/* $Id$ */ #ifndef VEHICLE_H #define VEHICLE_H #include "oldpool.h" #include "order.h" #include "rail.h" enum { VEH_Invalid = 0x00, VEH_Train = 0x10, VEH_Road = 0x11, VEH_Ship = 0x12, VEH_Aircraft = 0x13, VEH_Special = 0x14, VEH_Disaster = 0x15, } ; enum VehStatus { VS_HIDDEN = 0x01, VS_STOPPED = 0x02, VS_UNCLICKABLE = 0x04, VS_DEFPAL = 0x08, VS_TRAIN_SLOWING = 0x10, VS_SHADOW = 0x20, VS_AIRCRAFT_BROKEN = 0x40, VS_CRASHED = 0x80, }; enum LoadStatus { LS_LOADING_FINISHED, LS_CARGO_UNLOADING, LS_CARGO_PAID_FOR, }; /* Effect vehicle types */ typedef enum EffectVehicle { EV_CHIMNEY_SMOKE = 0, EV_STEAM_SMOKE = 1, EV_DIESEL_SMOKE = 2, EV_ELECTRIC_SPARK = 3, EV_SMOKE = 4, EV_EXPLOSION_LARGE = 5, EV_BREAKDOWN_SMOKE = 6, EV_EXPLOSION_SMALL = 7, EV_BULLDOZER = 8, EV_BUBBLE = 9 } EffectVehicle; typedef struct VehicleRail { uint16 last_speed; // NOSAVE: only used in UI uint16 crash_anim_pos; uint16 days_since_order_progr; // cached values, recalculated on load and each time a vehicle is added to/removed from the consist. uint16 cached_max_speed; // max speed of the consist. (minimum of the max speed of all vehicles in the consist) uint32 cached_power; // total power of the consist. uint8 cached_veh_length; // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback uint16 cached_total_length; ///< Length of the whole train, valid only for first engine. // cached values, recalculated when the cargo on a train changes (in addition to the conditions above) uint32 cached_weight; // total weight of the consist. uint32 cached_veh_weight; // weight of the vehicle. uint32 cached_max_te; // max tractive effort of consist /** * Position/type of visual effect. * bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear) * bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric) * bit 6 = disable visual effect. * bit 7 = disable powered wagons. */ byte cached_vis_effect; // NOSAVE: for wagon override - id of the first engine in train // 0xffff == not in train EngineID first_engine; TrackBitsByte track; byte force_proceed; RailTypeByte railtype; RailTypeMask compatible_railtypes; byte flags; // Link between the two ends of a multiheaded engine Vehicle *other_multiheaded_part; } VehicleRail; enum { VRF_REVERSING = 0, // used to calculate if train is going up or down VRF_GOINGUP = 1, VRF_GOINGDOWN = 2, // used to store if a wagon is powered or not VRF_POWEREDWAGON = 3, // used to reverse the visible direction of the vehicle VRF_REVERSE_DIRECTION = 4, // used to mark train as lost because PF can't find the route VRF_NO_PATH_TO_DESTINATION = 5, // used to mark that electric train engine is allowed to run on normal rail VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, }; typedef struct VehicleAir { uint16 crashed_counter; byte pos; byte previous_pos; StationID targetairport; byte state; } VehicleAir; typedef struct VehicleRoad { byte state; byte frame; uint16 blocked_ctr; byte overtaking; byte overtaking_ctr; uint16 crashed_ctr; byte reverse_ctr; struct RoadStop *slot; byte slot_age; } VehicleRoad; typedef struct VehicleSpecial { uint16 unk0; byte unk2; } VehicleSpecial; typedef struct VehicleDisaster { uint16 image_override; uint16 unk2; } VehicleDisaster; typedef struct VehicleShip { TrackBitsByte state; } VehicleShip; struct Vehicle { byte type; // type, ie roadven,train,ship,aircraft,special byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes) VehicleID index; // NOSAVE: Index in vehicle array Vehicle *next; // next Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain Vehicle *depot_list; //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace StringID string_id; // Displayed string UnitID unitnumber; // unit number, for display purposes only PlayerByte owner; // which player owns the vehicle? TileIndex tile; // Current tile index TileIndex dest_tile; // Heading for this tile int32 x_pos; // coordinates int32 y_pos; byte z_pos; DirectionByte direction; // facing byte spritenum; // currently displayed sprite index // 0xfd == custom sprite, 0xfe == custom second head sprite // 0xff == reserved for another custom sprite uint16 cur_image; // sprite number for this vehicle byte sprite_width; // width of vehicle sprite byte sprite_height; // height of vehicle sprite byte z_height; // z-height of vehicle sprite int8 x_offs; // x offset for vehicle sprite int8 y_offs; // y offset for vehicle sprite EngineID engine_type; // for randomized variational spritegroups // bitmask used to resolve them; parts of it get reseeded when triggers // of corresponding spritegroups get matched byte random_bits; byte waiting_triggers; // triggers to be yet matched uint16 max_speed; // maximum speed uint16 cur_speed; // current speed byte subspeed; // fractional speed byte acceleration; // used