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authorrubidium <rubidium@openttd.org>2007-12-27 13:35:39 +0000
committerrubidium <rubidium@openttd.org>2007-12-27 13:35:39 +0000
commit384503e7d37f4b68c1480f6e6ca81adf84ef137d (patch)
tree7262db82a9e80413b5783b88be96602fdd29a485 /src/vehicle_base.h
parent4e66f5a04b3b1393a13fa81edfdd10243aaf13a4 (diff)
downloadopenttd-384503e7d37f4b68c1480f6e6ca81adf84ef137d.tar.xz
(svn r11706) -Codechange: split vehicle.h and remove another bunch of useless includes.
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diff --git a/src/vehicle_base.h b/src/vehicle_base.h
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+/* $Id$ */
+
+/** @file vehicle_base.h Base class for all vehicles. */
+
+#ifndef VEHICLE_BASE_H
+#define VEHICLE_BASE_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.
+};
+
+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>, BaseVehicle {
+ 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); }
+
+ /**
+ * 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 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();
+}
+
+#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;
+}
+
+/**
+ * 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);
+
+void CheckVehicle32Day(Vehicle *v);
+
+#endif /* VEHICLE_BASE_H */