summaryrefslogtreecommitdiff
path: root/src/vehicle_base.h
blob: baf99d39870232ce5d067f6d7e2cf9fedb0d100e (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
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file  vehicle_base.h Base class for all vehicles. */

#ifndef VEHICLE_BASE_H
#define VEHICLE_BASE_H

#include "track_type.h"
#include "command_type.h"
#include "order_base.h"
#include "cargopacket.h"
#include "texteff.hpp"
#include "engine_type.h"
#include "order_func.h"
#include "transport_type.h"
#include "group_type.h"

/** Vehicle status bits in #Vehicle::vehstatus. */
enum VehStatus {
	VS_HIDDEN          = 0x01, ///< Vehicle is not visible.
	VS_STOPPED         = 0x02, ///< Vehicle is stopped by the player.
	VS_UNCLICKABLE     = 0x04, ///< Vehicle is not clickable by the user (shadow vehicles).
	VS_DEFPAL          = 0x08, ///< Use default vehicle palette. @see DoDrawVehicle
	VS_TRAIN_SLOWING   = 0x10, ///< Train is slowing down.
	VS_SHADOW          = 0x20, ///< Vehicle is a shadow vehicle.
	VS_AIRCRAFT_BROKEN = 0x40, ///< Aircraft is broken down.
	VS_CRASHED         = 0x80, ///< Vehicle is crashed.
};

/** Bit numbers in #Vehicle::vehicle_flags. */
enum VehicleFlags {
	VF_LOADING_FINISHED,        ///< Vehicle has finished loading.
	VF_CARGO_UNLOADING,         ///< Vehicle is unloading cargo.
	VF_BUILT_AS_PROTOTYPE,      ///< Vehicle is a prototype (accepted as exclusive preview).
	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
	VF_STOP_LOADING,            ///< Don't load anymore during the next load cycle.
	VF_PATHFINDER_LOST,         ///< Vehicle's pathfinder is lost.
};

/** Bit numbers used to indicate which of the #NewGRFCache values are valid. */
enum NewGRFCacheValidValues {
	NCVV_POSITION_CONSIST_LENGTH   = 0, ///< This bit will be set if the NewGRF var 40 currently stored is valid.
	NCVV_POSITION_SAME_ID_LENGTH   = 1, ///< This bit will be set if the NewGRF var 41 currently stored is valid.
	NCVV_CONSIST_CARGO_INFORMATION = 2, ///< This bit will be set if the NewGRF var 42 currently stored is valid.
	NCVV_COMPANY_INFORMATION       = 3, ///< This bit will be set if the NewGRF var 43 currently stored is valid.
	NCVV_END,                           ///< End of the bits.
};

/** Cached often queried (NewGRF) values */
struct NewGRFCache {
	/* Values calculated when they are requested for the first time after invalidating the NewGRF cache. */
	uint32 position_consist_length;   ///< Cache for NewGRF var 40.
	uint32 position_same_id_length;   ///< Cache for NewGRF var 41.
	uint32 consist_cargo_information; ///< Cache for NewGRF var 42.
	uint32 company_information;       ///< Cache for NewGRF var 43.
	uint8  cache_valid;               ///< Bitset that indicates which cache values are valid.
};

/** Meaning of the various bits of the visual effect. */
enum VisualEffect {
	VE_OFFSET_START        = 0, ///< First bit that contains the offset (0 = front, 8 = centre, 15 = rear)
	VE_OFFSET_COUNT        = 4, ///< Number of bits used for the offset
	VE_OFFSET_CENTRE       = 8, ///< Value of offset corresponding to a position above the centre of the vehicle

	VE_TYPE_START          = 4, ///< First bit used for the type of effect
	VE_TYPE_COUNT          = 2, ///< Number of bits used for the effect type
	VE_TYPE_DEFAULT        = 0, ///< Use default from engine class
	VE_TYPE_STEAM          = 1, ///< Steam plumes
	VE_TYPE_DIESEL         = 2, ///< Diesel fumes
	VE_TYPE_ELECTRIC       = 3, ///< Electric sparks

