/* $Id$ */ /** @file vehicle_base.h Base class for all vehicles. */ #ifndef VEHICLE_BASE_H #define VEHICLE_BASE_H #include "vehicle_type.h" #include "track_type.h" #include "rail_type.h" #include "road_type.h" #include "cargo_type.h" #include "direction_type.h" #include "gfx_type.h" #include "command_type.h" #include "date_type.h" #include "player_base.h" #include "player_type.h" #include "oldpool.h" #include "order_base.h" #include "cargopacket.h" #include "texteff.hpp" #include "group_type.h" #include "engine_type.h" #include "order_func.h" #include "transport_type.h" /** Road vehicle states */ enum RoadVehicleStates { /* * Lower 4 bits are used for vehicle track direction. (Trackdirs) * When in a road stop (bit 5 or bit 6 set) these bits give the * track direction of the entry to the road stop. * As the entry direction will always be a diagonal * direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3 * are needed to hold this direction. Bit 1 is then used to show * that the vehicle is using the second road stop bay. * Bit 2 is then used for drive-through stops to show the vehicle * is stopping at this road stop. */ /* Numeric values */ RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge /* Bit numbers */ RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop RVS_IS_STOPPING = 2, ///< Only used for drive-through stops. Vehicle will stop here RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop RVS_IN_DT_ROAD_STOP = 6, ///< The vehicle is in a drive-through road stop /* Bit sets of the above specified bits */ RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END, RVSB_IN_DT_ROAD_STOP = 1 << RVS_IN_DT_ROAD_STOP, ///< The vehicle is in a drive-through road stop RVSB_IN_DT_ROAD_STOP_END = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END, RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops }; 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 VehicleFlags { VF_LOADING_FINISHED, VF_CARGO_UNLOADING, VF_BUILT_AS_PROTOTYPE, VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet. VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically. }; struct VehicleRail { /* Link between the two ends of a multiheaded engine */ Vehicle *other_multiheaded_part; /* Cached wagon override spritegroup */ const struct SpriteGroup *cached_override; uint16 last_speed; // NOSAVE: only used in UI uint16 crash_anim_pos; /* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */ uint32 cached_power; ///< total power of the consist. uint16 cached_max_speed; ///< max speed of the consist. (minimum of the max speed of all vehicles in the consist) uint16 cached_total_length; ///< Length of the whole train, valid only for first engine. 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 bool cached_tilt; ///< train can tilt; feature provides a bonus in curves /* 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; byte user_def_data; /* NOSAVE: for wagon override - id of the first engine in train * 0xffff == not in train */ EngineID first_engine; uint16 flags; TrackBitsByte track; byte force_proceed; RailTypeByte railtype; RailTypes compatible_railtypes; }; enum VehicleRailFlags { 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, /* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */ VRF_TOGGLE_REVERSE = 7, /* used to mark a train that can't get a path reservation */ VRF_TRAIN_STUCK = 8, }; struct VehicleAir { uint16 crashed_counter; uint16 cached_max_speed; byte pos; byte previous_pos; StationID targetairport; byte state; }; struct VehicleRoad { byte state; ///< @see RoadVehicleStates byte frame; uint16 blocked_ctr; byte overtaking; byte overtaking_ctr; uint16 crashed_ctr; byte reverse_ctr; struct RoadStop *slot; byte slot_age; EngineID first_engine; byte cached_veh_length; RoadType roadtype; RoadTypes compatible_roadtypes; }; struct VehicleEffect { uint16 animation_state; byte animation_substate; }; struct VehicleDisaster { uint16 image_override; VehicleID big_ufo_destroyer_target; }; struct VehicleShip { TrackBitsByte state; }; DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125) /* Some declarations of functions, so we can make them friendly */ struct SaveLoad; extern const SaveLoad *GetVehicleDescription(VehicleType vt); extern void AfterLoadVehicles(bool clear_te_id); struct LoadgameState; extern bool LoadOldVehicle(LoadgameState *ls, int num); struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool>, BaseVehicle { private: Vehicle *next; ///< pointer to the next vehicle in the chain Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain Vehicle *next_shared; ///< pointer to the next vehicle that shares the order Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain Vehicle *first_shared; ///< NOSAVE: pointer to the first vehicle in the shared order chain public: friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code friend void AfterLoadVehicles(bool clear_te_id); ///< So we can set the previous and first pointers while loading friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading Vehicle *depot_list; ///< NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace char *name; ///< Name of vehicle TileIndex tile; ///< Current tile index TileIndex dest_tile; ///< Heading for this tile Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract Money value; /* Used for timetabling. */ uint32 current_order_time; ///< How many ticks have passed since this order started. int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is. /* 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; Vehicle *next_new_hash; Vehicle **old_new_hash; SpriteID colormap; // NOSAVE: cached color mapping /* Related to age and service time */ Year build_year; 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; int32 x_pos; // coordinates int32 y_pos; byte z_pos; DirectionByte direction; // facing PlayerByte owner; // which player owns the vehicle? 