by train & aircraft byte progress; uint32 motion_counter; byte vehstatus; // Status StationID last_station_visited; CargoID cargo_type; // type of cargo this vehicle is carrying byte cargo_days; // how many days have the pieces been in transit StationID cargo_source; // source of cargo TileIndex cargo_source_xy; //< stores the Tile where the source station is located, in case it is removed uint16 cargo_cap; // total capacity uint16 cargo_count; // how many pieces are used byte cargo_subtype; ///< Used for livery refits (NewGRF variations) byte day_counter; // increased by one for each day byte tick_counter; // increased by one for each tick /* Begin Order-stuff */ Order current_order; ///< The current order (+ status, like: loading) VehicleOrderID cur_order_index; ///< The index to the current order Order *orders; ///< Pointer to the first order for this vehicle VehicleOrderID num_orders; ///< How many orders there are in the list Vehicle *next_shared; ///< If not NULL, this points to the next vehicle that shared the order Vehicle *prev_shared; ///< If not NULL, this points to the prev vehicle that shared the order /* End Order-stuff */ // Boundaries for the current position in the world and a next hash link. // NOSAVE: All of those can be updated with VehiclePositionChanged() int32 left_coord; int32 top_coord; int32 right_coord; int32 bottom_coord; Vehicle *next_hash; // Related to age and service time Date age; // Age in days Date max_age; // Maximum age Date date_of_last_service; Date service_interval; uint16 reliability; uint16 reliability_spd_dec; byte breakdown_ctr; byte breakdown_delay; byte breakdowns_since_last_service; byte breakdown_chance; Year build_year; bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace uint16 load_unload_time_rem; byte load_status; int32 profit_this_year; int32 profit_last_year; uint32 value; union { VehicleRail rail; VehicleAir air; VehicleRoad road; VehicleSpecial special; VehicleDisaster disaster; VehicleShip ship; } u; void BeginLoading(); void LeaveStation(); }; #define is_custom_sprite(x) (x >= 0xFD) #define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD) #define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE) typedef void *VehicleFromPosProc(Vehicle *v, void *data); void VehicleServiceInDepot(Vehicle *v); Vehicle *AllocateVehicle(void); bool AllocateVehicles(Vehicle **vl, int num); Vehicle *ForceAllocateVehicle(void); Vehicle *ForceAllocateSpecialVehicle(void); void VehiclePositionChanged(Vehicle *v); void AfterLoadVehicles(void); Vehicle *GetLastVehicleInChain(Vehicle *v); Vehicle *GetPrevVehicleInChain(const Vehicle *v); Vehicle *GetFirstVehicleInChain(const Vehicle *v); uint CountVehiclesInChain(const Vehicle* v); bool IsEngineCountable(const Vehicle *v); void DeleteVehicleChain(Vehicle *v); void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc); void CallVehicleTicks(void); Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z); void InitializeTrains(void); byte VehicleRandomBits(void); void ResetVehiclePosHash(void); bool CanFillVehicle(Vehicle *v); bool CanRefitTo(EngineID engine_type, CargoID cid_to); CargoID FindFirstRefittableCargo(EngineID engine_type); int32 GetRefitCost(EngineID engine_type); void ViewportAddVehicles(DrawPixelInfo *dpi); /* train_cmd.h */ int GetTrainImage(const Vehicle* v, Direction direction); int GetAircraftImage(const Vehicle* v, Direction direction); int GetRoadVehImage(const Vehicle* v, Direction direction); int GetShipImage(const Vehicle* v, Direction direction); Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type); Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type); Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type); uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y); StringID VehicleInTheWayErrMsg(const Vehicle* v); Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z); bool UpdateSignalsOnSegment(TileIndex tile, DiagDirection direction); void SetSignalsOnBothDir(TileIndex tile, byte track); Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y); void DecreaseVehicleValue(Vehicle *v); void CheckVehicleBreakdown(Vehicle *v); void AgeVehicle(Vehicle *v); void VehicleEnteredDepotThisTick(Vehicle *v); void BeginVehicleMove(Vehicle *v); void EndVehicleMove(Vehicle *v); void ShowAircraftViewWindow(const Vehicle* v); UnitID GetFreeUnitNumber(byte type); int LoadUnloadVehicle(Vehicle *v, bool just_arrived); void TrainConsistChanged(Vehicle *v); void TrainPowerChanged(Vehicle *v); int32 GetTrainRunningCost(const Vehicle *v); int CheckTrainStoppedInDepot(const Vehicle *v); bool VehicleNeedsService(const Vehicle *v); uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, byte type, PlayerID owner, uint32 index, uint16 