	VE_DISABLE_EFFECT      = 6, ///< Flag to disable visual effect
	VE_DISABLE_WAGON_POWER = 7, ///< Flag to disable wagon power

	VE_DEFAULT = 0xFF,          ///< Default value to indicate that visual effect should be based on engine class
};

/**
 * Enum to handle ground vehicle subtypes.
 * This is defined here instead of at #GroundVehicle because some common function require access to these flags.
 * Do not access it directly unless you have to. Use the subtype access functions.
 */
enum GroundVehicleSubtypeFlags {
	GVSF_FRONT            = 0, ///< Leading engine of a consist.
	GVSF_ARTICULATED_PART = 1, ///< Articulated part of an engine.
	GVSF_WAGON            = 2, ///< Wagon (not used for road vehicles).
	GVSF_ENGINE           = 3, ///< Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).
	GVSF_FREE_WAGON       = 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
	GVSF_MULTIHEADED      = 5, ///< Engine is multiheaded (not used for road vehicles).
};

/** Cached often queried values common to all vehicles. */
struct VehicleCache {
	uint16 cached_max_speed; ///< Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).

	byte cached_vis_effect;  ///< Visual effect to show (see #VisualEffect)
};

/** A vehicle pool for a little over 1 million vehicles. */
typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
extern VehiclePool _vehicle_pool;

/* Some declarations of functions, so we can make them friendly */
struct SaveLoad;
struct GroundVehicleCache;
extern const SaveLoad *GetVehicleDescription(VehicleType vt);
struct LoadgameState;
extern bool LoadOldVehicle(LoadgameState *ls, int num);
extern void FixOldVehicles();

/** %Vehicle data structure. */
struct Vehicle : VehiclePool::PoolItem<&_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 FixOldVehicles();
	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 heuristic 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;                        ///< Value of the vehicle

	CargoPayment *cargo_payment;        ///< The cargo payment we're currently in

	/* 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.
	Date timetable_start;               ///< When the vehicle is supposed to start the timetable.

	Rect coord;                         ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.

	Vehicle *next_hash;                 ///< NOSAVE: Next vehicle in the visual location hash.
	Vehicle **prev_hash;                ///< NOSAVE: Previous vehicle in the visual location hash.

	Vehicle *next_new_hash;             ///< NOSAVE: Next vehicle in the tile location hash.
	Vehicle **prev_new_hash;            ///< NOSAVE: Previous vehicle in the tile location hash.
	Vehicle **old_new_hash;             ///< NOSAVE: Cache of the current hash chain.

	SpriteID colourmap;                 ///< NOSAVE: cached colour mapping

	/* Related to age and service time */
	Year build_year;                    ///< Year the vehicle has been built.
	Date age;                           ///< Age in days
	Date max_age;                       ///< Maximum age
	Date date_of_last_service;          ///< Last date the vehicle had a service at a depot.
	Date service_interval;              ///< The interval for (automatic) servicing; either in days or %.
	uint16 reliability;                 ///< Reliability.
	uint16 reliability_spd_dec;         ///< Reliability decrease speed.
	byte breakdown_ctr;                 ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
	byte breakdown_delay;               ///< Counter for managing breakdown length.
	byte breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
	byte breakdown_chance;              ///< Current chance of breakdowns.

	int32 x_pos;                        ///< x coordinate.
	int32 y_pos;                        ///< y coordinate.
	byte z_pos;                         ///< z coordinate.
	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
	SpriteID 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;               ///< The type of engine used for this vehicle.

