } - - /** - * Calls the tick handler of the vehicle - */ - virtual void Tick() {}; - - /** - * Gets the running cost of a vehicle that can be sent into SetDParam for string processing. - * @return the vehicle's running cost - */ - Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); } - - /** - * Is this vehicle a valid vehicle? - * @return true if and only if the vehicle is valid. - */ - inline bool IsValid() const { return this->type != VEH_INVALID; } - - /** - * Set the next vehicle of this vehicle. - * @param next the next vehicle. NULL removes the next vehicle. - */ - void SetNext(Vehicle *next); - - /** - * Get the next vehicle of this vehicle. - * @note articulated parts are also counted as vehicles. - * @return the next vehicle or NULL when there isn't a next vehicle. - */ - inline Vehicle *Next() const { return this->next; } - - /** - * Get the previous vehicle of this vehicle. - * @note articulated parts are also counted as vehicles. - * @return the previous vehicle or NULL when there isn't a previous vehicle. - */ - inline Vehicle *Previous() const { return this->previous; } - - /** - * Get the first vehicle of this vehicle chain. - * @return the first vehicle of the chain. - */ - inline Vehicle *First() const { return this->first; } -}; - -/** - * This class 'wraps' Vehicle; you do not actually instantiate this class. - * You create a Vehicle using AllocateVehicle, so it is added to the pool - * and you reinitialize that to a Train using: - * v = new (v) Train(); - * - * As side-effect the vehicle type is set correctly. - * - * A special vehicle is one of the following: - * - smoke - * - electric sparks for trains - * - explosions - * - bulldozer (road works) - * - bubbles (industry) - */ -struct SpecialVehicle : public Vehicle { - /** Initializes the Vehicle to a special vehicle */ - SpecialVehicle() { this->type = VEH_SPECIAL; } - - /** We want to 'destruct' the right class. */ - virtual ~SpecialVehicle() {} - - const char *GetTypeString() const { return "special vehicle"; } - void UpdateDeltaXY(Direction direction); - void Tick(); -}; - -/** - * This class 'wraps' Vehicle; you do not actually instantiate this class. - * You create a Vehicle using AllocateVehicle, so it is added to the pool - * and you reinitialize that to a Train using: - * v = new (v) Train(); - * - * As side-effect the vehicle type is set correctly. - */ -struct DisasterVehicle : public Vehicle { - /** Initializes the Vehicle to a disaster vehicle */ - DisasterVehicle() { this->type = VEH_DISASTER; } - - /** We want to 'destruct' the right class. */ - virtual ~DisasterVehicle() {} - - const char *GetTypeString() const { return "disaster vehicle"; } - void UpdateDeltaXY(Direction direction); - void Tick(); -}; - -/** - * This class 'wraps' Vehicle; you do not actually instantiate this class. - * You create a Vehicle using AllocateVehicle, so it is added to the pool - * and you reinitialize that to a Train using: - * v = new (v) Train(); - * - * As side-effect the vehicle type is set correctly. - */ -struct InvalidVehicle : public Vehicle { - /** Initializes the Vehicle to a invalid vehicle */ - InvalidVehicle() { this->type = VEH_INVALID; } - - /** We want to 'destruct' the right class. */ - virtual ~InvalidVehicle() {} - - const char *GetTypeString() const { return "invalid vehicle"; } - void Tick() {} -}; - -#define is_custom_sprite(x) (x >= 0xFD) -#define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD) -#define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE) - -typedef void *VehicleFromPosProc(Vehicle *v, void *data); - -void VehicleServiceInDepot(Vehicle *v); -void VehiclePositionChanged(Vehicle *v); -Vehicle *GetLastVehicleInChain(Vehicle *v); -uint CountVehiclesInChain(const Vehicle *v); -bool IsEngineCountable(const Vehicle *v); -void DeleteVehicleChain(Vehicle *v); -void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc); -void *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc); -void