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author | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
commit | 66bbf336c6af7353ef0aeed58002c46543b30635 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /src/vehicle.h | |
parent | ccc0a3f4dbf58c005b22341ac8874252924690cd (diff) | |
download | openttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz |
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'src/vehicle.h')
-rw-r--r-- | src/vehicle.h | 484 |
1 files changed, 484 insertions, 0 deletions
diff --git a/src/vehicle.h b/src/vehicle.h new file mode 100644 index 000000000..10ca04903 --- /dev/null +++ b/src/vehicle.h @@ -0,0 +1,484 @@ +/* $Id$ */ + +#ifndef VEHICLE_H +#define VEHICLE_H + +#include "oldpool.h" +#include "order.h" +#include "rail.h" + +enum { + VEH_Invalid = 0x00, + VEH_Train = 0x10, + VEH_Road = 0x11, + VEH_Ship = 0x12, + VEH_Aircraft = 0x13, + VEH_Special = 0x14, + VEH_Disaster = 0x15, +} ; + +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 LoadStatus { + LS_LOADING_FINISHED, + LS_CARGO_UNLOADING, + LS_CARGO_PAID_FOR, +}; + +/* Effect vehicle types */ +typedef 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 +} EffectVehicle; + +typedef struct VehicleRail { + uint16 last_speed; // NOSAVE: only used in UI + uint16 crash_anim_pos; + uint16 days_since_order_progr; + + // 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; + + // NOSAVE: for wagon override - id of the first engine in train + // 0xffff == not in train + EngineID first_engine; + + byte track; + byte force_proceed; + byte railtype; + RailTypeMask compatible_railtypes; + + byte flags; + + // Link between the two ends of a multiheaded engine + Vehicle *other_multiheaded_part; +} VehicleRail; + +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, +}; + +typedef struct VehicleAir { + uint16 crashed_counter; + byte pos; + byte previous_pos; + StationID targetairport; + byte state; +} VehicleAir; + +typedef struct VehicleRoad { + byte state; + byte frame; + uint16 blocked_ctr; + byte overtaking; + byte overtaking_ctr; + uint16 crashed_ctr; + byte reverse_ctr; + struct RoadStop *slot; + byte slot_age; +} VehicleRoad; + +typedef struct VehicleSpecial { + uint16 unk0; + byte unk2; +} VehicleSpecial; + +typedef struct VehicleDisaster { + uint16 image_override; + uint16 unk2; +} VehicleDisaster; + +typedef struct VehicleShip { + byte state; +} VehicleShip; + + +struct Vehicle { + byte type; // type, ie roadven,train,ship,aircraft,special + byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes) + + VehicleID index; // NOSAVE: Index in vehicle array + + Vehicle *next; // next + Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain + 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 + PlayerID 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; + byte 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; + + // 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 + byte cargo_days; // how many days have the pieces been in transit + StationID cargo_source; // source of cargo + uint16 cargo_cap; // total capacity + uint16 cargo_count; // how many pieces are used + byte cargo_subtype; ///< Used for livery refits (NewGRF variations) + + 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; + VehicleID next_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 load_status; + + int32 profit_this_year; + int32 profit_last_year; + uint32 value; + + union { + VehicleRail rail; + VehicleAir air; + VehicleRoad road; + VehicleSpecial special; + VehicleDisaster disaster; + VehicleShip ship; + } u; +}; + +#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); +Vehicle *AllocateVehicle(void); +bool AllocateVehicles(Vehicle **vl, int num); +Vehicle *ForceAllocateVehicle(void); +Vehicle *ForceAllocateSpecialVehicle(void); +void VehiclePositionChanged(Vehicle *v); +void AfterLoadVehicles(void); +Vehicle *GetLastVehicleInChain(Vehicle *v); +Vehicle *GetPrevVehicleInChain(const Vehicle *v); +Vehicle *GetFirstVehicleInChain(const 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 CallVehicleTicks(void); +Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z); + +void InitializeTrains(void); +byte VehicleRandomBits(void); +void ResetVehiclePosHash(void); + +bool CanFillVehicle(Vehicle *v); +bool CanRefitTo(EngineID engine_type, CargoID cid_to); +CargoID FindFirstRefittableCargo(EngineID engine_type); +int32 GetRefitCost(EngineID engine_type); + +void ViewportAddVehicles(DrawPixelInfo *dpi); + +/* train_cmd.h */ +int GetTrainImage(const Vehicle* v, Direction direction); +int GetAircraftImage(const Vehicle* v, Direction direction); +int GetRoadVehImage(const Vehicle* v, Direction direction); +int GetShipImage(const Vehicle* v, Direction direction); + +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 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); + +void ShowAircraftViewWindow(const Vehicle* v); + +UnitID GetFreeUnitNumber(byte type); + +int LoadUnloadVehicle(Vehicle *v, bool just_arrived); + +void TrainConsistChanged(Vehicle *v); +void TrainPowerChanged(Vehicle *v); +int32 GetTrainRunningCost(const Vehicle *v); + +int CheckTrainStoppedInDepot(const Vehicle *v); + +bool VehicleNeedsService(const Vehicle *v); + +uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, byte type, PlayerID owner, StationID station, OrderID order, uint16 depot_airport_index, uint16 window_type); +void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count); +int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id); +bool IsVehicleInDepot(const Vehicle *v); +void VehicleEnterDepot(Vehicle *v); + +/* 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 +}; + +typedef struct GetNewVehiclePosResult { + int x,y; + TileIndex old_tile; + TileIndex new_tile; +} GetNewVehiclePosResult; + +/** + * 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 */ +bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp); +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); + +DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125) + +static inline VehicleID GetMaxVehicleIndex(void) +{ + /* 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(void) +{ + return GetVehiclePoolSize(); +} + +/** + * Check if a Vehicle really exists. + */ +static inline bool IsValidVehicle(const Vehicle *v) +{ + return v->type != 0; +} + +void DestroyVehicle(Vehicle *v); + +static inline void DeleteVehicle(Vehicle *v) +{ + DestroyVehicle(v); + v->type = 0; +} + +#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v)) +#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) + * + * @return Returns true if the vehicle-id is in range + */ +static inline bool IsValidVehicleID(uint index) +{ + return index < GetVehiclePoolSize() && IsValidVehicle(GetVehicle(index)); +} + +/* 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 */ +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 */ +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; + +enum { + INVALID_VEHICLE = 0xFFFF, +}; + +/** + * 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 + */ +PalSpriteID 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 + */ +PalSpriteID 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 _send_to_depot_proc_table[]; +#define CMD_SEND_TO_DEPOT(x) _send_to_depot_proc_table[ x - VEH_Train] + +#endif /* VEHICLE_H */ |