	TextEffectID fill_percent_te_id;    ///< a text-effect id to a loading indicator object
	UnitID unitnumber;                  ///< unit number, for display purposes only

	uint16 cur_speed;                   ///< current speed
	byte subspeed;                      ///< fractional speed
	byte acceleration;                  ///< used by train & aircraft
	uint32 motion_counter;              ///< counter to occasionally play a vehicle sound.
	byte progress;                      ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.

	byte random_bits;                   ///< Bits used for determining which randomized variational spritegroups to use when drawing.
	byte waiting_triggers;              ///< Triggers to be yet matched before rerandomizing the random bits.

	StationID last_station_visited;     ///< The last station we stopped at.

	CargoID cargo_type;                 ///< type of cargo this vehicle is carrying
	byte cargo_subtype;                 ///< Used for livery refits (NewGRF variations)
	uint16 cargo_cap;                   ///< total capacity
	VehicleCargoList 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_real_order_index;///< The index to the current real (non-automatic) order
	VehicleOrderID cur_auto_order_index;///< The index to the current automatic order

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

	byte vehicle_flags;                 ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)

	uint16 load_unload_ticks;           ///< Ticks to wait before starting next cycle.
	GroupID group_id;                   ///< Index of group Pool array
	byte subtype;                       ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)

	NewGRFCache grf_cache;              ///< Cache of often used calculated NewGRF values
	VehicleCache vcache;                ///< Cache of often used vehicle values.

	Vehicle(VehicleType type = VEH_INVALID);

	void PreDestructor();
	/** We want to 'destruct' the right class. */
	virtual ~Vehicle();

	void BeginLoading();
	void LeaveStation();

	GroundVehicleCache *GetGroundVehicleCache();
	const GroundVehicleCache *GetGroundVehicleCache() const;

	void DeleteUnreachedAutoOrders();

	void HandleLoading(bool mode = false);

	/**
	 * 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) {}

	/**
	 * Determines the effective direction-specific vehicle movement speed.
	 *
	 * This method belongs to the old vehicle movement method:
	 * A vehicle moves a step every 256 progress units.
	 * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
	 *
	 * However, this method is slightly wrong in corners, as the leftover progress is not scaled correctly
	 * when changing movement direction. #GetAdvanceSpeed() and #GetAdvanceDistance() are better wrt. this.
	 *
	 * @param speed Direction-independent unscaled speed.
	 * @return speed scaled by movement direction. 256 units are required for each movement step.
	 */
	FORCEINLINE uint GetOldAdvanceSpeed(uint speed)
	{
		return (this->direction & 1) ? speed : speed * 3 / 4;
	}

	/**
	 * Determines the effective vehicle movement speed.
	 *
	 * Together with #GetAdvanceDistance() this function is a replacement for #GetOldAdvanceSpeed().
	 *
	 * A vehicle progresses independent of it's movement direction.
	 * However different amounts of "progress" are needed for moving a step in a specific direction.
	 * That way the leftover progress does not need any adaption when changing movement direction.
	 *
	 * @param speed Direction-independent unscaled speed.
	 * @return speed, scaled to match #GetAdvanceDistance().
	 */
	static FORCEINLINE uint GetAdvanceSpeed(uint speed)
	{
		return speed * 3 / 4;
	}

	/**
	 * Determines the vehicle "progress" needed for moving a step.
	 *
	 * Together with #GetAdvanceSpeed() this function is a replacement for #GetOldAdvanceSpeed().
	 *
	 * @return distance to drive for a movement step on the map.
	 */
	FORCEINLINE uint GetAdvanceDistance()
	{
		return (this->direction & 1) ? 192 : 256;
	}

	/**
	 * 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; }

	/**
	 * Invalidates cached NewGRF variables
	 * @see InvalidateNewGRFCacheOfChain
	 */
	FORCEINLINE void InvalidateNewGRFCache()
	{
		this->grf_cache.cache_valid = 0;
	}

	/**
	 * Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
	 * @see InvalidateNewGRFCache
	 */
	FORCEINLINE void InvalidateNewGRFCacheOfChain()
	{
		for (Vehicle *u = this; u != NULL; u = u->Next()) {
			u->InvalidateNewGRFCache();
		}
	}

