/* $Id$ */ /** @file vehicle.cpp Base implementations of all vehicles. */ #include "stdafx.h" #include "gui.h" #include "openttd.h" #include "debug.h" #include "roadveh.h" #include "ship.h" #include "spritecache.h" #include "landscape.h" #include "timetable.h" #include "viewport_func.h" #include "news_func.h" #include "command_func.h" #include "company_func.h" #include "vehicle_gui.h" #include "train.h" #include "aircraft.h" #include "newgrf_engine.h" #include "newgrf_sound.h" #include "newgrf_station.h" #include "group.h" #include "group_gui.h" #include "strings_func.h" #include "zoom_func.h" #include "functions.h" #include "date_func.h" #include "window_func.h" #include "vehicle_func.h" #include "autoreplace_func.h" #include "autoreplace_gui.h" #include "oldpool_func.h" #include "ai/ai.hpp" #include "core/smallmap_type.hpp" #include "depot_func.h" #include "settings_type.h" #include "network/network.h" #include "table/sprites.h" #include "table/strings.h" #define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6)) VehicleID _vehicle_id_ctr_day; const Vehicle *_place_clicked_vehicle; VehicleID _new_vehicle_id; uint16 _returned_refit_capacity; /* Initialize the vehicle-pool */ DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle) /** Function to tell if a vehicle needs to be autorenewed * @param *c The vehicle owner * @return true if the vehicle is old enough for replacement */ bool Vehicle::NeedsAutorenewing(const Company *c) const { /* We can always generate the Company pointer when we have the vehicle. * However this takes time and since the Company pointer is often present * when this function is called then it's faster to pass the pointer as an * argument rather than finding it again. */ assert(c == GetCompany(this->owner)); if (!c->engine_renew) return false; if (this->age - this->max_age < (c->engine_renew_months * 30)) return false; if (this->age == 0) return false; // rail cars don't age and lacks a max age return true; } void VehicleServiceInDepot(Vehicle *v) { v->date_of_last_service = _date; v->breakdowns_since_last_service = 0; v->reliability = GetEngine(v->engine_type)->reliability; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated } bool Vehicle::NeedsServicing() const { if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false; if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) { /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off. * Note: If servicing is enabled, we postpone replacement till next service. */ return EngineHasReplacementForCompany(GetCompany(this->owner), this->engine_type, this->group_id); } return _settings_game.vehicle.servint_ispercent ? (this->reliability < GetEngine(this->engine_type)->reliability * (100 - this->service_interval) / 100) : (this->date_of_last_service + this->service_interval < _date); } bool Vehicle::NeedsAutomaticServicing() const { if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false; if (this->current_order.IsType(OT_LOADING)) return false; if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false; return NeedsServicing(); } /** * Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking. * @param engine The engine that caused the problem * @param part1 Part 1 of the error message, taking the grfname as parameter 1 * @param part2 Part 2 of the error message, taking the engine as parameter 2 * @param bug_type Flag to check and set in grfconfig * @param critical Shall the "OpenTTD might crash"-message be shown when the player tries to unpause? */ void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical) { const Engine *e = GetEngine(engine); uint32 grfid = e->grffile->grfid; GRFConfig *grfconfig = GetGRFConfig(grfid); if (!HasBit(grfconfig->grf_bugs, bug_type)) { SetBit(grfconfig->grf_bugs, bug_type); SetDParamStr(0, grfconfig->name); SetDParam(1, engine); ShowErrorMessage(part2, part1, 0, 0); if (!_networking) _pause_game = (critical ? -1 : 1); } /* debug output */ char buffer[512]; SetDParamStr(0, grfconfig->name); GetString(buffer, part1, lastof(buffer)); DEBUG(grf, 0, "%s", buffer + 3); SetDParam(1, engine); GetString(buffer, part2, lastof(buffer)); DEBUG(grf, 0, "%s", buffer + 3); } StringID VehicleInTheWayErrMsg(const Vehicle *v) { switch (v->type) { case VEH_TRAIN: return STR_8803_TRAIN_IN_THE_WAY; case VEH_ROAD: return STR_9000_ROAD_VEHICLE_IN_THE_WAY; case VEH_AIRCRAFT: return STR_A015_AIRCRAFT_IN_THE_WAY; default: return STR_980E_SHIP_IN_THE_WAY; } } static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data) { byte z = *(byte*)data; if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL; if (v->z_pos > z) return NULL; _error_message = VehicleInTheWayErrMsg(v); return v; } bool EnsureNoVehicleOnGround(TileIndex tile) { byte z = GetTileMaxZ(tile); return !HasVehicleOnPos(tile, &z, &EnsureNoVehicleProcZ); } /** Procedure called for every vehicle found in tunnel/bridge in the hash map */ static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data) { if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL; if (v == (const Vehicle *)data) return NULL; _error_message = VehicleInTheWayErrMsg(v); return v; } /** * Finds vehicle in tunnel / bridge * @param tile first end * @param endtile second end * @param ignore Ignore this vehicle when searching * @return true if the bridge has a vehicle */ bool HasVehicleOnTunnelBridge(TileIndex tile, TileIndex endtile, const Vehicle *ignore) { return HasVehicleOnPos(tile, (void *)ignore, &GetVehicleTunnelBridgeProc) || HasVehicleOnPos(endtile, (void *)ignore, &GetVehicleTunnelBridgeProc); } Vehicle::Vehicle() { this->type = VEH_INVALID; this->coord.left = INVALID_COORD; this->group_id = DEFAULT_GROUP; this->fill_percent_te_id = INVALID_TE_ID; this->first = this; this->colourmap = PAL_NONE; } /** * Get a value for a vehicle's random_bits. * @return A random value from 0 to 255. */ byte VehicleRandomBits() { return GB(Random(), 0, 8); } /* static */ bool Vehicle::AllocateList(Vehicle **vl, int num) { if (!Vehicle::CanAllocateItem(num)) return false; if (vl == NULL) return true; uint counter = _Vehicle_pool.first_free_index; for (int i = 0; i != num; i++) { vl[i] = new (AllocateRaw(counter)) InvalidVehicle(); counter++; } return true; } /* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash * lookup times at the expense of memory usage. */ const int