/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file vehicle.cpp Base implementations of all vehicles. */ #include "stdafx.h" #include "gui.h" #include "roadveh.h" #include "ship.h" #include "spritecache.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_debug.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 "date_func.h" #include "window_func.h" #include "vehicle_func.h" #include "autoreplace_func.h" #include "autoreplace_gui.h" #include "station_base.h" #include "ai/ai.hpp" #include "depot_func.h" #include "network/network.h" #include "core/pool_func.hpp" #include "economy_base.h" #include "articulated_vehicles.h" #include "roadstop_base.h" #include "core/random_func.hpp" #include "core/backup_type.hpp" #include "order_backup.h" #include "sound_func.h" #include "effectvehicle_func.h" #include "effectvehicle_base.h" #include "vehiclelist.h" #include "bridge_map.h" #include "tunnel_map.h" #include "depot_map.h" #include "table/strings.h" #define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6)) VehicleID _new_vehicle_id; uint16 _returned_refit_capacity; ///< Stores the capacity after a refit operation. uint16 _returned_mail_refit_capacity; ///< Stores the mail capacity after a refit operation (Aircraft only). /** The pool with all our precious vehicles. */ VehiclePool _vehicle_pool("Vehicle"); INSTANTIATE_POOL_METHODS(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 == Company::Get(this->owner)); if (!c->settings.engine_renew) return false; if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false; /* Only engines need renewing */ if (this->type == VEH_TRAIN && !Train::From(this)->IsEngine()) return false; return true; } void VehicleServiceInDepot(Vehicle *v) { v->date_of_last_service = _date; v->breakdowns_since_last_service = 0; v->reliability = Engine::Get(v->engine_type)->reliability; SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated } /** * Check if the vehicle needs to go to a depot in near future (if a opportunity presents itself) for service or replacement. * * @see NeedsAutomaticServicing() * @return true if the vehicle should go to a depot if a opportunity presents itself. */ bool Vehicle::NeedsServicing() const { /* Stopped or crashed vehicles will not move, as such making unmovable * vehicles to go for service is lame. */ if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false; /* Are we ready for the next service cycle? */ const Company *c = Company::Get(this->owner); if (c->settings.vehicle.servint_ispercent ? (this->reliability >= Engine::Get(this->engine_type)->reliability * (100 - this->service_interval) / 100) : (this->date_of_last_service + this->service_interval >= _date)) { return false; } /* If we're servicing anyway, because we have not disabled servicing when * there are no breakdowns or we are playing with breakdowns, bail out. */ if (!_settings_game.order.no_servicing_if_no_breakdowns || _settings_game.difficulty.vehicle_breakdowns != 0) { return true; } /* Test whether there is some pending autoreplace. * Note: We do this after the service-interval test. * There are a lot more reasons for autoreplace to fail than we can test here reasonably. */ bool pending_replace = false; Money needed_money = c->settings.engine_renew_money; if (needed_money > c->money) return false; for (const Vehicle *v = this; v != NULL; v = (v->type == VEH_TRAIN) ? Train::From(v)->GetNextUnit() : NULL) { EngineID new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id); /* Check engine availability */ if (new_engine == INVALID_ENGINE || !HasBit(Engine::Get(new_engine)->company_avail, v->owner)) continue; /* Check refittability */ uint32 available_cargo_types, union_mask; GetArticulatedRefitMasks(new_engine, true, &union_mask, &available_cargo_types); /* Is there anything to refit? */ if (union_mask != 0) { CargoID cargo_type; /* We cannot refit to mixed cargoes in an automated way */ if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) continue; /* Did the old vehicle carry anything? */ if (cargo_type != CT_INVALID) { /* We can't refit the vehicle to carry the cargo we want */ if (!HasBit(available_cargo_types, cargo_type)) continue; } } /* Check money. * We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */ pending_replace = true; needed_money += 2 * Engine::Get(new_engine)->GetCost(); if (needed_money > c->money) return false; } return pending_replace; } /** * Checks if the current order should be interupted for a service-in-depot-order. * @see NeedsServicing() * @return true if the current order should be interupted. */ bool Vehicle::NeedsAutomaticServicing() const { if (this->HasDepotOrder()) 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(); } uint Vehicle::Crash(bool flooded) { assert((this->vehstatus & VS_CRASHED) == 0); assert(this->Previous() == NULL); // IsPrimaryVehicle fails for free-wagon-chains uint pass = 0; /* Stop the vehicle. */ if (this->IsPrimaryVehicle()) this->vehstatus |= VS_STOPPED; /* crash all wagons, and count passengers */ for (Vehicle *v = this; v != NULL; v = v->Next()) { if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.Count(); v->vehstatus |= VS_CRASHED; MarkSingleVehicleDirty(v); } /* Dirty some windows */ InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0); SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); SetWindowDirty(WC_VEHICLE_DETAILS, this->index); SetWindowDirty(WC_VEHICLE_DEPOT, this->tile); return pass; } /** * 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 = Engine::Get(engine); uint32 grfid = e->grf_prop.grffile->grfid; GRFConfig *grfconfig = GetGRFConfig(grfid); if (!HasBit(grfconfig->grf_bugs, bug_type)) { SetBit(grfconfig->grf_bugs, bug_type); SetDParamStr(0, grfconfig->GetName()); SetDParam(1, engine); ShowErrorMessage(part1, part2, WL_CRITICAL); if (!