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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /vehicle.h
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-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 'vehicle.h')
-rw-r--r--vehicle.h484
1 files changed, 0 insertions, 484 deletions
diff --git a/vehicle.h b/vehicle.h
deleted file mode 100644
index 10ca04903..000000000
--- a/vehicle.h
+++ /dev/null
@@ -1,484 +0,0 @@
-/* $Id$ */
-
-#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 */