HASH_BITS = 7; const int HASH_SIZE = 1 << HASH_BITS; const int HASH_MASK = HASH_SIZE - 1; const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2); const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1; /* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc. * Profiling results show that 0 is fastest. */ const int HASH_RES = 0; static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE]; static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc, bool find_first) { for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) { for (int x = xl; ; x = (x + 1) & HASH_MASK) { Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK]; for (; v != NULL; v = v->next_new_hash) { Vehicle *a = proc(v, data); if (find_first && a != NULL) return a; } if (x == xu) break; } if (y == yu) break; } return NULL; } /** * Helper function for FindVehicleOnPos/HasVehicleOnPos. * @note Do not call this function directly! * @param x The X location on the map * @param y The Y location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @param find_first Whether to return on the first found or iterate over * all vehicles * @return the best matching or first vehicle (depending on find_first). */ static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first) { const int COLL_DIST = 6; /* Hash area to scan is from xl,yl to xu,yu */ int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS); int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS); int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS; int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS; return VehicleFromHash(xl, yl, xu, yu, data, proc, find_first); } /** * Find a vehicle from a specific location. It will call proc for ALL vehicles * on the tile and YOU must make SURE that the "best one" is stored in the * data value and is ALWAYS the same regardless of the order of the vehicles * where proc was called on! * When you fail to do this properly you create an almost untraceable DESYNC! * @note The return value of proc will be ignored. * @note Use this when you have the intention that all vehicles * should be iterated over. * @param x The X location on the map * @param y The Y location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". */ void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc) { VehicleFromPosXY(x, y, data, proc, false); } /** * Checks whether a vehicle in on a specific location. It will call proc for * vehicles until it returns non-NULL. * @note Use FindVehicleOnPosXY when you have the intention that all vehicles * should be iterated over. * @param x The X location on the map * @param y The Y location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @return True if proc returned non-NULL. */ bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc) { return VehicleFromPosXY(x, y, data, proc, true) != NULL; } /** * Helper function for FindVehicleOnPos/HasVehicleOnPos. * @note Do not call this function directly! * @param tile The location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @param find_first Whether to return on the first found or iterate over * all vehicles * @return the best matching or first vehicle (depending on find_first). */ static Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc, bool find_first) { int x = GB(TileX(tile), HASH_RES, HASH_BITS); int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS; Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK]; for (; v != NULL; v = v->next_new_hash) { if (v->tile != tile) continue; Vehicle *a = proc(v, data); if (find_first && a != NULL) return a; } return NULL; } /** * Find a vehicle from a specific location. It will call proc for ALL vehicles * on the tile and YOU must make SURE that the "best one" is stored in the * data value and is ALWAYS the same regardless of the order of the vehicles * where proc was called on! * When you fail to do this properly you create an almost untraceable DESYNC! * @note The return value of proc will be ignored. * @note Use this when you have the intention that all vehicles * should be iterated over. * @param tile The location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". */ void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc) { VehicleFromPos(tile, data, proc, false); } /** * Checks whether a vehicle in on a specific location. It will call proc for * vehicles until it returns non-NULL. * @note Use FindVehicleOnPos when you have the intention that all vehicles * should be iterated over. * @param tile The location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @return True if proc returned non-NULL. */ bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc) { return VehicleFromPos(tile, data, proc, true) != NULL; } static void UpdateNewVehiclePosHash(Vehicle *v, bool remove) { Vehicle **old_hash = v->old_new_hash; Vehicle **new_hash; if (remove) { new_hash = NULL; } else { int x = GB(TileX(v->tile), HASH_RES, HASH_BITS); int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS; new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK]; } if (old_hash == new_hash) return; /* Remove from the old position in the hash table */ if (old_hash != NULL) { Vehicle *last = NULL; Vehicle *u = *old_hash; while (u != v) { last = u; u = u->next_new_hash; assert(u != NULL); } if (last == NULL) { *old_hash = v->next_new_hash; } else { last->next_new_hash = v->next_new_hash; } } /* Insert vehicle at beginning of the new position in the hash table */ if (new_hash != NULL) { v->next_new_hash = *new_hash; *new_hash = v; assert(v != v->next_new_hash); } /* Remember current hash position */ v->old_new_hash = new_hash; } static Vehicle *_vehicle_position_hash[0x1000]; static void UpdateVehiclePosHash(Vehicle *v, int x, int y) { UpdateNewVehiclePosHash(v, x == INVALID_COORD); Vehicle **old_hash, **new_hash; int old_x = v->coord.left; int old_y = v->coord.top; new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x, y)]; old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)]; if (old_hash == new_hash) return; /* remove from hash table? */ if (old_hash != NULL) { Vehicle *last = NULL; Vehicle *u = *old_hash; while (u != v) { last = u; u = u->next_hash; assert(u != NULL); } if (last == NULL) { *old_hash = v->next_hash; } else { last->next_hash = v->next_hash; } } /* insert into hash table? */ if (new_hash != NULL) { v->next_hash = *new_hash; *new_hash = v; } } void ResetVehiclePosHash() { Vehicle *v; FOR_ALL_VEHICLES(v) { v->old_new_hash = NULL; } memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash)); memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash)); } void ResetVehicleColourMap() { Vehicle *v; FOR_ALL_VEHICLES(v) { v->colourmap = PAL_NONE; } } /** * List of vehicles that should check for autoreplace this tick. * Mapping of vehicle -> leave depot immediatelly after autoreplace. */ typedef SmallMap AutoreplaceMap; static AutoreplaceMap _vehicles_to_autoreplace; void InitializeVehicles() { _Vehicle_pool.CleanPool(); _Vehicle_pool.AddBlockToPool(); _vehicles_to_autoreplace.Reset(); ResetVehiclePosHash(); } Vehicle *GetLastVehicleInChain(Vehicle *v) { while (v->Next() != NULL) v = v->Next(); return v; } const Vehicle *GetLastVehicleInChain(const Vehicle *v) { while (v->Next() != NULL) v = v->Next(); return v; } uint CountVehiclesInChain(const Vehicle *v) { uint count = 0; do count++; while ((v = v->Next()) != NULL); return count; } /** Check if a vehicle is counted in num_engines in each company struct * @param *v Vehicle to test * @return true if the vehicle is counted in num_engines */ bool IsEngineCountable(const Vehicle *v) { switch (v->type) { case VEH_AIRCRAFT: return IsNormalAircraft(v); // don't count plane shadows and helicopter rotors case VEH_TRAIN: return !IsArticulatedPart(v) && // tenders and other articulated parts !IsRearDualheaded(v); // rear parts of multiheaded engines case VEH_ROAD: return IsRoadVehFront(v); case VEH_SHIP: return true; default: return false; // Only count company buildable vehicles } } void Vehicle::PreDestructor() { if (CleaningPool()) return; if (IsValidStationID(this->last_station_visited)) { GetStation(this->last_station_visited)->loading_vehicles.remove(this); HideFillingPercent(&this->fill_percent_te_id); } if (IsEngineCountable(this)) { GetCompany(this->owner)->num_engines[this->engine_type]--; if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id); DeleteGroupHighlightOfVehicle(this); if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--; if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id); } if (this->type == VEH_ROAD) ClearSlot(this); if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) { Station *st = GetTargetAirportIfValid(this); if (st != NULL) { const AirportFTA *layout = st->Airport()->layout; CLRBITS(st->airport_flags, layout[this->u.air.previous_pos].block | layout[this->u.air.pos].block); } } if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) { InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile); } if (this->IsPrimaryVehicle()) { DeleteWindowById(WC_VEHICLE_VIEW, this->index); DeleteWindowById(WC_VEHICLE_ORDERS, this->index); DeleteWindowById(WC_VEHICLE_REFIT, this->index); DeleteWindowById(WC_VEHICLE_DETAILS, this->index); DeleteWindowById(WC_VEHICLE_TIMETABLE, this->index); InvalidateWindow(WC_COMPANY, this->owner); } InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0); this->cargo.Truncate(0); DeleteVehicleOrders(this); DeleteDepotHighlightOfVehicle(this); extern void StopGlobalFollowVehicle(const Vehicle *v); StopGlobalFollowVehicle(this); } Vehicle::~Vehicle() { free(this->name); if (CleaningPool()) return; /* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles, * it may happen that vehicle chain is deleted when visible */ if (!(this->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(this); Vehicle *v = this->Next(); this->SetNext(NULL); delete v; UpdateVehiclePosHash(this, INVALID_COORD, 0); this->next_hash = NULL; this->next_new_hash = NULL; DeleteVehicleNews(this->index, INVALID_STRING_ID); this->type = VEH_INVALID; } /** Adds a vehicle to the list of vehicles, that visited a depot this tick * @param *v vehicle to add */ void VehicleEnteredDepotThisTick(Vehicle *v) { /* Vehicle should stop in the depot if it was in 'stopping' state or * when the vehicle is ordered to halt in the depot. */ _vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED) && (!v->current_order.IsType(OT_GOTO_DEPOT) || !(v->current_order.GetDepotActionType() & ODATFB_HALT)); /* We ALWAYS set the stopped state. Even when the vehicle does not plan on * stopping in the depot, so we stop it to ensure that it will not reserve * the path out of the depot before we might autoreplace it to a different * engine. The new engine would not own the reserved path we store that we * stopped the vehicle, so autoreplace can start it again */ v->vehstatus |= VS_STOPPED; } void CallVehicleTicks() { _vehicles_to_autoreplace.Clear(); Station *st; FOR_ALL_STATIONS(st) LoadUnloadStation(st); Vehicle *v; FOR_ALL_VEHICLES(v) { v->Tick(); switch (v->type) { default: break; case VEH_TRAIN: case VEH_ROAD: case VEH_AIRCRAFT: case VEH_SHIP: if (v->type == VEH_TRAIN && IsTrainWagon(v)) continue; if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue; if (v->type == VEH_ROAD && !IsRoadVehFront(v)) continue; v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : v->cur_speed; /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */ if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING); /* Play an alterate running sound every 16 ticks */ if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16); } } for (AutoreplaceMap::iterator it = _vehicles_to_autoreplace.Begin(); it != _vehicles_to_autoreplace.End(); it++) { v = it->first; /* Autoreplace needs the current company set as the vehicle owner */ _current_company = v->owner; /* Start vehicle if we stopped them in VehicleEnteredDepotThisTick() * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that * they are already leaving the depot again before being replaced. */ if (it->second) v->vehstatus &= ~VS_STOPPED; /* Store the position of the effect as the vehicle pointer will become invalid later */ int x = v->x_pos; int y = v->y_pos; int z = v->z_pos; const Company *c = GetCompany(_current_company); SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->engine_renew_money)); CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE); SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->engine_renew_money)); if (!IsLocalCompany()) continue; if (res.Succeeded()) { ShowCostOrIncomeAnimation(x, y, z, res.GetCost()); continue; } StringID error_message = res.GetErrorMessage(); if (error_message == STR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue; if (error_message == STR_0003_NOT_ENOUGH_CASH_REQUIRES) error_message = STR_AUTOREPLACE_MONEY_LIMIT; StringID message; if (error_message == STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) { message = error_message; } else { message = STR_VEHICLE_AUTORENEW_FAILED; } SetDParam(0, v->index); SetDParam(1, error_message); AddNewsItem(message, NS_ADVICE, v->index, 0); } _current_company = OWNER_NONE; } /** Check if a given engine type can be refitted to a given cargo * @param engine_type Engine type to check * @param cid_to check refit to this cargo-type * @return true if it is possible, false otherwise */ bool CanRefitTo(EngineID engine_type, CargoID cid_to) { return HasBit(EngInfo(engine_type)->refit_mask, cid_to); } /** Find the first cargo type that an engine can be refitted to. * @param engine_type Which engine to find cargo for. * @return A climate dependent cargo type. CT_INVALID is returned if not refittable. */ CargoID FindFirstRefittableCargo(EngineID engine_type) { uint32 refit_mask = EngInfo(engine_type)->refit_mask; if (refit_mask != 0) { for (CargoID cid = 0; cid < NUM_CARGO; cid++) { if (HasBit(refit_mask, cid)) return cid; } } return CT_INVALID; } /** Learn the price of refitting a certain engine * @param engine_type Which engine to refit * @return Price for refitting */ CommandCost GetRefitCost(EngineID engine_type) { Money base_cost; ExpensesType expense_type; switch (GetEngine(engine_type)->type) { case VEH_SHIP: base_cost = _price.ship_base; expense_type = EXPENSES_SHIP_RUN; break; case VEH_ROAD: base_cost = _price.roadveh_base; expense_type = EXPENSES_ROADVEH_RUN; break; case VEH_AIRCRAFT: base_cost = _price.aircraft_base; expense_type = EXPENSES_AIRCRAFT_RUN; break; case VEH_TRAIN: base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ? _price.build_railwagon : _price.build_railvehicle); expense_type = EXPENSES_TRAIN_RUN; break; default: NOT_REACHED(); } return CommandCost(expense_type, (EngInfo(engine_type)->refit_cost * base_cost) >> 10); } static void DoDrawVehicle(const Vehicle *v) { SpriteID image = v->cur_image; SpriteID pal = PAL_NONE; if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0); } void ViewportAddVehicles(DrawPixelInfo *dpi) { /* The bounding rectangle */ const int l = dpi->left; const int r = dpi->left + dpi->width; const int t = dpi->top; const int b = dpi->top + dpi->height; /* The hash area to scan */ int xl, xu, yl, yu; if (dpi->width + 70 < (1 << (7 + 6))) { xl = GB(l - 70, 7, 6); xu = GB(r, 7, 6); } else { /* scan whole hash row */ xl = 0; xu = 0x3F; } if (dpi->height + 70 < (1 << (6 + 6))) { yl = GB(t - 70, 6, 6) << 6; yu = GB(b, 6, 6) << 6; } else { /* scan whole column */ yl = 0; yu = 0x3F << 6; } for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) { for (int x = xl;; x = (x + 1) & 0x3F) { const Vehicle *v = _vehicle_position_hash[x + y]; // already masked & 0xFFF while (v != NULL) { if (!(v->vehstatus & VS_HIDDEN) && l <= v->coord.right && t <= v->coord.bottom && r >= v->coord.left && b >= v->coord.top) { DoDrawVehicle(v); } v = v->next_hash; } if (x == xu) break; } if (y == yu) break; } } Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y) { Vehicle *found = NULL, *v; uint dist, best_dist = UINT_MAX; if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL; x = ScaleByZoom(x, vp->zoom) + vp->virtual_left; y = ScaleByZoom(y, vp->zoom) + vp->virtual_top; FOR_ALL_VEHICLES(v) { if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 && x >= v->coord.left && x <= v->coord.right && y >= v->coord.top && y <= v->coord.bottom) { dist = max( abs(((v->coord.left + v->coord.right) >> 1) - x), abs(((v->coord.top + v->coord.bottom) >> 1) - y) ); if (dist < best_dist) { found = v; best_dist = dist; } } } return found; } void CheckVehicle32Day(Vehicle *v) { if ((v->day_counter & 0x1F) != 0) return; uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v); if (callback == CALLBACK_FAILED) return; if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10 if (HasBit(callback, 1)) v->colourmap = PAL_NONE; // Update colourmap via callback 2D } void DecreaseVehicleValue(Vehicle *v) { v->value -= v->value >> 8; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } static const byte _breakdown_chance[64] = { 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 13, 13, 14, 15, 16, 17, 19, 21, 25, 28, 31, 34, 37, 40, 44, 48, 52, 56, 60, 64, 68, 72, 80, 90, 100, 110, 120, 130, 140, 150, 170, 190, 210, 230, 250, 250, 250, }; void CheckVehicleBreakdown(Vehicle *v) { int rel, rel_old; /* decrease reliability */ v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0); if ((rel_old >> 8) != (rel >> 8)) InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED || _settings_game.difficulty.vehicle_breakdowns < 1 || v->cur_speed < 5 || _game_mode == GM_MENU) { return; } uint32 r = Random(); /* increase chance of failure */ int chance = v->breakdown_chance + 1; if (Chance16I(1, 25, r)) chance += 25; v->breakdown_chance = min(255, chance); /* calculate reliability value to use in comparison */ rel = v->reliability; if (v->type == VEH_SHIP) rel += 0x6666; /* reduced breakdowns? */ if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666; /* check if to break down */ if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) { v->breakdown_ctr = GB(r, 16, 6) + 0x3F; v->breakdown_delay = GB(r, 24, 7) + 0x80; v->breakdown_chance = 0; } } void AgeVehicle(Vehicle *v) { if (v->age < 65535) v->age++; int age = v->age - v->max_age; if (age == DAYS_IN_LEAP_YEAR * 0 || age == DAYS_IN_LEAP_YEAR * 1 || age == DAYS_IN_LEAP_YEAR * 2 || age == DAYS_IN_LEAP_YEAR * 3 || age == DAYS_IN_LEAP_YEAR * 4) { v->reliability_spd_dec <<= 1; } InvalidateWindow(WC_VEHICLE_DETAILS, v->index); /* Don't warn about non-primary or not ours vehicles */ if (v->Previous() != NULL || v->owner != _local_company) return; /* Don't warn if a renew is active */ if (GetCompany(v->owner)->engine_renew && GetEngine(v->engine_type)->company_avail != 0) return; StringID str; if (age == -DAYS_IN_LEAP_YEAR) { str = STR_01A0_IS_GETTING_OLD; } else if (age == 0) { str = STR_01A1_IS_GETTING_VERY_OLD; } else if (age > 0 && (age % DAYS_IN_LEAP_YEAR) == 0) { str = STR_01A2_IS_GETTING_VERY_OLD_AND; } else { return; } SetDParam(0, v->index); AddNewsItem(str, NS_ADVICE, v->index, 0); } /** * Calculates how full a vehicle is. * @param v The Vehicle to check. For trains, use the first engine. * @param colour The string to show depending on if we are unloading or loading * @return A percentage of how full the Vehicle is. */ uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour) { int count = 0; int max = 0; int cars = 0; int unloading = 0; bool loading = false; const Vehicle *u = v; const Station *st = v->last_station_visited != INVALID_STATION ? GetStation(v->last_station_visited) : NULL; /* Count up max and used */ for (; v != NULL; v = v->Next()) { count += v->cargo.Count(); max += v->cargo_cap; if (v->cargo_cap != 0 && colour != NULL) { unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0; loading |= !