_networking) DoCommand(0, critical ? PM_PAUSED_ERROR : PM_PAUSED_NORMAL, 1, DC_EXEC, CMD_PAUSE); } /* debug output */ char buffer[512]; SetDParamStr(0, grfconfig->GetName()); 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); } /** * Vehicle constructor. * @param type Type of the new vehicle. */ Vehicle::Vehicle(VehicleType type) { this->type = type; 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; this->cargo_age_counter = 1; } /** * Get a value for a vehicle's random_bits. * @return A random value from 0 to 255. */ byte VehicleRandomBits() { return GB(Random(), 0, 8); } /* 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 \a 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 \a 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 \a proc will be ignored. * @note Use this function 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 \a 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 is on a specific location. It will call \a 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 \a proc. * @param proc The \a 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; } /** * Callback that returns 'real' vehicles lower or at height \c *(byte*)data . * @param v Vehicle to examine. * @param data Pointer to height data. * @return \a v if conditions are met, else \c NULL. */ 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; return v; } /** * Ensure there is no vehicle at the ground at the given position. * @param tile Position to examine. * @return Succeeded command (ground is free) or failed command (a vehicle is found). */ CommandCost EnsureNoVehicleOnGround(TileIndex tile) { byte z = GetTileMaxZ(tile); /* Value v is not safe in MP games, however, it is used to generate a local * error message only (which may be different for different machines). * Such a message does not affect MP synchronisation. */ Vehicle *v = VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ, true); if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type); return CommandCost(); } /** 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; return v; } /** * Finds vehicle in tunnel / bridge * @param tile first end * @param endtile second end * @param ignore Ignore this vehicle when searching * @return Succeeded command (if tunnel/bridge is free) or failed command (if a vehicle is using the tunnel/bridge). */ CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore) { /* Value v is not safe in MP games, however, it is used to generate a local * error message only (which may be different for different machines). * Such a message does not affect MP synchronisation. */ Vehicle *v = VehicleFromPos(tile, (void *)ignore, &GetVehicleTunnelBridgeProc, true); if (v == NULL) v = VehicleFromPos(endtile, (void *)ignore, &GetVehicleTunnelBridgeProc, true); if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type); return CommandCost(); } static Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data) { TrackBits rail_bits = *(TrackBits *)data; if (v->type != VEH_TRAIN) return NULL; Train *t = Train::From(v); if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return NULL; return v; } /** * Tests if a vehicle interacts with the specified track bits. * All track bits interact except parallel #TRACK_BIT_HORZ or #TRACK_BIT_VERT. * * @param tile The tile. * @param track_bits The track bits. * @return \c true if no train that interacts, is found. \c false if a train is found. */ CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits) { /* Value v is not safe in MP games, however, it is used to generate a local * error message only (which may be different for different machines). * Such a message does not affect MP synchronisation. */ Vehicle *v = VehicleFromPos(tile, &track_bits, &EnsureNoTrainOnTrackProc, true); if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type); return CommandCost(); } 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) { if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = v->prev_new_hash; *v->prev_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; if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = &v->next_new_hash; v->prev_new_hash = new_hash; *new_hash = v; } /* 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) { if (v->next_hash != NULL) v->next_hash->prev_hash = v->prev_hash; *v->prev_hash = v->next_hash; } /* insert into hash table? */ if (new_hash != NULL) { v->next_hash = *new_hash; if (v->next_hash != NULL) v->next_hash->prev_hash = &v->next_hash; v->prev_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 immediately after autoreplace. */ typedef SmallMap AutoreplaceMap; static AutoreplaceMap _vehicles_to_autoreplace; void InitializeVehicles() { _vehicles_to_autoreplace.Reset(); ResetVehiclePosHash(); } uint CountVehiclesInChain(const Vehicle *v) { uint count = 0; do count++; while ((v = v->Next()) != NULL); return count; } /** * Count the number of vehicles of a company. * @param c Company owning the vehicles. * @param [out] counts Array of counts. Contains the vehicle count ordered by type afterwards. */ void CountCompanyVehicles(CompanyID cid, uint counts[4]) { for (uint i = 0; i < 4; i++) counts[i] = 0; const Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->owner == cid && v->IsPrimaryVehicle()) counts[v->type]++; } } /** * Check if a vehicle is counted in num_engines in each company struct * @return true if the vehicle is counted in num_engines */ bool Vehicle::IsEngineCountable() const { switch (this->type) { case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors case VEH_TRAIN: return !this->IsArticulatedPart() && // tenders and other articulated parts !Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines case VEH_ROAD: return RoadVehicle::From(this)->IsFrontEngine(); case VEH_SHIP: return true; default: return false; // Only count company buildable vehicles } } /** * Check whether Vehicle::engine_type has any meaning. * @return true if the vehicle has a useable engine type. */ bool Vehicle::HasEngineType() const { switch (this->type) { case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); case VEH_TRAIN: case VEH_ROAD: case VEH_SHIP: return true; default: return false; } } /** * Handle the pathfinding result, especially the lost status. * If the vehicle is now lost and wasn't previously fire an * event to the AIs and a news message to the user. If the * vehicle is not lost anymore remove the news message. * @param path_found Whether the vehicle has a path to its destination. */ void Vehicle::HandlePathfindingResult(bool path_found) { if (path_found) { /* Route found, is the vehicle marked with "lost" flag? */ if (!HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return; /* Clear the flag as the PF's problem was solved. */ ClrBit(this->vehicle_flags, VF_PATHFINDER_LOST); /* Delete the news item. */ DeleteVehicleNews(this->index, STR_NEWS_VEHICLE_IS_LOST); return; } /* Were we already lost? */ if (HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return; /* It is first time the problem occurred, set the "lost" flag. */ SetBit(this->vehicle_flags, VF_PATHFINDER_LOST); /* Notify user about the event. */ AI::NewEvent(this->owner, new AIEventVehicleLost(this->index)); if (_settings_client.gui.lost_vehicle_warn && this->owner == _local_company) { SetDParam(0, this->index); AddVehicleNewsItem(STR_NEWS_VEHICLE_IS_LOST, NS_ADVICE, this->index); } } /** Destroy all stuff that (still) needs the virtual functions to work properly */ void Vehicle::PreDestructor() { if (CleaningPool()) return; if (Station::IsValidID(this->last_station_visited)) { Station::Get(this->last_station_visited)->loading_vehicles.remove(this); HideFillingPercent(&this->fill_percent_te_id); delete this->cargo_payment; } if (this->IsEngineCountable()) { Company::Get(this->owner)->num_engines[this->engine_type]--; if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id); DeleteGroupHighlightOfVehicle(this); GroupStatistics::CountEngine(this, -1); if (this->IsPrimaryVehicle()) GroupStatistics::CountVehicle(this, -1); } if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) { Aircraft *a = Aircraft::From(this); Station *st = GetTargetAirportIfValid(a); if (st != NULL) { const AirportFTA *layout = st->airport.GetFTA()->layout; CLRBITS(st->airport.flags, layout[a->previous_pos].block | layout[a->pos].block); } } if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) { RoadVehicle *v = RoadVehicle::From(this); if (!