summaryrefslogtreecommitdiff
path: root/src/vehicle.h
blob: 2b7773cedaba98d84d79cb3cde32c7cc69525a42 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
/* $Id$ */

#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/TrainSubTypes/AircraftSubTypes)

	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);
}

/** Function to give index of a vehicle type
 *  Since the return value is 0 for VEH_train, it's perfect for index to arrays
 */
static inline byte VehTypeToIndex(byte type)
{
	assert(IsPlayerBuildableVehicleType(type));
	return type - VEH_Train;
}

static inline byte VehTypeToIndex(const Vehicle *v)
{
	return VehTypeToIndex(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 _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(byte type)
{
	return _veh_build_proc_table[VehTypeToIndex(type)];
}

static inline uint32 GetCmdBuildVeh(const Vehicle *v)
{
	return GetCmdBuildVeh(v->type);
}

static inline uint32 GetCmdSellVeh(byte type)
{
	return _veh_sell_proc_table[VehTypeToIndex(type)];
}

static inline uint32 GetCmdSellVeh(const Vehicle *v)
{
	return GetCmdSellVeh(v->type);
}

static inline uint32 GetCmdRefitVeh(byte type)
{
	return _veh_refit_proc_table[VehTypeToIndex(type)];
}

static inline uint32 GetCmdRefitVeh(const Vehicle *v)
{
	return GetCmdRefitVeh(v->type);
}

static inline uint32 GetCmdSendToDepot(byte type)
{
	return _send_to_depot_proc_table[VehTypeToIndex(type)];
}

static inline uint32 GetCmdSendToDepot(const Vehicle *v)
{
	return GetCmdSendToDepot(v->type);
}

#endif /* VEHICLE_H */