(u->current_order.GetUnloadType() & OUFB_UNLOAD) && st->goods[v->cargo_type].days_since_pickup != 255; cars++; } } if (colour != NULL) { if (unloading == 0 && loading) { *colour = STR_PERCENT_UP; } else if (cars == unloading || !loading) { *colour = STR_PERCENT_DOWN; } else { *colour = STR_PERCENT_UP_DOWN; } } /* Train without capacity */ if (max == 0) return 100; /* Return the percentage */ return (count * 100) / max; } void VehicleEnterDepot(Vehicle *v) { switch (v->type) { case VEH_TRAIN: InvalidateWindowClasses(WC_TRAINS_LIST); /* Clear path reservation */ SetDepotWaypointReservation(v->tile, false); if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile); if (!IsFrontEngine(v)) v = v->First(); UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner); v->load_unload_time_rem = 0; ClrBit(v->u.rail.flags, VRF_TOGGLE_REVERSE); TrainConsistChanged(v, true); break; case VEH_ROAD: InvalidateWindowClasses(WC_ROADVEH_LIST); if (!IsRoadVehFront(v)) v = v->First(); break; case VEH_SHIP: InvalidateWindowClasses(WC_SHIPS_LIST); v->u.ship.state = TRACK_BIT_DEPOT; RecalcShipStuff(v); break; case VEH_AIRCRAFT: InvalidateWindowClasses(WC_AIRCRAFT_LIST); HandleAircraftEnterHangar(v); break; default: NOT_REACHED(); } if (v->type != VEH_TRAIN) { /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters. * We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */ InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); v->vehstatus |= VS_HIDDEN; v->cur_speed = 0; VehicleServiceInDepot(v); TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT); if (v->current_order.IsType(OT_GOTO_DEPOT)) { InvalidateWindow(WC_VEHICLE_VIEW, v->index); Order t = v->current_order; v->current_order.MakeDummy(); if (t.IsRefit()) { _current_company = v->owner; CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v)); if (CmdFailed(cost)) { _vehicles_to_autoreplace[v] = false; if (v->owner == _local_company) { /* Notify the user that we stopped the vehicle */ SetDParam(0, v->index); AddNewsItem(STR_ORDER_REFIT_FAILED, NS_ADVICE, v->index, 0); } } else if (v->owner == _local_company && cost.GetCost() != 0) { ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost()); } } if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) { /* Part of orders */ UpdateVehicleTimetable(v, true); v->cur_order_index++; } if (t.GetDepotActionType() & ODATFB_HALT) { /* Force depot visit */ v->vehstatus |= VS_STOPPED; if (v->owner == _local_company) { StringID string; switch (v->type) { case VEH_TRAIN: string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break; case VEH_ROAD: string = STR_9016_ROAD_VEHICLE_IS_WAITING; break; case VEH_SHIP: string = STR_981C_SHIP_IS_WAITING_IN_DEPOT; break; case VEH_AIRCRAFT: string = STR_A014_AIRCRAFT_IS_WAITING_IN; break; default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning } SetDParam(0, v->index); AddNewsItem(string, NS_ADVICE, v->index, 0); } AI::NewEvent(v->owner, new AIEventVehicleWaitingInDepot(v->index)); } } } /** * Move a vehicle in the game state; that is moving it's position in * the position hashes and marking it's location in the viewport dirty * if requested. * @param v vehicle to move * @param update_viewport whether to dirty the viewport */ void VehicleMove(Vehicle *v, bool update_viewport) { int img = v->cur_image; Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos); const Sprite *spr = GetSprite(img, ST_NORMAL); pt.x += spr->x_offs; pt.y += spr->y_offs; UpdateVehiclePosHash(v, pt.x, pt.y); Rect old_coord = v->coord; v->coord.left = pt.x; v->coord.top = pt.y; v->coord.right = pt.x + spr->width + 2; v->coord.bottom = pt.y + spr->height + 2; if (update_viewport) { MarkAllViewportsDirty( min(old_coord.left, v->coord.left), min(old_coord.top, v->coord.top), max(old_coord.right, v->coord.right) + 1, max(old_coord.bottom, v->coord.bottom) + 1 ); } } /** * Marks viewports dirty where the vehicle's image is * In fact, it equals * BeginVehicleMove(v); EndVehicleMove(v); * @param v vehicle to mark dirty * @see BeginVehicleMove() * @see EndVehicleMove() */ void MarkSingleVehicleDirty(const Vehicle *v) { MarkAllViewportsDirty(v->coord.left, v->coord.top, v->coord.right + 1, v->coord.bottom + 1); } /** * Get position information of a vehicle when moving one pixel in the direction it is facing * @param v Vehicle to move * @return Position information after the move */ GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v) { static const int8 _delta_coord[16] = { -1,-1,-1, 0, 1, 1, 1, 0, /* x */ -1, 0, 1, 1, 1, 0,-1,-1, /* y */ }; int x = v->x_pos + _delta_coord[v->direction]; int y = v->y_pos + _delta_coord[v->direction + 8]; GetNewVehiclePosResult gp; gp.x = x; gp.y = y; gp.old_tile = v->tile; gp.new_tile = TileVirtXY(x, y); return gp; } static const Direction _new_direction_table[] = { DIR_N , DIR_NW, DIR_W , DIR_NE, DIR_SE, DIR_SW, DIR_E , DIR_SE, DIR_S }; Direction GetDirectionTowards(const Vehicle *v, int x, int y) { int i = 0; if (y >= v->y_pos) { if (y != v->y_pos) i += 3; i += 3; } if (x >= v->x_pos) { if (x != v->x_pos) i++; i++; } Direction dir = v->direction; DirDiff dirdiff = DirDifference(_new_direction_table[i], dir); if (dirdiff == DIRDIFF_SAME) return dir; return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT); } Trackdir GetVehicleTrackdir(const Vehicle *v) { if (v->vehstatus & VS_CRASHED) return INVALID_TRACKDIR; switch (v->type) { case VEH_TRAIN: if (v->u.rail.track == TRACK_BIT_DEPOT) // We'll assume the train is facing outwards return DiagDirToDiagTrackdir(GetRailDepotDirection(v->tile)); // Train