	/**
	 * Check if the vehicle is a ground vehicle.
	 * @return True iff the vehicle is a train or a road vehicle.
	 */
	FORCEINLINE bool IsGroundVehicle() const
	{
		return this->type == VEH_TRAIN || this->type == VEH_ROAD;
	}

	/**
	 * 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
	 * @return is this vehicle still valid?
	 */
	virtual bool Tick() { return true; };

	/**
	 * Calls the new day handler of the vehicle
	 */
	virtual void OnNewDay() {};

	/**
	 * Crash the (whole) vehicle chain.
	 * @param flooded whether the cause of the crash is flooding or not.
	 * @return the number of lost souls.
	 */
	virtual uint Crash(bool flooded = false);

	/**
	 * 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.
	 * @return the trackdir of the vehicle
	 */
	virtual Trackdir GetVehicleTrackdir() const { return INVALID_TRACKDIR; }

	/**
	 * 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); }

	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 last vehicle of this vehicle chain.
	 * @return the last vehicle of the chain.
	 */
	inline Vehicle *Last()
	{
		Vehicle *v = this;
		while (v->Next() != NULL) v = v->Next();
		return v;
	}

	/**
	 * Get the last vehicle of this vehicle chain.
	 * @return the last vehicle of the chain.
	 */
	inline const Vehicle *Last() const
	{
		const Vehicle *v = this;
		while (v->Next() != NULL) v = v->Next();
		return v;
	}

	/**
	 * 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(); }

	void AddToShared(Vehicle *shared_chain);
	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) ? this->First() : 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(); }

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

	/**
	 * 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_real_order_index = src->cur_real_order_index;
		this->cur_auto_order_index = src->cur_auto_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->timetable_start = src->timetable_start;

		if (HasBit(src->vehicle_flags, VF_TIMETABLE_STARTED)) SetBit(this->vehicle_flags, VF_TIMETABLE_STARTED);
		if (HasBit(src->vehicle_flags, VF_AUTOFILL_TIMETABLE)) SetBit(this->vehicle_flags, VF_AUTOFILL_TIMETABLE);
		if (HasBit(src->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME)) SetBit(this->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME);

		this->service_interval = src->service_interval;
	}


	bool HandleBreakdown();

	bool NeedsAutorenewing(const Company *c) const;

	bool NeedsServicing() const;
	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; }

	CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);

	void UpdateVisualEffect(bool allow_power_change = true);
	void ShowVisualEffect() const;

private:
	/**
	 * Advance cur_real_order_index to the next real order.
	 * cur_auto_order_index is not touched.
	 */
	void SkipToNextRealOrderIndex()
	{
		if (this->GetNumManualOrders() > 0) {
			/* Advance to next real order */
			do {
				this->cur_real_order_index++;
				if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
			} while (this->GetOrder(this->cur_real_order_index)->IsType(OT_AUTOMATIC));
		} else {
			this->cur_real_order_index = 0;
		}
	}

public:
	/**
	 * Increments cur_auto_order_index, keeps care of the wrap-around and invalidates the GUI.
	 * cur_real_order_index is incremented as well, if needed.
	 * Note: current_order is not invalidated.
	 */
	void IncrementAutoOrderIndex()
	{
		if (this->cur_auto_order_index == this->cur_real_order_index) {
			/* Increment real order index as well */
			this->SkipToNextRealOrderIndex();
		}

		assert(this->cur_real_order_index == 0 || this->cur_real_order_index < this->GetNumOrders());

		/* Advance to next automatic order */
		do {
			this->cur_auto_order_index++;
			if (this->cur_auto_order_index >= this->GetNumOrders()) this->cur_auto_order_index = 0;
		} while (this->cur_auto_order_index != this->cur_real_order_index && !this->GetOrder(this->cur_auto_order_index)->IsType(OT_AUTOMATIC));