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 x_extent; // x-extent of vehicle bounding box byte y_extent; // y-extent of vehicle bounding box byte z_extent; // z-extent of vehicle bounding box int8 x_offs; // x offset for vehicle sprite int8 y_offs; // y offset for vehicle sprite EngineID engine_type; TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object UnitID unitnumber; // unit number, for display purposes only uint16 max_speed; ///< maximum speed uint16 cur_speed; ///< current speed byte subspeed; ///< fractional speed byte acceleration; ///< used by train & aircraft uint32 motion_counter; byte progress; /* 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 StationID last_station_visited; CargoID cargo_type; ///< type of cargo this vehicle is carrying byte cargo_subtype; ///< Used for livery refits (NewGRF variations) uint16 cargo_cap; ///< total capacity CargoList cargo; ///< The cargo this vehicle is carrying byte day_counter; ///< Increased by one for each day byte tick_counter; ///< Increased by one for each tick byte running_ticks; ///< Number of ticks this vehicle was not stopped this day byte vehstatus; ///< Status Order current_order; ///< The current order (+ status, like: loading) VehicleOrderID num_orders; ///< How many orders there are in the list VehicleOrderID cur_order_index; ///< The index to the current order Order *orders; ///< Pointer to the first order for this vehicle bool leave_depot_instantly; ///< NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum) uint16 load_unload_time_rem; GroupID group_id; ///< Index of group Pool array byte subtype; ///< subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes) union { VehicleRail rail; VehicleAir air; VehicleRoad road; VehicleEffect effect; VehicleDisaster disaster; VehicleShip ship; } u; /** * Allocates a lot of vehicles. * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only) * @param num number of vehicles to allocate room for * @return true if there is room to allocate all the vehicles */ static bool AllocateList(Vehicle **vl, int num); /** Create a new vehicle */ Vehicle(); /** Destroy all stuff that (still) needs the virtual functions to work properly */ void PreDestructor(); /** We want to 'destruct' the right class. */ virtual ~Vehicle(); void BeginLoading(); void LeaveStation(); /** * 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 HandleLoading(bool mode = false); /** * Get a string 'representation' of the vehicle type. * @return the string representation. */ virtual const char* GetTypeString() const { return "base vehicle"; } /** * Marks the vehicles to be redrawn and updates cached variables * * This method marks the area of the vehicle on the screen as dirty. * It can be use to repaint the vehicle. * * @ingroup dirty */ virtual void MarkDirty() {} /** * Updates the x and y offsets and the size of the sprite used * for this vehicle. * @param direction the direction the vehicle is facing */ virtual void UpdateDeltaXY(Direction direction) {} /** * Sets the expense type associated to this vehicle type * @param income whether this is income or (running) expenses of the vehicle */ virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; } /** * Play the sound associated with leaving the station */ virtual void PlayLeaveStationSound() const {} /** * Whether this is the primary vehicle in the chain. */ virtual bool IsPrimaryVehicle() const { return false; } /** * Gets the sprite to show for the given direction * @param direction the direction the vehicle is facing * @return the sprite for the given vehicle in the given direction */ virtual SpriteID GetImage(Direction direction) const { return 0; } /** * Gets the speed in mph that can be sent into SetDParam for string processing. * @return the vehicle's speed */ virtual int GetDisplaySpeed() const { return 0; } /** * Gets the maximum speed in mph that can be sent into SetDParam for string processing. * @return the vehicle's maximum speed */ virtual int GetDisplayMaxSpeed() const { return 0; } /** * Gets the running cost of a vehicle * @return the vehicle's running cost */ virtual Money GetRunningCost() const { return 0; } /** * Check whether the vehicle is in the depot. * @return true if and only if the vehicle is in the depot. */ virtual bool IsInDepot() const { return false; } /** * Check whether the vehicle is in the depot *and* stopped. * @return true if and only if the vehicle is in the depot and stopped. */ virtual bool IsStoppedInDepot() const { return this->IsInDepot() && (this->vehstatus & VS_STOPPED) != 0; } /** * Calls the tick handler of the vehicle */ virtual void Tick() {}; /** * Calls the new day handler of the vehicle */ virtual void OnNewDay() {}; /** * Gets the running cost of a vehicle that can be sent into SetDParam for string processing. * @return the vehicle's running cost */ Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); } /** * Gets the profit vehicle had this year. It can be sent into SetDParam for string processing. * @return the vehicle's profit this year */ Money GetDisplayProfitThisYear() const { return (this->profit_this_year >> 8); } /** * Gets the profit vehicle had last year. It can be sent into SetDParam for string