(v->vehstatus & VS_CRASHED) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) { /* Leave the drive through roadstop, when you have not already left it. */ RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v); } } if (this->Previous() == NULL) { 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); SetWindowDirty(WC_COMPANY, this->owner); OrderBackup::ClearVehicle(this); } InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0); this->cargo.Truncate(0); DeleteVehicleOrders(this); DeleteDepotHighlightOfVehicle(this); extern void StopGlobalFollowVehicle(const Vehicle *v); StopGlobalFollowVehicle(this); ReleaseDisastersTargetingVehicle(this->index); } Vehicle::~Vehicle() { free(this->name); if (CleaningPool()) { this->cargo.OnCleanPool(); 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); DeleteVehicleNews(this->index, INVALID_STRING_ID); DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index); } /** * 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 */ _vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED); /* 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; } /** * Increases the day counter for all vehicles and calls 1-day and 32-day handlers. * Each tick, it processes vehicles with "index % DAY_TICKS == _date_fract", * so each day, all vehicles are processes in DAY_TICKS steps. */ static void RunVehicleDayProc() { if (_game_mode != GM_NORMAL) return; /* Run the day_proc for every DAY_TICKS vehicle starting at _date_fract. */ for (size_t i = _date_fract; i < Vehicle::GetPoolSize(); i += DAY_TICKS) { Vehicle *v = Vehicle::Get(i); if (v == NULL) continue; /* Call the 32-day callback if needed */ if ((v->day_counter & 0x1F) == 0 && v->HasEngineType()) { uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v); if (callback != CALLBACK_FAILED) { if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10 if (HasBit(callback, 1)) v->colourmap = PAL_NONE; } } /* This is called once per day for each vehicle, but not in the first tick of the day */ v->OnNewDay(); } } void CallVehicleTicks() { _vehicles_to_autoreplace.Clear(); RunVehicleDayProc(); Station *st; FOR_ALL_STATIONS(st) LoadUnloadStation(st); Vehicle *v; FOR_ALL_VEHICLES(v) { /* Vehicle could be deleted in this tick */ if (!v->Tick()) { assert(Vehicle::Get(vehicle_index) == NULL); continue; } assert(Vehicle::Get(vehicle_index) == v); switch (v->type) { default: break; case VEH_TRAIN: case VEH_ROAD: case VEH_AIRCRAFT: case VEH_SHIP: if (v->vcache.cached_cargo_age_period != 0) { v->cargo_age_counter = min(v->cargo_age_counter, v->vcache.cached_cargo_age_period); if (--v->cargo_age_counter == 0) { v->cargo.AgeCargo(); v->cargo_age_counter = v->vcache.cached_cargo_age_period; } } if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue; if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue; if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsFrontEngine()) continue; v->motion_counter += 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); } } Backup cur_company(_current_company, FILE_LINE); 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 */ cur_company.Change(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 = Company::Get(_current_company); SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->settings.engine_renew_money)); CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE); SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->settings.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_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue; if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT; StringID message; if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) { message = error_message; } else { message = STR_NEWS_VEHICLE_AUTORENEW_FAILED; } SetDParam(0, v->index); SetDParam(1, error_message); AddVehicleNewsItem(message, NS_ADVICE, v->index); } cur_company.Restore(); } /** * Add vehicle sprite for drawing to the screen. * @param v Vehicle to draw. */ static void DoDrawVehicle(const Vehicle *v) { SpriteID image = v->cur_image; PaletteID pal = PAL_NONE; if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); /* Check whether the vehicle shall be transparent due to the game state */ bool shadowed = (v->vehstatus & VS_SHADOW) != 0; if (v->type == VEH_EFFECT) { /* Check whether the vehicle shall be transparent/invisible due to GUI settings. * However, transparent smoke and bubbles look weird, so always hide them. */ TransparencyOption to = EffectVehicle::From(v)->GetTransparencyOption(); if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return; } 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, shadowed); } /** * Add the vehicle sprites that should be drawn at a part of the screen. * @param dpi Rectangle being drawn. */ 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; } } /** * Find the vehicle close to the clicked coordinates. * @param vp Viewport clicked in. * @param x X coordinate in the viewport. * @param y Y coordinate in the viewport. * @return Closest vehicle, or \c NULL if none found. */ 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; } /** * Decrease the value of a vehicle. * @param v %Vehicle to devaluate. */ void DecreaseVehicleValue(Vehicle *v) { v->value -= v->value >> 8; SetWindowDirty(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)) SetWindowDirty(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; } } /** * Handle all of the aspects of a vehicle breakdown * This includes adding smoke and sounds, and ending the breakdown when appropriate. * @return true iff the vehicle is stopped because of a breakdown * @note This function always returns false for aircraft, since these never stop for breakdowns */ bool Vehicle::HandleBreakdown() { /* Possible states for Vehicle::breakdown_ctr * 0 - vehicle is running normally * 1 - vehicle is currently broken down * 2 - vehicle is going to break down now * >2 - vehicle is counting down to the actual breakdown event */ switch (this->breakdown_ctr) { case 0: return false; case 2: this->breakdown_ctr = 1; if (this->breakdowns_since_last_service != 255) { this->breakdowns_since_last_service++; } this->MarkDirty(); SetWindowDirty(WC_VEHICLE_VIEW, this->index); SetWindowDirty(WC_VEHICLE_DETAILS, this->index); if (this->type == VEH_AIRCRAFT) { /* Aircraft just need this flag, the rest is handled elsewhere */ this->vehstatus |= VS_AIRCRAFT_BROKEN; } else { this->cur_speed = 0; if (!PlayVehicleSound(this, VSE_BREAKDOWN)) { SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ? (this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) : (this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this); } if (!