CallVehicleTicks(); -Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z); -uint8 CalcPercentVehicleFilled(Vehicle *v, StringID *color); - -void InitializeTrains(); -byte VehicleRandomBits(); -void ResetVehiclePosHash(); -void ResetVehicleColorMap(); -void CheckVehicle32Day(Vehicle *v); - -bool CanRefitTo(EngineID engine_type, CargoID cid_to); -CargoID FindFirstRefittableCargo(EngineID engine_type); -CommandCost GetRefitCost(EngineID engine_type); - -void ViewportAddVehicles(DrawPixelInfo *dpi); - -SpriteID GetRotorImage(const Vehicle *v); - -Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type); -Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type); -Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type); - -uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y); - -StringID VehicleInTheWayErrMsg(const Vehicle* v); -Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed = false); -Vehicle *GetVehicleTunnelBridge(TileIndex tile, TileIndex endtile); - -bool UpdateSignalsOnSegment(TileIndex tile, DiagDirection direction); -void SetSignalsOnBothDir(TileIndex tile, byte track); - -Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y); - -void DecreaseVehicleValue(Vehicle *v); -void CheckVehicleBreakdown(Vehicle *v); -void AgeVehicle(Vehicle *v); -void VehicleEnteredDepotThisTick(Vehicle *v); - -void BeginVehicleMove(Vehicle *v); -void EndVehicleMove(Vehicle *v); - -UnitID GetFreeUnitNumber(VehicleType type); - -void TrainConsistChanged(Vehicle *v); -void TrainPowerChanged(Vehicle *v); -Money GetTrainRunningCost(const Vehicle *v); - -bool VehicleNeedsService(const Vehicle *v); - -uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type); -void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count); -CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id); -void VehicleEnterDepot(Vehicle *v); - -void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g); - -CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs); -bool CanBuildVehicleInfrastructure(VehicleType type); - -void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2); - -/* Flags to add to p2 for goto depot commands */ -/* Note: bits 8-10 are used for VLW flags */ -enum { - DEPOT_SERVICE = (1 << 0), // The vehicle will leave the depot right after arrival (serivce only) - DEPOT_MASS_SEND = (1 << 1), // Tells that it's a mass send to depot command (type in VLW flag) - DEPOT_DONT_CANCEL = (1 << 2), // Don't cancel current goto depot command if any - DEPOT_LOCATE_HANGAR = (1 << 3), // Find another airport if the target one lacks a hangar -}; - -struct GetNewVehiclePosResult { - int x, y; - TileIndex old_tile; - TileIndex new_tile; -}; - -/** - * Returns the Trackdir on which the vehicle is currently located. - * Works for trains and ships. - * Currently works only sortof for road vehicles, since they have a fuzzy - * concept of being "on" a trackdir. Dunno really what it returns for a road - * vehicle that is halfway a tile, never really understood that part. For road - * vehicles that are at the beginning or end of the tile, should just return - * the diagonal trackdir on which they are driving. I _think_. - * For other vehicles types, or vehicles with no clear trackdir (such as those - * in depots), returns 0xFF. - */ -Trackdir GetVehicleTrackdir(const Vehicle* v); - -/* returns true if staying in the same tile */ -GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v); -Direction GetDirectionTowards(const Vehicle *v, int x, int y); - -#define BEGIN_ENUM_WAGONS(v) do { -#define END_ENUM_WAGONS(v) } while ((v = v->Next()) != NULL); - -static inline VehicleID GetMaxVehicleIndex() -{ - /* TODO - This isn't the real content of the function, but - * with the new pool-system this will be replaced with one that - * _really_ returns the highest index. Now it just returns - * the next safe value we are sure about everything is below. - */ - return GetVehiclePoolSize() - 1; -} - -static inline uint