processing. * @return the vehicle's profit last year */ Money GetDisplayProfitLastYear() const { return (this->profit_last_year >> 8); } /** * Set the next vehicle of this vehicle. * @param next the next vehicle. NULL removes the next vehicle. */ void SetNext(Vehicle *next); /** * Get the next vehicle of this vehicle. * @note articulated parts are also counted as vehicles. * @return the next vehicle or NULL when there isn't a next vehicle. */ inline Vehicle *Next() const { return this->next; } /** * Get the previous vehicle of this vehicle. * @note articulated parts are also counted as vehicles. * @return the previous vehicle or NULL when there isn't a previous vehicle. */ inline Vehicle *Previous() const { return this->previous; } /** * Get the first vehicle of this vehicle chain. * @return the first vehicle of the chain. */ inline Vehicle *First() const { return 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 AddToShared(Vehicle *shared_chain); /** * Removes the vehicle from the shared order list. */ void RemoveFromShared(); /** * Get the next vehicle of this vehicle. * @note articulated parts are also counted as vehicles. * @return the next vehicle or NULL when there isn't a next vehicle. */ inline Vehicle *NextShared() const { return this->next_shared; } /** * Get the first vehicle of this vehicle chain. * @return the first vehicle of the chain. */ inline Vehicle *FirstShared() const { return this->first_shared; } /** * Check if we share our orders with another vehicle. * @return true if there are other vehicles sharing the same order */ inline bool IsOrderListShared() const { return this->previous_shared != NULL || this->next_shared != NULL; }; /** * Copy certain configurations and statistics of a vehicle after successful autoreplace/renew * The function shall copy everything that cannot be copied by a command (like orders / group etc), * and that shall not be resetted for the new vehicle. * @param src The old vehicle */ inline void CopyVehicleConfigAndStatistics(const Vehicle *src) { this->unitnumber = src->unitnumber; this->cur_order_index = src->cur_order_index; this->current_order = src->current_order; this->dest_tile = src->dest_tile; this->profit_this_year = src->profit_this_year; this->profit_last_year = src->profit_last_year; this->current_order_time = src->current_order_time; this->lateness_counter = src->lateness_counter; this->service_interval = src->service_interval; } bool NeedsAutorenewing(const Player *p) const; /** * 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 NeedsServicing() const; /** * 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 NeedsAutomaticServicing() const; /** * Determine the location for the station where the vehicle goes to next. * Things done for example are allocating slots in a road stop or exact * location of the platform is determined for ships. * @param station the station to make the next location of the vehicle. * @return the location (tile) to aim for. */ virtual TileIndex GetOrderStationLocation(StationID station) { return INVALID_TILE; } /** * Find the closest depot for this vehicle and tell us the location, * DestinationID and whether we should reverse. * @param location where do we go to? * @param destination what hangar do we go to? * @param reverse should the vehicle be reversed? * @return true if a depot could be found. */ virtual bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { return false; } /** * 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 SendToDepot(uint32 flags, DepotCommand command); }; /** * This class 'wraps' Vehicle; you do not actually instantiate this class. * You create a Vehicle using AllocateVehicle, so it is added to the pool * and you reinitialize that to a Train using: * v = new (v) Train(); * * As side-effect the vehicle type is set correctly. */ struct DisasterVehicle : public Vehicle { /** Initializes the Vehicle to a disaster vehicle */ DisasterVehicle() { this->type = VEH_DISASTER; } /** We want to 'destruct' the right class. */ virtual ~DisasterVehicle() {} const char *GetTypeString() const { return "disaster vehicle"; } void UpdateDeltaXY(Direction direction); void Tick(); }; /** * This class 'wraps' Vehicle; you do not actually instantiate this class. * You create a Vehicle using AllocateVehicle, so it is added to the pool * and you reinitialize that to a Train using: * v = new (v) Train(); * * As side-effect the vehicle type is set correctly. */ struct InvalidVehicle : public Vehicle { /** Initializes the Vehicle to a invalid vehicle */ InvalidVehicle() { this->type = VEH_INVALID; } /** We want to 'destruct' the right class. */ virtual ~InvalidVehicle() {} const char *GetTypeString() const { return "invalid vehicle"; } void Tick() {} }; static inline VehicleID GetMaxVehicleIndex() { /* 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() { return GetVehiclePoolSize(); } #define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (v->IsValid()) #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) * @param index of the vehicle to query * @return Returns true if the vehicle-id is in range */ static inline bool IsValidVehicleID(uint index) { return index < GetVehiclePoolSize() && GetVehicle(index)->IsValid(); } /* 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 * @param v Vehicle to query * @return last order of a vehicle, if available */ 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; } /** * 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); void CheckVehicle32Day(Vehicle *v); #endif /* VEHICLE_BASE_H */