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+/* $Id$ */
+
+#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 */