GetNumVehicles() -{ - return GetVehiclePoolSize(); -} - -static inline bool IsPlayerBuildableVehicleType(VehicleType type) -{ - switch (type) { - case VEH_TRAIN: - case VEH_ROAD: - case VEH_SHIP: - case VEH_AIRCRAFT: - return true; - - default: return false; - } -} - -static inline bool IsPlayerBuildableVehicleType(const Vehicle *v) -{ - return IsPlayerBuildableVehicleType(v->type); -} - -#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (v->IsValid()) -#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0) - -/** - * Check if an index is a vehicle-index (so between 0 and max-vehicles) - * @param index of the vehicle to query - * @return Returns true if the vehicle-id is in range - */ -static inline bool IsValidVehicleID(uint index) -{ - return index < GetVehiclePoolSize() && GetVehicle(index)->IsValid(); -} - -/* Returns order 'index' of a vehicle or NULL when it doesn't exists */ -static inline Order *GetVehicleOrder(const Vehicle *v, int index) -{ - Order *order = v->orders; - - if (index < 0) return NULL; - - while (order != NULL && index-- > 0) - order = order->next; - - return order; -} - -/** - * Returns the last order of a vehicle, or NULL if it doesn't exists - * @param v Vehicle to query - * @return last order of a vehicle, if available - */ -static inline Order *GetLastVehicleOrder(const Vehicle *v) -{ - Order *order = v->orders; - - if (order == NULL) return NULL; - - while (order->next != NULL) - order = order->next; - - return order; -} - -/** Get the first vehicle of a shared-list, so we only have to walk forwards - * @param v Vehicle to query - * @return first vehicle of a shared-list - */ -static inline Vehicle *GetFirstVehicleFromSharedList(const Vehicle *v) -{ - Vehicle *u = (Vehicle *)v; - while (u->prev_shared != NULL) u = u->prev_shared; - - return u; -} - -/* NOSAVE: Return values from various commands. */ -VARDEF VehicleID _new_vehicle_id; -VARDEF uint16 _returned_refit_capacity; - -static const VehicleID INVALID_VEHICLE = 0xFFFF; - -const struct Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v); - -/** - * Get the colour map for an engine. This used for unbuilt engines in the user interface. - * @param engine_type ID of engine - * @param player ID of player - * @return A ready-to-use palette modifier - */ -SpriteID GetEnginePalette(EngineID engine_type, PlayerID player); - -/** - * Get the colour map for a vehicle. - * @param v Vehicle to get colour map for - * @return A ready-to-use palette modifier - */ -SpriteID GetVehiclePalette(const Vehicle *v); - -/* A lot of code calls for the invalidation of the status bar, which is widget 5. - * Best is to have a virtual value for it when it needs to change again */ -#define STATUS_BAR 5 - -extern const uint32 _veh_build_proc_table[]; -extern const uint32 _veh_sell_proc_table[]; -extern const uint32 _veh_refit_proc_table[]; -extern const uint32 _send_to_depot_proc_table[]; - -/* Functions to find the right command for certain vehicle type */ -static inline uint32 GetCmdBuildVeh(VehicleType type) -{ - return _veh_build_proc_table[type]; -} - -static inline uint32 GetCmdBuildVeh(const Vehicle *v) -{ - return GetCmdBuildVeh(v->type); -} - -static inline uint32 GetCmdSellVeh(VehicleType type) -{ - return _veh_sell_proc_table[type]; -} - -static inline uint32 GetCmdSellVeh(const Vehicle *v) -{ - return GetCmdSellVeh(v->type); -} - -static inline uint32 GetCmdRefitVeh(VehicleType type) -{ - return _veh_refit_proc_table[type]; -} - -static inline uint32 GetCmdRefitVeh(const Vehicle *v) -{ - return GetCmdRefitVeh(v->type); -} - -static inline uint32 GetCmdSendToDepot(VehicleType type) -{ - return _send_to_depot_proc_table[type]; -} - -static inline uint32 GetCmdSendToDepot(const Vehicle *v) -{ - return GetCmdSendToDepot(v->type); -} - -bool EnsureNoVehicleOnGround(TileIndex tile); - -/* This one is not used anymore. */ -VARDEF VehicleID _vehicle_id_ctr_day; -VARDEF Vehicle *_place_clicked_vehicle; - - -#endif /* VEHICLE_H */ |