(this->vehstatus & VS_HIDDEN)) { EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE); if (u != NULL) u->animation_state = this->breakdown_delay * 2; } } /* FALL THROUGH */ case 1: /* Aircraft breakdowns end only when arriving at the airport */ if (this->type == VEH_AIRCRAFT) return false; /* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */ if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) { if (--this->breakdown_delay == 0) { this->breakdown_ctr = 0; this->MarkDirty(); SetWindowDirty(WC_VEHICLE_VIEW, this->index); } } return true; default: if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--; return false; } } /** * Update age of a vehicle. * @param v Vehicle to update. */ void AgeVehicle(Vehicle *v) { if (v->age < MAX_DAY) v->age++; if (!v->IsPrimaryVehicle() && (v->type != VEH_TRAIN || !Train::From(v)->IsEngine())) return; 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; } SetWindowDirty(WC_VEHICLE_DETAILS, v->index); /* Don't warn about non-primary or not ours vehicles or vehicles that are crashed */ if (v->Previous() != NULL || v->owner != _local_company || (v->vehstatus & VS_CRASHED) != 0) return; /* Don't warn if a renew is active */ if (Company::Get(v->owner)->settings.engine_renew && Engine::Get(v->engine_type)->company_avail != 0) return; StringID str; if (age == -DAYS_IN_LEAP_YEAR) { str = STR_NEWS_VEHICLE_IS_GETTING_OLD; } else if (age == 0) { str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD; } else if (age > 0 && (age % DAYS_IN_LEAP_YEAR) == 0) { str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND; } else { return; } SetDParam(0, v->index); AddVehicleNewsItem(str, NS_ADVICE, v->index); } /** * 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; /* The station may be NULL when the (colour) string does not need to be set. */ const Station *st = Station::GetIfValid(v->last_station_visited); assert(colour == NULL || st != 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.GetLoadType() & OLFB_NO_LOAD) && 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; } /** * Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it, etc. * @param v Vehicle that entered a depot. */ void VehicleEnterDepot(Vehicle *v) { /* Always work with the front of the vehicle */ assert(v == v->First()); switch (v->type) { case VEH_TRAIN: { Train *t = Train::From(v); SetWindowClassesDirty(WC_TRAINS_LIST); /* Clear path reservation */ SetDepotReservation(t->tile, false); if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile); UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner); t->wait_counter = 0; t->force_proceed = TFP_NONE; ClrBit(t->flags, VRF_TOGGLE_REVERSE); t->ConsistChanged(true); break; } case VEH_ROAD: SetWindowClassesDirty(WC_ROADVEH_LIST); break; case VEH_SHIP: { SetWindowClassesDirty(WC_SHIPS_LIST); Ship *ship = Ship::From(v); ship->state = TRACK_BIT_DEPOT; ship->UpdateCache(); ship->UpdateViewport(true, true); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); break; } case VEH_AIRCRAFT: SetWindowClassesDirty(WC_AIRCRAFT_LIST); HandleAircraftEnterHangar(Aircraft::From(v)); break; default: NOT_REACHED(); } SetWindowDirty(WC_VEHICLE_VIEW, v->index); 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); } SetWindowDirty(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)) { SetWindowDirty(WC_VEHICLE_VIEW, v->index); const Order *real_order = v->GetOrder(v->cur_real_order_index); Order t = v->current_order; v->current_order.MakeDummy(); /* Test whether we are heading for this depot. If not, do nothing. * Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */ if ((t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && real_order != NULL && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) && (v->type == VEH_AIRCRAFT ? t.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) { /* We are heading for another depot, keep driving. */ return; } if (t.IsRefit()) { Backup cur_company(_current_company, v->owner, FILE_LINE); CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v)); cur_company.Restore(); if (cost.Failed()) { _vehicles_to_autoreplace[v] = false; if (v->owner == _local_company) { /* Notify the user that we stopped the vehicle */ SetDParam(0, v->index); AddVehicleNewsItem(STR_NEWS_ORDER_REFIT_FAILED, NS_ADVICE, v->index); } } else if (cost.GetCost() != 0) { v->profit_this_year -= cost.GetCost() << 8; if (v->owner == _local_company) { ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost()); } } } if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) { /* Part of orders */ v->DeleteUnreachedImplicitOrders(); UpdateVehicleTimetable(v, true); v->IncrementImplicitOrderIndex(); } if (t.GetDepotActionType() & ODATFB_HALT) { /* Vehicles are always stopped on entering depots. Do not restart this one. */ _vehicles_to_autoreplace[v] = false; if (v->owner == _local_company) { SetDParam(0, v->index); AddVehicleNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, NS_ADVICE, v->index); } AI::NewEvent(v->owner, new AIEventVehicleWaitingInDepot(v->index)); } } } /** * Move a vehicle in the game state; that is moving its position in * the position hashes and marking its 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); } /** * 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); } /** * Initializes the structure. Vehicle unit numbers are supposed not to change after * struct initialization, except after each call to this->NextID() the returned value * is assigned to a vehicle. * @param type type of vehicle * @param owner owner of vehicles */ 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; /* Reserving 'maxid + 2' because we need: * - space for the last item (with v->unitnumber == maxid) * - one free slot working as loop terminator in FreeUnitIDGenerator::NextID() */ this->cache = CallocT(this->maxid + 2); /* Fill the cache */ FOR_ALL_VEHICLES(v) { if (v->type == type && v->owner == owner) { this->cache[v->unitnumber] = true; } } } /** Returns next free UnitID. Supposes the last returned value was assigned to a vehicle. */ 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; } /** * Get an unused unit number for a vehicle (if allowed). * @param type Type of vehicle * @return A unused unit number for the given type of vehicle if it is allowed to build one, else \c UINT16_MAX. */ UnitID GetFreeUnitNumber(VehicleType type) { /* Check whether it is allowed to build another vehicle. */ uint max_veh; switch (type) { case VEH_TRAIN: max_veh = _settings_game.vehicle.max_trains; break; case VEH_ROAD: max_veh = _settings_game.vehicle.max_roadveh; break; case VEH_SHIP: max_veh = _settings_game.vehicle.max_ships; break; case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break; default: NOT_REACHED(); } uint amounts[4]; CountCompanyVehicles(_current_company, amounts); assert((uint)type < lengthof(amounts)); if (amounts[type] >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one. 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 (!Company::IsValidID(_local_company)) return false; if (!_settings_client.gui.disable_unsuitable_building) 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; } /** * Determines the #LiveryScheme for a vehicle. * @param engine_type EngineID of the vehicle * @param parent_engine_type EngineID of the front vehicle. INVALID_VEHICLE if vehicle is at front itself. * @param v the vehicle. NULL if in purchase list etc. * @return livery scheme to use */ LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v) { CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type; const Engine *e = Engine::Get(engine_type); switch (e->type) { default: NOT_REACHED(); case VEH_TRAIN: if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) { /* Wagonoverrides use the colour 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 = Engine::Get(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 (e->u.rail.railveh_type == RAILVEH_WAGON) { if (!CargoSpec::Get(cargo_type)->is_freight) { if (parent_engine_type == INVALID_ENGINE) { return LS_PASSENGER_WAGON_STEAM; } else { switch (RailVehInfo(parent_engine_type)->engclass) { default: NOT_REACHED(); case EC_STEAM: return LS_PASSENGER_WAGON_STEAM; case EC_DIESEL: return LS_PASSENGER_WAGON_DIESEL; case EC_ELECTRIC: return LS_PASSENGER_WAGON_ELECTRIC; case EC_MONORAIL: return LS_PASSENGER_WAGON_MONORAIL; case EC_MAGLEV: return LS_PASSENGER_WAGON_MAGLEV; } } } else { return LS_FREIGHT_WAGON; } } else { bool is_mu = HasBit(e->info.misc_flags, EF_RAIL_IS_MU); switch (e->u.rail.engclass) { default: NOT_REACHED(); case EC_STEAM: return LS_STEAM; case EC_DIESEL: return is_mu ? LS_DMU : LS_DIESEL; case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC; case EC_MONORAIL: return LS_MONORAIL; case EC_MAGLEV: return LS_MAGLEV; } } case VEH_ROAD: /* Always use the livery of the front */ if (v != NULL && parent_engine_type != INVALID_ENGINE) { engine_type = parent_engine_type; e = Engine::Get(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(e->info.misc_flags, EF_ROAD_TRAM)) { /* Tram */ return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM; } else { /* Bus or truck */ return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK; } 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 return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP; case VEH_AIRCRAFT: switch (e->u.air.subtype) { case AIR_HELI: return LS_HELICOPTER; case AIR_CTOL: return LS_SMALL_PLANE; case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE; default: NOT_REACHED(); } } } /** * Determines the livery for a vehicle. * @param engine_type EngineID of the vehicle * @param company Owner of the vehicle * @param parent_engine_type EngineID of the front vehicle. INVALID_VEHICLE if vehicle is at front itself. * @param v the vehicle. NULL if in purchase list etc. * @param livery_setting The livery settings to use for acquiring the livery information. * @return livery to use */ const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting) { const Company *c = Company::Get(company); LiveryScheme scheme = LS_DEFAULT; /* 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 && (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company))) { /* Determine the livery scheme to use */ scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v); /* 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 PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v) { PaletteID map = (v != NULL) ? v->colourmap : PAL_NONE; /* Return cached value if any */ if (map != PAL_NONE) return map; const Engine *e = Engine::Get(engine_type); /* Check if we should use the colour map callback */ if (HasBit(e->info.callback_mask, CBM_VEHICLE_COLOUR_REMAP)) { uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v); /* Failure means "use the default two-colour" */ if (callback != CALLBACK_FAILED) { assert_compile(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) conincidences with default value (PAL_NONE) 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) const_cast(v)->colourmap = map; return map; } } } bool twocc = HasBit(e->info.misc_flags, EF_USES_2CC); if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START; /* Spectator has news shown too, but has invalid company ID - as well as dedicated server */ if (!Company::IsValidID(company)) return map; const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries); map += livery->colour1; if (twocc) map += livery->colour2 * 16; /* Update cache */ if (v != NULL) const_cast(v)->colourmap = map; return map; } /** * Get the colour map for an engine. This used for unbuilt engines in the user interface. * @param engine_type ID of engine * @param company ID of company * @return A ready-to-use palette modifier */ PaletteID GetEnginePalette(EngineID engine_type, CompanyID company) { return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL); } /** * Get the colour map for a vehicle. * @param v Vehicle to get colour map for * @return A ready-to-use palette modifier */ PaletteID GetVehiclePalette(const Vehicle *v) { if (v->IsGroundVehicle()) { return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v); } return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v); } /** * Determines capacity of a given vehicle from scratch. * For aircraft the main capacity is determined. Mail might be present as well. * @note Keep this function consistent with Engine::GetDisplayDefaultCapacity(). * @param v Vehicle of interest * @param mail_capacity returns secondary cargo (mail) capacity of aircraft * @return Capacity */ uint GetVehicleCapacity(const Vehicle *v, uint16 *mail_capacity) { if (mail_capacity != NULL) *mail_capacity = 0; const Engine *e = Engine::Get(v->engine_type); if (!e->CanCarryCargo()) return 0; if (mail_capacity != NULL && e->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS)) { *mail_capacity = GetVehicleProperty(v, PROP_AIRCRAFT_MAIL_CAPACITY, e->u.air.mail_capacity); } CargoID default_cargo = e->GetDefaultCargoType(); /* Check the refit capacity callback if we are not in the default configuration. * Note: This might change to become more consistent/flexible/sane, esp. when default cargo is first refittable. */ if (HasBit(e->info.callback_mask, CBM_VEHICLE_REFIT_CAPACITY) && (default_cargo != v->cargo_type || v->cargo_subtype != 0)) { uint16 callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v); if (callback != CALLBACK_FAILED) return callback; } /* Get capacity according to property resp. CB */ uint capacity; switch (e->type) { case VEH_TRAIN: capacity = GetVehicleProperty(v, PROP_TRAIN_CARGO_CAPACITY, e->u.rail.capacity); break; case VEH_ROAD: capacity = GetVehicleProperty(v, PROP_ROADVEH_CARGO_CAPACITY, e->u.road.capacity); break; case VEH_SHIP: capacity = GetVehicleProperty(v, PROP_SHIP_CARGO_CAPACITY, e->u.ship.capacity); break; case VEH_AIRCRAFT: capacity = GetVehicleProperty(v, PROP_AIRCRAFT_PASSENGER_CAPACITY, e->u.air.passenger_capacity); break; default: NOT_REACHED(); } /* Apply multipliers depending on cargo- and vehicletype. * Note: This might change to become more consistent/flexible. */ if (e->type != VEH_SHIP) { if (e->type == VEH_AIRCRAFT) { if (!IsCargoInClass(v->cargo_type, CC_PASSENGERS)) { capacity += GetVehicleProperty(v, PROP_AIRCRAFT_MAIL_CAPACITY, e->u.air.mail_capacity); } if (v->cargo_type == CT_MAIL) return capacity; } else { switch (default_cargo) { case CT_PASSENGERS: break; case CT_MAIL: case CT_GOODS: capacity *= 2; break; default: capacity *= 4; break; } } switch (v->cargo_type) { case CT_PASSENGERS: break; case CT_MAIL: case CT_GOODS: capacity /= 2; break; default: capacity /= 4; break; } } return capacity; } /** * Delete all implicit orders which were not reached. */ void Vehicle::DeleteUnreachedImplicitOrders() { if (this->IsGroundVehicle()) { uint16 &gv_flags = this->GetGroundVehicleFlags(); if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) { /* Do not delete orders, only skip them */ ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS); this->cur_implicit_order_index = this->cur_real_order_index; InvalidateVehicleOrder(this, 0); return; } } const Order *order = this->GetOrder(this->cur_implicit_order_index); while (order != NULL) { if (this->cur_implicit_order_index == this->cur_real_order_index) break; if (order->IsType(OT_IMPLICIT)) { /* Delete order effectively deletes order, so get the next before deleting it. */ order = order->next; DeleteOrder(this, this->cur_implicit_order_index); } else { /* Skip non-implicit orders, e.g. service-orders */ order = order->next; this->cur_implicit_order_index++; } /* Wrap around */ if (order == NULL) { order = this->GetOrder(0); this->cur_implicit_order_index = 0; } } } /** * Prepare everything to begin the loading when arriving at a station. * @pre IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP. */ void Vehicle::BeginLoading() { assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP); if (this->current_order.IsType(OT_GOTO_STATION) && this->current_order.GetDestination() == this->last_station_visited) { this->DeleteUnreachedImplicitOrders(); /* Now both order indices point to the destination station, and we can start loading */ this->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 { /* We weren't scheduled to stop here. Insert an implicit order * to show that we are stopping here, but only do that if the order * list isn't empty. * While only groundvehicles have implicit orders, e.g. aircraft might still enter * the 'wrong' terminal when skipping orders etc. */ Order *in_list = this->GetOrder(this->cur_implicit_order_index); if (this->IsGroundVehicle() && in_list != NULL && (!in_list->IsType(OT_IMPLICIT) || in_list->GetDestination() != this->last_station_visited)) { bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS); /* Do not create consecutive duplicates of implicit orders */ Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : NULL); if (prev_order == NULL || (!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) || prev_order->GetDestination() != this->last_station_visited) { /* Prefer deleting implicit orders instead of inserting new ones, * so test whether the right order follows later */ int target_index = this->cur_implicit_order_index; bool found = false; while (target_index != this->cur_real_order_index) { const Order *order = this->GetOrder(target_index); if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) { found = true; break; } target_index++; if (target_index >= this->orders.list->GetNumOrders()) target_index = 0; assert(target_index != this->cur_implicit_order_index); // infinite loop? } if (found) { if (suppress_implicit_orders) { /* Skip to the found order */ this->cur_implicit_order_index = target_index; InvalidateVehicleOrder(this, 0); } else { /* Delete all implicit orders up to the station we just reached */ const Order *order = this->GetOrder(this->cur_implicit_order_index); while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) { if (order->IsType(OT_IMPLICIT)) { /* Delete order effectively deletes order, so get the next before deleting it. */ order = order->next; DeleteOrder(this, this->cur_implicit_order_index); } else { /* Skip non-implicit orders, e.g. service-orders */ order = order->next; this->cur_implicit_order_index++; } /* Wrap around */ if (order == NULL) { order = this->GetOrder(0); this->cur_implicit_order_index = 0; } assert(order != NULL); } } } else if (!suppress_implicit_orders && this->orders.list->GetNumOrders() < MAX_VEH_ORDER_ID && Order::CanAllocateItem()) { /* Insert new implicit order */ Order *implicit_order = new Order(); implicit_order->MakeImplicit(this->last_station_visited); InsertOrder(this, implicit_order, this->cur_implicit_order_index); if (this->cur_implicit_order_index > 0) --this->cur_implicit_order_index; /* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order. * Reenable it for this vehicle */ uint16 &gv_flags = this->GetGroundVehicleFlags(); ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS); } } } this->current_order.MakeLoading(false); } Station::Get(this->last_station_visited)->loading_vehicles.push_back(this); PrepareUnload(this); SetWindowDirty(GetWindowClassForVehicleType(this->type), this->owner); SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); SetWindowDirty(WC_VEHICLE_DETAILS, this->index); SetWindowDirty(WC_STATION_VIEW, this->last_station_visited); Station::Get(this->last_station_visited)->MarkTilesDirty(true); this->cur_speed = 0; this->MarkDirty(); } /** * Perform all actions when leaving a station. * @pre this->current_order.IsType(OT_LOADING) */ void Vehicle::LeaveStation() { assert(this->current_order.IsType(OT_LOADING)); delete this->cargo_payment; /* Only update the timetable if the vehicle was supposed to stop here. */ if (this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false); this->current_order.MakeLeaveStation(); Station *st = Station::Get(this->last_station_visited); st->loading_vehicles.remove(this); HideFillingPercent(&this->fill_percent_te_id); if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) { /* Trigger station animation (trains only) */ if (IsTileType(this->tile, MP_STATION)) TriggerStationAnimation(st, this->tile, SAT_TRAIN_DEPARTS); SetBit(Train::From(this)->flags, VRF_LEAVING_STATION); } } /** * 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 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) || this->current_order_time < wait_time) return; this->PlayLeaveStationSound(); this->LeaveStation(); /* Only advance to next order if we just loaded at the current one */ const Order *order = this->GetOrder(this->cur_implicit_order_index); if (order == NULL || (!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) || order->GetDestination() != this->last_station_visited) { return; } break; } case OT_DUMMY: break; default: return; } this->IncrementImplicitOrderIndex(); } /** * Send this vehicle to the depot using the given command(s). * @param flags the command flags (like execute and such). * @param command the command to execute. * @return the cost of the depot action. */ CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command) { CommandCost ret = CheckOwnership(this->owner); if (ret.Failed()) return ret; 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) != 0; 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); SetWindowWidgetDirty(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->IncrementRealOrderIndex(); if (this->IsGroundVehicle()) { uint16 &gv_flags = this->GetGroundVehicleFlags(); SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS); } this->current_order.MakeDummy(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); } return CommandCost(); } TileIndex location; DestinationID destination; bool reverse; static const StringID no_depot[] = {STR_ERROR_UNABLE_TO_FIND_ROUTE_TO, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR}; 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(); if (this->IsGroundVehicle()) { uint16 &gv_flags = this->GetGroundVehicleFlags(); SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS); } this->dest_tile = location; this->current_order.MakeGoToDepot(destination, ODTF_MANUAL); if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT); SetWindowWidgetDirty(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) { Aircraft *a = Aircraft::From(this); if (a->state == FLYING && a->targetairport != destination) { /* The aircraft is now heading for a different hangar than the next in the orders */ extern void AircraftNextAirportPos_and_Order(Aircraft *a); AircraftNextAirportPos_and_Order(a); } } } return CommandCost(); } /** * Update the cached visual effect. * @param allow_power_change true if the wagon-is-powered-state may change. */ void Vehicle::UpdateVisualEffect(bool allow_power_change) { bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER); const Engine *e = Engine::Get(this->engine_type); /* Evaluate properties */ byte visual_effect; switch (e->type) { case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break; case VEH_ROAD: visual_effect = e->u.road.visual_effect; break; case VEH_SHIP: visual_effect = e->u.ship.visual_effect; break; default: visual_effect = 1 << VE_DISABLE_EFFECT; break; } /* Check powered wagon / visual effect callback */ if (HasBit(e->info.callback_mask, CBM_VEHICLE_VISUAL_EFFECT)) { uint16 callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this); if (callback != CALLBACK_FAILED) { callback = GB(callback, 0, 8); /* Avoid accidentally setting 'visual_effect' to the default value * Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */ if (callback == VE_DEFAULT) { assert(HasBit(callback, VE_DISABLE_EFFECT)); SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0); } visual_effect = callback; } } /* Apply default values */ if (visual_effect == VE_DEFAULT || (!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) { /* Only train engines have default effects. * Note: This is independent of whether the engine is a front engine or articulated part or whatever. */ if (e->type != VEH_TRAIN || e->u.rail.railveh_type == RAILVEH_WAGON || !IsInsideMM(e->u.rail.engclass, EC_STEAM, EC_MONORAIL)) { if (visual_effect == VE_DEFAULT) { visual_effect = 1 << VE_DISABLE_EFFECT; } else { SetBit(visual_effect, VE_DISABLE_EFFECT); } } else { if (visual_effect == VE_DEFAULT) { /* Also set the offset */ visual_effect = (VE_OFFSET_CENTRE - (e->u.rail.engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START; } SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->u.rail.engclass - EC_STEAM + VE_TYPE_STEAM); } } this->vcache.cached_vis_effect = visual_effect; if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) { ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER); ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false); } } static const int8 _vehicle_smoke_pos[8] = { 1, 1, 1, 0, -1, -1, -1, 0 }; /** * Draw visual effects (smoke and/or sparks) for a vehicle chain. * @pre this->IsPrimaryVehicle() */ void Vehicle::ShowVisualEffect() const { assert(this->IsPrimaryVehicle()); bool sound = false; /* Do not show any smoke when: * - vehicle smoke is disabled by the player * - the vehicle is slowing down or stopped (by the player) * - the vehicle is moving very slowly */ if (_settings_game.vehicle.smoke_amount == 0 || this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) || this->cur_speed < 2) { return; } if (this->type == VEH_TRAIN) { const Train *t = Train::From(this); /* For trains, do not show any smoke when: * - the train is reversing * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed */ if (HasBit(t->flags, VRF_REVERSING) || (IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) && t->cur_speed >= t->Train::GetCurrentMaxSpeed())) { return; } } const Vehicle *v = this; do { int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE; byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT); bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT); /* Show no smoke when: * - Smoke has been disabled for this vehicle * - The vehicle is not visible * - The vehicle is under a bridge * - The vehicle is on a depot tile * - The vehicle is on a tunnel tile * - The vehicle is a train engine that is currently unpowered */ if (disable_effect || v->vehstatus & VS_HIDDEN || (MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) || IsDepotTile(v->tile) || IsTunnelTile(v->tile) || (v->type == VEH_TRAIN && !HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) { continue; } int x = _vehicle_smoke_pos[v->direction] * effect_offset; int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset; if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) { x = -x; y = -y; } switch (effect_type) { case VE_TYPE_STEAM: /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal. * Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each * third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed. * REGULATION: * - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */ if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / this->vcache.cached_max_speed))) == 0) { CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE); sound = true; } break; case VE_TYPE_DIESEL: { /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed * when smoke emission stops. * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke * emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches * maximum speed no diesel_smoke is emitted. * REGULATION: * - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed), * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */ int power_weight_effect = 0; if (v->type == VEH_TRAIN) { power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9)); } if (this->cur_speed < (this->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) && Chance16((64 - ((this->cur_speed << 5) / this->vcache.cached_max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) { CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE); sound = true; } break; } case VE_TYPE_ELECTRIC: /* Electric train's spark - more often occurs when train is departing (more load) * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when * reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed. * REGULATION: * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */ if (GB(v->tick_counter, 0, 2) == 0 && Chance16((6 - ((this->cur_speed << 2) / this->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) { CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK); sound = true; } break; default: break; } } while ((v = v->Next()) != NULL); if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT); } /** * Set the next vehicle of this vehicle. * @param next the next vehicle. NULL removes the next vehicle. */ void Vehicle::SetNext(Vehicle *next) { assert(this != 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; } } } /** * Adds this vehicle to a shared vehicle chain. * @param shared_chain a vehicle of the chain with shared vehicles. * @pre !this->IsOrderListShared() */ void Vehicle::AddToShared(Vehicle *shared_chain) { assert(this->previous_shared == NULL && this->next_shared == NULL); if (shared_chain->orders.list == NULL) { 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); } /** * Removes the vehicle from the shared order list. */ 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); VehicleListIdentifier vli(VL_SHARED_ORDERS, this->type, this->owner, this->FirstShared()->index); 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), vli.Pack()); 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), vli.Pack(), this->FirstShared()->index | (1U << 31)); } this->next_shared = NULL; this->previous_shared = NULL; } 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); AddVehicleNewsItem( STR_NEWS_VEHICLE_IS_UNPROFITABLE, NS_ADVICE, v->index ); } AI::NewEvent(v->owner, new AIEventVehicleUnprofitable(v->index)); } v->profit_last_year = v->profit_this_year; v->profit_this_year = 0; SetWindowDirty(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) { const Engine *e = Engine::GetIfValid(engine_type); assert(e != NULL); 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.GetFTA()->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(RoadVehicle::From(v)) != NULL; return CanVehicleUseStation(v->engine_type, st); } /** * Access the ground vehicle cache of the vehicle. * @pre The vehicle is a #GroundVehicle. * @return #GroundVehicleCache of the vehicle. */ GroundVehicleCache *Vehicle::GetGroundVehicleCache() { assert(this->IsGroundVehicle()); if (this->type == VEH_TRAIN) { return &Train::From(this)->gcache; } else { return &RoadVehicle::From(this)->gcache; } } /** * Access the ground vehicle cache of the vehicle. * @pre The vehicle is a #GroundVehicle. * @return #GroundVehicleCache of the vehicle. */ const GroundVehicleCache *Vehicle::GetGroundVehicleCache() const { assert(this->IsGroundVehicle()); if (this->type == VEH_TRAIN) { return &Train::From(this)->gcache; } else { return &RoadVehicle::From(this)->gcache; } } /** * Access the ground vehicle flags of the vehicle. * @pre The vehicle is a #GroundVehicle. * @return #GroundVehicleFlags of the vehicle. */ uint16 &Vehicle::GetGroundVehicleFlags() { assert(this->IsGroundVehicle()); if (this->type == VEH_TRAIN) { return Train::From(this)->gv_flags; } else { return RoadVehicle::From(this)->gv_flags; } } /** * Access the ground vehicle flags of the vehicle. * @pre The vehicle is a #GroundVehicle. * @return #GroundVehicleFlags of the vehicle. */ const uint16 &Vehicle::GetGroundVehicleFlags() const { assert(this->IsGroundVehicle()); if (this->type == VEH_TRAIN) { return Train::From(this)->gv_flags; } else { return RoadVehicle::From(this)->gv_flags; } } /** * Calculates the set of vehicles that will be affected by a given selection. * @param set [inout] Set of affected vehicles. * @param v First vehicle of the selection. * @param num_vehicles Number of vehicles in the selection (not counting articulated parts). * @pre \a set must be empty. * @post \a set will contain the vehicles that will be refitted. */ void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles) { if (v->type == VEH_TRAIN) { Train *u = Train::From(v); /* Only include whole vehicles, so start with the first articulated part */ u = u->GetFirstEnginePart(); /* Include num_vehicles vehicles, not counting articulated parts */ for (; u != NULL && num_vehicles > 0; num_vehicles--) { do { /* Include current vehicle in the selection. */ set.Include(u->index); /* If the vehicle is multiheaded, add the other part too. */ if (u->IsMultiheaded()) set.Include(u->other_multiheaded_part->index); u = u->Next(); } while (u != NULL && u->IsArticulatedPart()); } } }