window_type); void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count); int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id); bool IsVehicleInDepot(const Vehicle *v); void VehicleEnterDepot(Vehicle *v); /* Flags to add to p2 for goto depot commands */ /* Note: bits 8-10 are used for VLW flags */ enum { DEPOT_SERVICE = (1 << 0), // The vehicle will leave the depot right after arrival (serivce only) DEPOT_MASS_SEND = (1 << 1), // Tells that it's a mass send to depot command (type in VLW flag) DEPOT_DONT_CANCEL = (1 << 2), // Don't cancel current goto depot command if any DEPOT_LOCATE_HANGAR = (1 << 3), // Find another airport if the target one lacks a hangar }; typedef struct GetNewVehiclePosResult { int x,y; TileIndex old_tile; TileIndex new_tile; } GetNewVehiclePosResult; /** * Returns the Trackdir on which the vehicle is currently located. * Works for trains and ships. * Currently works only sortof for road vehicles, since they have a fuzzy * concept of being "on" a trackdir. Dunno really what it returns for a road * vehicle that is halfway a tile, never really understood that part. For road * vehicles that are at the beginning or end of the tile, should just return * the diagonal trackdir on which they are driving. I _think_. * For other vehicles types, or vehicles with no clear trackdir (such as those * in depots), returns 0xFF. */ Trackdir GetVehicleTrackdir(const Vehicle* v); /* returns true if staying in the same tile */ bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp); Direction GetDirectionTowards(const Vehicle* v, int x, int y); #define BEGIN_ENUM_WAGONS(v) do { #define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL); DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125) static inline VehicleID GetMaxVehicleIndex(void) { /* TODO - This isn't the real content of the function, but * with the new pool-system this will be replaced with one that * _really_ returns the highest index. Now it just returns * the next safe value we are sure about everything is below. */ return GetVehiclePoolSize() - 1; } static inline uint GetNumVehicles(void) { return GetVehiclePoolSize(); } /** * Check if a Vehicle really exists. */ static inline bool IsValidVehicle(const Vehicle *v) { return v->type != 0; } void DestroyVehicle(Vehicle *v); static inline void DeleteVehicle(Vehicle *v) { DestroyVehicle(v); v->type = 0; } static inline bool IsPlayerBuildableVehicleType(byte type) { switch (type) { case VEH_Train: case VEH_Road: case VEH_Ship: case VEH_Aircraft: return true; } return false; } static inline bool IsPlayerBuildableVehicleType(const Vehicle *v) { return IsPlayerBuildableVehicleType(v->type); } #define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v)) #define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0) /** * Check if an index is a vehicle-index (so between 0 and max-vehicles) * * @return Returns true if the vehicle-id is in range */ static inline bool IsValidVehicleID(uint index) { return index < GetVehiclePoolSize() && IsValidVehicle(GetVehicle(index)); } /* Returns order 'index' of a vehicle or NULL when it doesn't exists */ static inline Order *GetVehicleOrder(const Vehicle *v, int index) { Order *order = v->orders; if (index < 0) return NULL; while (order != NULL && index-- > 0) order = order->next; return order; } /* Returns the last order of a vehicle, or NULL if it doesn't exists */ static inline Order *GetLastVehicleOrder(const Vehicle *v) { Order *order = v->orders; if (order == NULL) return NULL; while (order->next != NULL) order = order->next; return order; } /* Get the first vehicle of a shared-list, so we only have to walk forwards */ static inline Vehicle *GetFirstVehicleFromSharedList(const Vehicle *v) { Vehicle *u = (Vehicle *)v; while (u->prev_shared != NULL) u = u->prev_shared; return u; } // NOSAVE: Return values from various commands. VARDEF VehicleID _new_vehicle_id; VARDEF uint16 _returned_refit_capacity; static const VehicleID INVALID_VEHICLE = 0xFFFF; /** * Get the colour map for an engine. This used for unbuilt engines in the user interface. * @param engine_type ID of engine * @param player ID of player * @return A ready-to-use palette modifier */ SpriteID GetEnginePalette(EngineID engine_type, PlayerID player); /** * Get the colour map for a vehicle. * @param v Vehicle to get colour map for * @return A ready-to-use palette modifier */ SpriteID GetVehiclePalette(const Vehicle *v); /* A lot of code calls for the invalidation of the status bar, which is widget 5. * Best is to have a virtual value for it when it needs to change again */ #define STATUS_BAR 5 extern const uint32 _send_to_depot_proc_table[]; #define CMD_SEND_TO_DEPOT(x) _send_to_depot_proc_table[ x - VEH_Train] #endif /* VEHICLE_H */