		InvalidateVehicleOrder(this, 0);
	}

	/**
	 * Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
	 * cur_auto_order_index is incremented as well, if it was equal to cur_real_order_index, i.e. cur_real_order_index is skipped
	 * but not any automatic orders.
	 * Note: current_order is not invalidated.
	 */
	void IncrementRealOrderIndex()
	{
		if (this->cur_auto_order_index == this->cur_real_order_index) {
			/* Increment both real and auto order */
			this->IncrementAutoOrderIndex();
		} else {
			/* Increment real order only */
			this->SkipToNextRealOrderIndex();
			InvalidateVehicleOrder(this, 0);
		}
	}

	/**
	 * Skip automatic orders until cur_real_order_index is a non-automatic order.
	 */
	void UpdateRealOrderIndex()
	{
		/* Make sure the index is valid */
		if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;

		if (this->GetNumManualOrders() > 0) {
			/* Advance to next real order */
			while (this->GetOrder(this->cur_real_order_index)->IsType(OT_AUTOMATIC)) {
				this->cur_real_order_index++;
				if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
			}
		} else {
			this->cur_real_order_index = 0;
		}
	}

	/**
	 * Returns order 'index' of a vehicle or NULL when it doesn't exists
	 * @param index the order to fetch
	 * @return the found (or not) order
	 */
	inline Order *GetOrder(int index) const
	{
		return (this->orders.list == NULL) ? NULL : this->orders.list->GetOrderAt(index);
	}

	/**
	 * Returns the last order of a vehicle, or NULL if it doesn't exists
	 * @return last order of a vehicle, if available
	 */
	inline Order *GetLastOrder() const
	{
		return (this->orders.list == NULL) ? NULL : this->orders.list->GetLastOrder();
	}

	bool IsEngineCountable() const;
	bool HasDepotOrder() const;
	void HandlePathfindingResult(bool path_found);

	/**
	 * Check if the vehicle is a front engine.
	 * @return Returns true if the vehicle is a front engine.
	 */
	FORCEINLINE bool IsFrontEngine() const
	{
		return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_FRONT);
	}

	/**
	 * Check if the vehicle is an articulated part of an engine.
	 * @return Returns true if the vehicle is an articulated part.
	 */
	FORCEINLINE bool IsArticulatedPart() const
	{
		return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_ARTICULATED_PART);
	}

	/**
	 * Check if an engine has an articulated part.
	 * @return True if the engine has an articulated part.
	 */
	FORCEINLINE bool HasArticulatedPart() const
	{
		return this->Next() != NULL && this->Next()->IsArticulatedPart();
	}

	/**
	 * Get the next part of an articulated engine.
	 * @return Next part of the articulated engine.
	 * @pre The vehicle is an articulated engine.
	 */
	FORCEINLINE Vehicle *GetNextArticulatedPart() const
	{
		assert(this->HasArticulatedPart());
		return this->Next();
	}

	/**
	 * Get the first part of an articulated engine.
	 * @return First part of the engine.
	 */
	FORCEINLINE Vehicle *GetFirstEnginePart()
	{
		Vehicle *v = this;
		while (v->IsArticulatedPart()) v = v->Previous();
		return v;
	}

	/**
	 * Get the first part of an articulated engine.
	 * @return First part of the engine.
	 */
	FORCEINLINE const Vehicle *GetFirstEnginePart() const
	{
		const Vehicle *v = this;
		while (v->IsArticulatedPart()) v = v->Previous();
		return v;
	}

	/**
	 * Get the last part of an articulated engine.
	 * @return Last part of the engine.
	 */
	FORCEINLINE Vehicle *GetLastEnginePart()
	{
		Vehicle *v = this;
		while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
		return v;
	}

