/* $Id$ */ /** @file vehicle_func.h Functions related to vehicles. */ #ifndef VEHICLE_FUNC_H #define VEHICLE_FUNC_H #include "tile_type.h" #include "strings_type.h" #include "gfx_type.h" #include "direction_type.h" #include "cargo_type.h" #include "command_type.h" #include "vehicle_type.h" #include "engine_type.h" #include "transport_type.h" #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); void VehiclePositionChanged(Vehicle *v); Vehicle *GetLastVehicleInChain(Vehicle *v); const Vehicle *GetLastVehicleInChain(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 *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc); void CallVehicleTicks(); Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z); uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *color); void InitializeTrains(); byte VehicleRandomBits(); void ResetVehiclePosHash(); void ResetVehicleColorMap(); bool CanRefitTo(EngineID engine_type, CargoID cid_to); CargoID FindFirstRefittableCargo(EngineID engine_type); CommandCost GetRefitCost(EngineID engine_type); void ViewportAddVehicles(DrawPixelInfo *dpi); SpriteID GetRotorImage(const Vehicle *v); uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y); StringID VehicleInTheWayErrMsg(const Vehicle* v); Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed = false); Vehicle *GetVehicleTunnelBridge(TileIndex tile, TileIndex endtile); void DecreaseVehicleValue(Vehicle *v); void CheckVehicleBreakdown(Vehicle *v); void AgeVehicle(Vehicle *v); void VehicleEnteredDepotThisTick(Vehicle *v); void BeginVehicleMove(const Vehicle *v); void EndVehicleMove(const Vehicle *v); void MarkSingleVehicleDirty(const Vehicle *v); UnitID GetFreeUnitNumber(VehicleType type); void TrainConsistChanged(Vehicle *v); void TrainPowerChanged(Vehicle *v); Money GetTrainRunningCost(const Vehicle *v); /* Old style list kept for migration */ uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type); void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count); void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type); void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list); CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id); void VehicleEnterDepot(Vehicle *v); CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs); bool CanBuildVehicleInfrastructure(VehicleType type); void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2); struct GetNewVehiclePosResult { int x, y; TileIndex old_tile; TileIndex new_tile; }; /* returns true if staying in the same tile */ GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v); Direction GetDirectionTowards(const Vehicle *v, int x, int y); static inline bool IsPlayerBuildableVehicleType(VehicleType type) { switch (type) { case VEH_TRAIN: case VEH_ROAD: case VEH_SHIP: case VEH_AIRCRAFT: return true; default: return false; } } static inline bool IsPlayerBuildableVehicleType(const BaseVehicle *v) { return IsPlayerBuildableVehicleType(v->type); } const struct Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v); /** * 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); extern const uint32 _veh_build_proc_table[]; extern const uint32 _veh_sell_proc_table[]; extern const uint32 _veh_refit_proc_table[]; extern const uint32 _send_to_depot_proc_table[]; /* Functions to find the right command for certain vehicle type */ static inline uint32 GetCmdBuildVeh(VehicleType type) { return _veh_build_proc_table[type]; } static inline uint32 GetCmdBuildVeh(const BaseVehicle *v) { return GetCmdBuildVeh(v->type); } static inline uint32 GetCmdSellVeh(VehicleType type) { return _veh_sell_proc_table[type]; } static inline uint32 GetCmdSellVeh(const BaseVehicle *v) { return GetCmdSellVeh(v->type); } static inline uint32 GetCmdRefitVeh(VehicleType type) { return _veh_refit_proc_table[type]; } static inline uint32 GetCmdRefitVeh(const BaseVehicle *v) { return GetCmdRefitVeh(v->type); } static inline uint32 GetCmdSendToDepot(VehicleType type) { return _send_to_depot_proc_table[type]; } static inline uint32 GetCmdSendToDepot(const BaseVehicle *v) { return GetCmdSendToDepot(v->type); } bool EnsureNoVehicleOnGround(TileIndex tile); void StopAllVehicles(); extern VehicleID _vehicle_id_ctr_day; extern const Vehicle *_place_clicked_vehicle; extern VehicleID _new_vehicle_id; extern uint16 _returned_refit_capacity; #endif /* VEHICLE_FUNC_H */