in depot if (v->u.rail.track == TRACK_BIT_WORMHOLE) // train in tunnel or on bridge, so just use his direction and assume a diagonal track return DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); return TrackDirectionToTrackdir(FindFirstTrack(v->u.rail.track), v->direction); case VEH_SHIP: if (v->IsInDepot()) /* We'll assume the ship is facing outwards */ return DiagDirToDiagTrackdir(GetShipDepotDirection(v->tile)); if (v->u.ship.state == TRACK_BIT_WORMHOLE) // ship on aqueduct, so just use his direction and assume a diagonal track return DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); return TrackDirectionToTrackdir(FindFirstTrack(v->u.ship.state), v->direction); case VEH_ROAD: if (v->IsInDepot()) // We'll assume the road vehicle is facing outwards return DiagDirToDiagTrackdir(GetRoadDepotDirection(v->tile)); if (IsStandardRoadStopTile(v->tile)) // We'll assume the road vehicle is facing outwards return DiagDirToDiagTrackdir(GetRoadStopDir(v->tile)); // Road vehicle in a station if (IsDriveThroughStopTile(v->tile)) return DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); /* If vehicle's state is a valid track direction (vehicle is not turning around) return it */ if (!IsReversingRoadTrackdir((Trackdir)v->u.road.state)) return (Trackdir)v->u.road.state; /* Vehicle is turning around, get the direction from vehicle's direction */ return DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); /* case VEH_AIRCRAFT: case VEH_EFFECT: case VEH_DISASTER: */ default: return INVALID_TRACKDIR; } } /** * Call the tile callback function for a vehicle entering a tile * @param v Vehicle entering the tile * @param tile Tile entered * @param x X position * @param y Y position * @return Some meta-data over the to be entered tile. * @see VehicleEnterTileStatus to see what the bits in the return value mean. */ VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y) { return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y); } FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0) { /* Find maximum */ const Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == type && v->owner == owner) { this->maxid = max(this->maxid, v->unitnumber); } } if (this->maxid == 0) return; this->maxid++; // so there is space for last item (with v->unitnumber == maxid) this->maxid++; // this one will always be free (well, it will fail when there are 65535 units, so this overflows) this->cache = CallocT(this->maxid); /* Fill the cache */ FOR_ALL_VEHICLES(v) { if (v->type == type && v->owner == owner) { this->cache[v->unitnumber] = true; } } } UnitID FreeUnitIDGenerator::NextID() { if (this->maxid <= this->curid) return ++this->curid; while (this->cache[++this->curid]) { } // it will stop, we reserved more space than needed return this->curid; } UnitID GetFreeUnitNumber(VehicleType type) { FreeUnitIDGenerator gen(type, _current_company); return gen.NextID(); } /** * Check whether we can build infrastructure for the given * vehicle type. This to disable building stations etc. when * you are not allowed/able to have the vehicle type yet. * @param type the vehicle type to check this for * @return true if there is any reason why you may build * the infrastructure for the given vehicle type */ bool CanBuildVehicleInfrastructure(VehicleType type) { assert(IsCompanyBuildableVehicleType(type)); if (!IsValidCompanyID(_local_company)) return false; if (_settings_client.gui.always_build_infrastructure) return true; UnitID max; switch (type) { case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break; case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break; case VEH_SHIP: max = _settings_game.vehicle.max_ships; break; case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break; default: NOT_REACHED(); } /* We can build vehicle infrastructure when we may build the vehicle type */ if (max > 0) { /* Can we actually build the vehicle type? */ const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, type) { if (HasBit(e->company_avail, _local_company)) return true; } return false; } /* We should be able to build infrastructure when we have the actual vehicle type */ const Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->owner == _local_company && v->type == type) return true; } return false; } const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v) { const Company *c = GetCompany(company); LiveryScheme scheme = LS_DEFAULT; CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type; /* The default livery is always available for use, but its in_use flag determines * whether any _other_ liveries are in use. */ if (c->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && company == _local_company))) { /* Determine the livery scheme to use */ const Engine *e = GetEngine(engine_type); switch (e->type) { default: NOT_REACHED(); case VEH_TRAIN: { const RailVehicleInfo *rvi = RailVehInfo(engine_type); if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (IsArticulatedPart(v) && rvi->railveh_type != RAILVEH_WAGON))) { /* Wagonoverrides use the coloir scheme of the front engine. * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */ engine_type = parent_engine_type; e = GetEngine(engine_type); rvi = RailVehInfo(engine_type); /* Note: Luckily cargo_type is not needed for engines */ } if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType(); if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo if (rvi->railveh_type == RAILVEH_WAGON) { if (!GetCargo(cargo_type)->is_freight) { if (parent_engine_type == INVALID_ENGINE) { scheme = LS_PASSENGER_WAGON_STEAM; } else { switch (RailVehInfo(parent_engine_type)->engclass) { default: NOT_REACHED(); case EC_STEAM: scheme = LS_PASSENGER_WAGON_STEAM; break; case EC_DIESEL: scheme = LS_PASSENGER_WAGON_DIESEL; break; case EC_ELECTRIC: scheme = LS_PASSENGER_WAGON_ELECTRIC; break; case EC_MONORAIL: scheme = LS_PASSENGER_WAGON_MONORAIL; break; case EC_MAGLEV: scheme = LS_PASSENGER_WAGON_MAGLEV; break; } } } else { scheme = LS_FREIGHT_WAGON; } } else { bool is_mu = HasBit(EngInfo(engine_type)->misc_flags, EF_RAIL_IS_MU); switch (rvi->engclass) { default: NOT_REACHED(); case EC_STEAM: scheme = LS_STEAM; break; case EC_DIESEL: scheme = is_mu ? LS_DMU : LS_DIESEL; break; case EC_ELECTRIC: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break; case EC_MONORAIL: scheme = LS_MONORAIL; break; case EC_MAGLEV: scheme = LS_MAGLEV; break; } } break; } case VEH_ROAD: { /* Always use the livery of the front */ if (v != NULL && parent_engine_type != INVALID_ENGINE) { engine_type = parent_engine_type; e = GetEngine(engine_type); cargo_type = v->First()->cargo_type; } if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType(); if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo /* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */ if (HasBit(EngInfo(engine_type)->misc_flags, EF_ROAD_TRAM)) { /* Tram */ scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM; } else { /* Bus or truck */ scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK; } break; } case VEH_SHIP: { if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType(); if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP; break; } case VEH_AIRCRAFT: { switch (e->u.air.subtype) { case AIR_HELI: scheme = LS_HELICOPTER; break; case AIR_CTOL: scheme = LS_SMALL_PLANE; break; case AIR_CTOL | AIR_FAST: scheme = LS_LARGE_PLANE; break; } break; } } /* Switch back to the default scheme if the resolved scheme is not in use */ if (!c->livery[scheme].in_use) scheme = LS_DEFAULT; } return &c->livery[scheme]; } static SpriteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v) { SpriteID map = (v != NULL) ? v->colourmap : PAL_NONE; /* Return cached value if any */ if (map != PAL_NONE) return map; /* Check if we should use the colour map callback */ if (HasBit(EngInfo(engine_type)->callbackmask, CBM_VEHICLE_COLOUR_REMAP)) { uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v); /* A return value of 0xC000 is stated to "use the default two-colour * maps" which happens to be the failure action too... */ if (callback != CALLBACK_FAILED && callback != 0xC000) { map = GB(callback, 0, 14); /* If bit 14 is set, then the company colours are applied to the * map else it's returned as-is. */ if (!HasBit(callback, 14)) { /* Update cache */ if (v != NULL) ((Vehicle*)v)->colourmap = map; return map; } } } bool twocc = HasBit(EngInfo(engine_type)->misc_flags, EF_USES_2CC); if (map == PAL_NONE) map = twocc ? (SpriteID)SPR_2CCMAP_BASE : (SpriteID)PALETTE_RECOLOUR_START; const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v); map += livery->colour1; if (twocc) map += livery->colour2 * 16; /* Update cache */ if (v != NULL) ((Vehicle*)v)->colourmap = map; return map; } SpriteID GetEnginePalette(EngineID engine_type, CompanyID company) { return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL); } SpriteID GetVehiclePalette(const Vehicle *v) { if (v->type == VEH_TRAIN) { return GetEngineColourMap(v->engine_type, v->owner, v->u.rail.first_engine, v); } else if (v->type == VEH_ROAD) { return GetEngineColourMap(v->engine_type, v->owner, v->u.road.first_engine, v); } return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v); } void Vehicle::BeginLoading() { assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP); if (this->current_order.IsType(OT_GOTO_STATION) && this->current_order.GetDestination() == this->last_station_visited) { current_order.MakeLoading(true); UpdateVehicleTimetable(this, true); /* Furthermore add the Non Stop flag to mark that this station * is the actual destination of the vehicle, which is (for example) * necessary to be known for HandleTrainLoading to determine * whether the train is lost or not; not marking a train lost * that arrives at random stations is bad. */ this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION); } else { current_order.MakeLoading(false); } GetStation(this->last_station_visited)->loading_vehicles.push_back(this); VehiclePayment(this); InvalidateWindow(GetWindowClassForVehicleType(this->type), this->owner); InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DETAILS, this->index); InvalidateWindow(WC_STATION_VIEW, this->last_station_visited); GetStation(this->last_station_visited)->MarkTilesDirty(true); this->MarkDirty(); } void Vehicle::LeaveStation() { assert(current_order.IsType(OT_LOADING)); /* Only update the timetable if the vehicle was supposed to stop here. */ if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false); current_order.MakeLeaveStation(); Station *st = GetStation(this->last_station_visited); st->loading_vehicles.remove(this); HideFillingPercent(&this->fill_percent_te_id); if (this->type == VEH_TRAIN) { /* Trigger station animation (trains only) */ if (IsTileType(this->tile, MP_STATION)) StationAnimationTrigger(st, this->tile, STAT_ANIM_TRAIN_DEPARTS); /* Try to reserve a path when leaving the station as we * might not be marked as wanting a reservation, e.g. * when an overlength train gets turned around in a station. */ if (UpdateSignalsOnSegment(this->tile, TrackdirToExitdir(GetVehicleTrackdir(this)), this->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) { TryPathReserve(this, true, true); } } } void Vehicle::HandleLoading(bool mode) { switch (this->current_order.GetType()) { case OT_LOADING: { uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0); /* Not the first call for this tick, or still loading */ if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) || (_settings_game.order.timetabling && this->current_order_time < wait_time)) return; this->PlayLeaveStationSound(); bool at_destination_station = this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE; this->LeaveStation(); /* If this was not the final order, don't remove it from the list. */ if (!at_destination_station) return; break; } case OT_DUMMY: break; default: return; } this->cur_order_index++; InvalidateVehicleOrder(this, 0); } CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command) { if (!CheckOwnership(this->owner)) return CMD_ERROR; if (this->vehstatus & VS_CRASHED) return CMD_ERROR; if (this->IsStoppedInDepot()) return CMD_ERROR; if (this->current_order.IsType(OT_GOTO_DEPOT)) { bool halt_in_depot = this->current_order.GetDepotActionType() & ODATFB_HALT; if (!!