summaryrefslogtreecommitdiff
path: root/src/vehicle_base.h
blob: cfda648eccad5c82e79aa81d8e0d4b0c6004d828 (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
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
/* $Id$ */

/** @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 "company_base.h"
#include "company_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.
	VF_AUTOFILL_PRES_WAIT_TIME, ///< Whether non-destructive auto-fill should preserve waiting times
};

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);
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
public:
	friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
	friend void AfterLoadVehicles(bool part_of_load);             ///< 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

	char *name;              ///< Name of vehicle

	TileIndex tile;          ///< Current tile index

	/**
	 * Heading for this tile.
	 * For airports and train stations this tile does not necessarily belong to the destination station,
	 * but it can be used for heuristical purposes to estimate the distance.
	 */
	TileIndex dest_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

	OwnerByte owner;         // which company 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 cur_order_index; ///< The index to the current order

	union {
		OrderList *list;              ///< Pointer to the order list for this vehicle
		Order     *old;               ///< Only used during conversion of old save games
	} orders;

	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 km-ish/h 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 km-ish/h 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; }


	/**
	 * Get the first order of the vehicles order list.
	 * @return first order of order list.
	 */
	inline Order *GetFirstOrder() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetFirstOrder(); }

	/**
	 * 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 the shared vehicle chain.
	 * @return the next shared vehicle or NULL when there isn't a next vehicle.
	 */
	inline Vehicle *NextShared() const { return this->next_shared; }

	/**
	 * Get the previous vehicle of the shared vehicle chain
	 * @return the previous shared vehicle or NULL when there isn't a previous vehicle.
	 */
	inline Vehicle *PreviousShared() const { return this->previous_shared; }

	/**
	 * Get the first vehicle of this vehicle chain.
	 * @return the first vehicle of the chain.
	 */
	inline Vehicle *FirstShared() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetFirstSharedVehicle(); }

	/**
	 * 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->orders.list != NULL && this->orders.list->IsShared(); }

	/**
	 * Get the number of orders this vehicle has.
	 * @return the number of orders this vehicle has.
	 */
	inline VehicleOrderID GetNumOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumOrders(); }

	/**
	 * 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 Company *c) 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();
}


/** Generates sequence of free UnitID numbers */
struct FreeUnitIDGenerator {
	bool *cache;  ///< array of occupied unit id numbers
	UnitID maxid; ///< maximum ID at the moment of constructor call
	UnitID curid; ///< last ID returned ; 0 if none

	/** Initializes the structure. Vehicle unit numbers are supposed not to change after
	 * struct initialization, except after each call to this->NextID() the returned value
	 * is assigned to a vehicle.
	 * @param type type of vehicle
	 * @param owner owner of vehicles
	 */
	FreeUnitIDGenerator(VehicleType type, CompanyID owner);

	/** Returns next free UnitID. Supposes the last returned value was assigned to a vehicle. */
	UnitID NextID();

	/** Releases allocated memory */
	~FreeUnitIDGenerator() { free(this->cache); }
};

/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order *GetVehicleOrder(const Vehicle *v, int index) { return (v->orders.list == NULL) ? NULL : v->orders.list->GetOrderAt(index); }

/**
 * 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) { return (v->orders.list == NULL) ? NULL : v->orders.list->GetLastOrder(); }

/**
 * 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);

static const int32 INVALID_COORD = 0x7fffffff;

#endif /* VEHICLE_BASE_H */