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/* $Id$ */
/** @file src/roadveh.h Road vehicle states */
#ifndef ROADVEH_H
#define ROADVEH_H
#include "vehicle_base.h"
#include "engine_func.h"
#include "engine_base.h"
#include "economy_func.h"
struct RoadVehicle;
/** 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
};
/** State information about the Road Vehicle controller */
enum {
RDE_NEXT_TILE = 0x80, ///< We should enter the next tile
RDE_TURNED = 0x40, ///< We just finished turning
/* Start frames for when a vehicle enters a tile/changes its state.
* The start frame is different for vehicles that turned around or
* are leaving the depot as the do not start at the edge of the tile.
* For trams there are a few different start frames as there are two
* places where trams can turn. */
RVC_DEFAULT_START_FRAME = 0,
RVC_TURN_AROUND_START_FRAME = 1,
RVC_DEPOT_START_FRAME = 6,
RVC_START_FRAME_AFTER_LONG_TRAM = 21,
RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16,
/* Stop frame for a vehicle in a drive-through stop */
RVC_DRIVE_THROUGH_STOP_FRAME = 7,
RVC_DEPOT_STOP_FRAME = 11,
};
enum RoadVehicleSubType {
RVST_FRONT,
RVST_ARTIC_PART,
};
static inline bool IsRoadVehFront(const Vehicle *v)
{
assert(v->type == VEH_ROAD);
return v->subtype == RVST_FRONT;
}
static inline void SetRoadVehFront(Vehicle *v)
{
assert(v->type == VEH_ROAD);
v->subtype = RVST_FRONT;
}
static inline bool IsRoadVehArticPart(const Vehicle *v)
{
assert(v->type == VEH_ROAD);
return v->subtype == RVST_ARTIC_PART;
}
static inline void SetRoadVehArticPart(Vehicle *v)
{
assert(v->type == VEH_ROAD);
v->subtype = RVST_ARTIC_PART;
}
static inline bool RoadVehHasArticPart(const Vehicle *v)
{
assert(v->type == VEH_ROAD);
return v->Next() != NULL && IsRoadVehArticPart(v->Next());
}
void CcBuildRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2);
byte GetRoadVehLength(const RoadVehicle *v);
void RoadVehUpdateCache(RoadVehicle *v);
/** Cached oftenly queried (NewGRF) values */
struct RoadVehicleCache {
byte cached_veh_length;
EngineID first_engine;
};
/**
* Buses, trucks and trams belong to this class.
*/
struct RoadVehicle : public SpecializedVehicle<RoadVehicle, VEH_ROAD> {
RoadVehicleCache rcache; ///< Cache of often used calculated values
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;
RoadType roadtype;
RoadTypes compatible_roadtypes;
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
RoadVehicle() : SpecializedVehicle<RoadVehicle, VEH_ROAD>() {}
/** We want to 'destruct' the right class. */
virtual ~RoadVehicle() { this->PreDestructor(); }
const char *GetTypeString() const { return "road vehicle"; }
void MarkDirty();
void UpdateDeltaXY(Direction direction);
ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_ROADVEH_INC : EXPENSES_ROADVEH_RUN; }
bool IsPrimaryVehicle() const { return IsRoadVehFront(this); }
SpriteID GetImage(Direction direction) const;
int GetDisplaySpeed() const { return this->cur_speed / 2; }
int GetDisplayMaxSpeed() const { return this->max_speed / 2; }
Money GetRunningCost() const { return RoadVehInfo(this->engine_type)->running_cost * GetPriceByIndex(RoadVehInfo(this->engine_type)->running_cost_class); }
bool IsInDepot() const { return this->state == RVSB_IN_DEPOT; }
bool IsStoppedInDepot() const;
bool Tick();
void OnNewDay();
Trackdir GetVehicleTrackdir() const;
TileIndex GetOrderStationLocation(StationID station);
bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
};
#define FOR_ALL_ROADVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(RoadVehicle, var)
#endif /* ROADVEH_H */
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