(command & DEPOT_SERVICE) == halt_in_depot) { /* We called with a different DEPOT_SERVICE setting. * Now we change the setting to apply the new one and let the vehicle head for the same depot. * Note: the if is (true for requesting service == true for ordered to stop in depot) */ if (flags & DC_EXEC) { this->current_order.SetDepotOrderType(ODTF_MANUAL); this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT); InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); } return CommandCost(); } if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders if (flags & DC_EXEC) { /* If the orders to 'goto depot' are in the orders list (forced servicing), * then skip to the next order; effectively cancelling this forced service */ if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->cur_order_index++; this->current_order.MakeDummy(); InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); } return CommandCost(); } TileIndex location; DestinationID destination; bool reverse; static const StringID no_depot[] = {STR_883A_UNABLE_TO_FIND_ROUTE_TO, STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT, STR_981A_UNABLE_TO_FIND_LOCAL_DEPOT, STR_A012_CAN_T_SEND_AIRCRAFT_TO}; if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]); if (flags & DC_EXEC) { if (this->current_order.IsType(OT_LOADING)) this->LeaveStation(); this->dest_tile = location; this->current_order.MakeGoToDepot(destination, ODTF_MANUAL); if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT); InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); /* If there is no depot in front, reverse automatically (trains only) */ if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION); if (this->type == VEH_AIRCRAFT && this->u.air.state == FLYING && this->u.air.targetairport != destination) { /* The aircraft is now heading for a different hangar than the next in the orders */ extern void AircraftNextAirportPos_and_Order(Vehicle *v); AircraftNextAirportPos_and_Order(this); } } return CommandCost(); } void Vehicle::SetNext(Vehicle *next) { if (this->next != NULL) { /* We had an old next vehicle. Update the first and previous pointers */ for (Vehicle *v = this->next; v != NULL; v = v->Next()) { v->first = this->next; } this->next->previous = NULL; } this->next = next; if (this->next != NULL) { /* A new next vehicle. Update the first and previous pointers */ if (this->next->previous != NULL) this->next->previous->next = NULL; this->next->previous = this; for (Vehicle *v = this->next; v != NULL; v = v->Next()) { v->first = this->first; } } } void Vehicle::AddToShared(Vehicle *shared_chain) { assert(this->previous_shared == NULL && this->next_shared == NULL); if (!shared_chain->orders.list) { assert(shared_chain->previous_shared == NULL); assert(shared_chain->next_shared == NULL); this->orders.list = shared_chain->orders.list = new OrderList(NULL, shared_chain); } this->next_shared = shared_chain->next_shared; this->previous_shared = shared_chain; shared_chain->next_shared = this; if (this->next_shared != NULL) this->next_shared->previous_shared = this; shared_chain->orders.list->AddVehicle(this); } void Vehicle::RemoveFromShared() { /* Remember if we were first and the old window number before RemoveVehicle() * as this changes first if needed. */ bool were_first = (this->FirstShared() == this); uint32 old_window_number = (this->FirstShared()->index << 16) | (this->type << 11) | VLW_SHARED_ORDERS | this->owner; this->orders.list->RemoveVehicle(this); if (!were_first) { /* We are not the first shared one, so only relink our previous one. */ this->previous_shared->next_shared = this->NextShared(); } if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared; if (this->orders.list->GetNumVehicles() == 1) { /* When there is only one vehicle, remove the shared order list window. */ DeleteWindowById(GetWindowClassForVehicleType(this->type), old_window_number); InvalidateVehicleOrder(this->FirstShared(), 0); } else if (were_first) { /* If we were the first one, update to the new first one. * Note: FirstShared() is already the new first */ InvalidateWindowData(GetWindowClassForVehicleType(this->type), old_window_number, (this->FirstShared()->index << 16) | (1 << 15)); } this->next_shared = NULL; this->previous_shared = NULL; } void StopAllVehicles() { Vehicle *v; FOR_ALL_VEHICLES(v) { /* Code ripped from CmdStartStopTrain. Can't call it, because of * ownership problems, so we'll duplicate some code, for now */ v->vehstatus |= VS_STOPPED; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); } } void VehiclesYearlyLoop() { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->IsPrimaryVehicle()) { /* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */ Money profit = v->GetDisplayProfitThisYear(); if (v->age >= 730 && profit < 0) { if (_settings_client.gui.vehicle_income_warn && v->owner == _local_company) { SetDParam(0, v->index); SetDParam(1, profit); AddNewsItem( STR_VEHICLE_IS_UNPROFITABLE, NS_ADVICE, v->index, 0); } AI::NewEvent(v->owner, new AIEventVehicleUnprofitable(v->index)); } v->profit_last_year = v->profit_this_year; v->profit_this_year = 0; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } } /** * Can this station be used by the given engine type? * @param engine_type the type of vehicles to test * @param st the station to test for * @return true if and only if the vehicle of the type can use this station. * @note For road vehicles the Vehicle is needed to determine whether it can * use the station. This function will return true for road vehicles * when at least one of the facilities is available. */ bool CanVehicleUseStation(EngineID engine_type, const Station *st) { assert(IsEngineIndex(engine_type)); const Engine *e = GetEngine(engine_type); switch (e->type) { case VEH_TRAIN: return (st->facilities & FACIL_TRAIN) != 0; case VEH_ROAD: /* For road vehicles we need the vehicle to know whether it can actually * use the station, but if it doesn't have facilities for RVs it is * certainly not possible that the station can be used. */ return (st->facilities & (FACIL_BUS_STOP | FACIL_TRUCK_STOP)) != 0; case VEH_SHIP: return (st->facilities & FACIL_DOCK) != 0; case VEH_AIRCRAFT: return (st->facilities & FACIL_AIRPORT) != 0 && (st->Airport()->flags & (e->u.air.subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0; default: return false; } } /** * Can this station be used by the given vehicle? * @param v the vehicle to test * @param st the station to test for * @return true if and only if the vehicle can use this station. */ bool CanVehicleUseStation(const Vehicle *v, const Station *st) { if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(v) != NULL; return CanVehicleUseStation(v->engine_type, st); }