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/* $Id$ */
/** @vehicle.h */
#ifndef VEHICLE_H
#define VEHICLE_H
#include "oldpool.h"
#include "order.h"
#include "rail.h"
#include "road.h"
#include "cargopacket.h"
#include "texteff.hpp"
/** The returned bits of VehicleEnterTile. */
enum VehicleEnterTileStatus {
VETS_ENTERED_STATION = 1, ///< The vehicle entered a station
VETS_ENTERED_WORMHOLE = 2, ///< The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/tunnel)
VETS_CANNOT_ENTER = 3, ///< The vehicle cannot enter the tile
/**
* Shift the VehicleEnterTileStatus this many bits
* to the right to get the station ID when
* VETS_ENTERED_STATION is set
*/
VETS_STATION_ID_OFFSET = 8,
/** Bit sets of the above specified bits */
VETSB_CONTINUE = 0, ///< The vehicle can continue normally
VETSB_ENTERED_STATION = 1 << VETS_ENTERED_STATION, ///< The vehicle entered a station
VETSB_ENTERED_WORMHOLE = 1 << VETS_ENTERED_WORMHOLE, ///< The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/tunnel)
VETSB_CANNOT_ENTER = 1 << VETS_CANNOT_ENTER, ///< The vehicle cannot enter the tile
};
/** 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 VehicleType {
VEH_TRAIN,
VEH_ROAD,
VEH_SHIP,
VEH_AIRCRAFT,
VEH_SPECIAL,
VEH_DISASTER,
VEH_END,
VEH_INVALID = 0xFF,
};
DECLARE_POSTFIX_INCREMENT(VehicleType);
template <> struct EnumPropsT<VehicleType> : MakeEnumPropsT<VehicleType, byte, VEH_TRAIN, VEH_END, VEH_INVALID> {};
typedef TinyEnumT<VehicleType> VehicleTypeByte;
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.
};
/* Effect vehicle types */
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
};
struct VehicleRail {
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. */
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;
/* Cached wagon override spritegroup */
const struct SpriteGroup *cached_override;
};
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,
};
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 VehicleSpecial {
uint16 animation_state;
byte animation_substate;
};
struct VehicleDisaster {
uint16 image_override;
VehicleID big_ufo_destroyer_target;
};
struct VehicleShip {
TrackBitsByte state;
};
struct Vehicle;
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();
struct LoadgameState;
extern bool LoadOldVehicle(LoadgameState *ls, int num);
struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> {
VehicleTypeByte type; ///< Type of vehicle
byte subtype; // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
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
public:
friend const SaveLoad *GetVehicleDescription(VehicleType vt); // So we can use private/protected variables in the saveload code
friend void AfterLoadVehicles(); // 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
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;
TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object
/* 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
uint16 cargo_cap; // total capacity
byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
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
/* 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;
Vehicle *next_new_hash;
Vehicle **old_new_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 vehicle_flags; // Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
Money profit_this_year;
Money profit_last_year;
Money value;
GroupID group_id; ///< Index of group Pool array
/* 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.
union {
VehicleRail rail;
VehicleAir air;
VehicleRoad road;
VehicleSpecial special;
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; }
/**
* Invalidates the vehicle list window of this type of vehicle
*/
virtual WindowClass GetVehicleListWindowClass() const { return WC_NONE; }
/**
* 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 int 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() {};
/**
* 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); }
/**
* Is this vehicle a valid vehicle?
* @return true if and only if the vehicle is valid.
*/
inline bool IsValid() const { return this->type != VEH_INVALID; }
/**
* 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; }
};
/**
* 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.
*
* A special vehicle is one of the following:
* - smoke
* - electric sparks for trains
* - explosions
* - bulldozer (road works)
* - bubbles (industry)
*/
struct SpecialVehicle : public Vehicle {
/** Initializes the Vehicle to a special vehicle */
SpecialVehicle() { this->type = VEH_SPECIAL; }
/** We want to 'destruct' the right class. */
virtual ~SpecialVehicle() {}
const char *GetTypeString() const { return "special 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 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() {}
};
#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);
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(Vehicle *v, StringID *color);
void InitializeTrains();
byte VehicleRandomBits();
void ResetVehiclePosHash();
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);
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 without_crashed = false);
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);
UnitID GetFreeUnitNumber(VehicleType type);
void TrainConsistChanged(Vehicle *v);
void TrainPowerChanged(Vehicle *v);
Money GetTrainRunningCost(const Vehicle *v);
bool VehicleNeedsService(const Vehicle *v);
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);
CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
void VehicleEnterDepot(Vehicle *v);
void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g);
CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs);
bool CanBuildVehicleInfrastructure(VehicleType type);
void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2);
/* 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
};
struct GetNewVehiclePosResult {
int x, y;
TileIndex old_tile;
TileIndex new_tile;
};
/**
* 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 */
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
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);
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();
}
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 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 (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;
}
/** Get the first vehicle of a shared-list, so we only have to walk forwards
* @param v Vehicle to query
* @return first vehicle of a shared-list
*/
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;
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);
/* 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(VehicleType type)
{
return _veh_build_proc_table[type];
}
static inline uint32 GetCmdBuildVeh(const Vehicle *v)
{
return GetCmdBuildVeh(v->type);
}
static inline uint32 GetCmdSellVeh(VehicleType type)
{
return _veh_sell_proc_table[type];
}
static inline uint32 GetCmdSellVeh(const Vehicle *v)
{
return GetCmdSellVeh(v->type);
}
static inline uint32 GetCmdRefitVeh(VehicleType type)
{
return _veh_refit_proc_table[type];
}
static inline uint32 GetCmdRefitVeh(const Vehicle *v)
{
return GetCmdRefitVeh(v->type);
}
static inline uint32 GetCmdSendToDepot(VehicleType type)
{
return _send_to_depot_proc_table[type];
}
static inline uint32 GetCmdSendToDepot(const Vehicle *v)
{
return GetCmdSendToDepot(v->type);
}
#endif /* VEHICLE_H */
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