	/**
	 * Get the next real (non-articulated part) vehicle in the consist.
	 * @return Next vehicle in the consist.
	 */
	FORCEINLINE Vehicle *GetNextVehicle() const
	{
		const Vehicle *v = this;
		while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();

		/* v now contains the last articulated part in the engine */
		return v->Next();
	}

	/**
	 * Get the previous real (non-articulated part) vehicle in the consist.
	 * @return Previous vehicle in the consist.
	 */
	FORCEINLINE Vehicle *GetPrevVehicle() const
	{
		Vehicle *v = this->Previous();
		while (v != NULL && v->IsArticulatedPart()) v = v->Previous();

		return v;
	}
};

/**
 * Iterate over all vehicles from a given point.
 * @param var   The variable used to iterate over.
 * @param start The vehicle to start the iteration at.
 */
#define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)

/**
 * Iterate over all vehicles.
 * @param var The variable used to iterate over.
 */
#define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0)

/**
 * Class defining several overloaded accessors so we don't
 * have to cast vehicle types that often
 */
template <class T, VehicleType Type>
struct SpecializedVehicle : public Vehicle {
	static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type

	typedef SpecializedVehicle<T, Type> SpecializedVehicleBase; ///< Our type

	/**
	 * Set vehicle type correctly
	 */
	FORCEINLINE SpecializedVehicle<T, Type>() : Vehicle(Type) { }

	/**
	 * Get the first vehicle in the chain
	 * @return first vehicle in the chain
	 */
	FORCEINLINE T *First() const { return (T *)this->Vehicle::First(); }

	/**
	 * Get the last vehicle in the chain
	 * @return last vehicle in the chain
	 */
	FORCEINLINE T *Last() { return (T *)this->Vehicle::Last(); }

	/**
	 * Get the last vehicle in the chain
	 * @return last vehicle in the chain
	 */
	FORCEINLINE const T *Last() const { return (const T *)this->Vehicle::Last(); }

	/**
	 * Get next vehicle in the chain
	 * @return next vehicle in the chain
	 */
	FORCEINLINE T *Next() const { return (T *)this->Vehicle::Next(); }

	/**
	 * Get previous vehicle in the chain
	 * @return previous vehicle in the chain
	 */
	FORCEINLINE T *Previous() const { return (T *)this->Vehicle::Previous(); }

	/**
	 * Get the next part of an articulated engine.
	 * @return Next part of the articulated engine.
	 * @pre The vehicle is an articulated engine.
	 */
	FORCEINLINE T *GetNextArticulatedPart() { return (T *)this->Vehicle::GetNextArticulatedPart(); }

	/**
	 * Get the next part of an articulated engine.
	 * @return Next part of the articulated engine.
	 * @pre The vehicle is an articulated engine.
	 */
	FORCEINLINE T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }

	/**
	 * Get the first part of an articulated engine.
	 * @return First part of the engine.
	 */
	FORCEINLINE T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }

	/**
	 * Get the first part of an articulated engine.
	 * @return First part of the engine.
	 */
	FORCEINLINE const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }

	/**
	 * Get the last part of an articulated engine.
	 * @return Last part of the engine.
	 */
	FORCEINLINE T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }

	/**
	 * Get the next real (non-articulated part) vehicle in the consist.
	 * @return Next vehicle in the consist.
	 */
	FORCEINLINE T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }

	/**
	 * Get the previous real (non-articulated part) vehicle in the consist.
	 * @return Previous vehicle in the consist.
	 */
	FORCEINLINE T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }

	/**
	 * Tests whether given index is a valid index for vehicle of this type
	 * @param index tested index
	 * @return is this index valid index of T?
	 */
	static FORCEINLINE bool IsValidID(size_t index)
	{
		return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type;
	}

	/**
	 * Gets vehicle with given index
	 * @return pointer to vehicle with given index casted to T *
	 */
	static FORCEINLINE T *Get(size_t index)
	{
		return (T *)Vehicle::Get(index);
	}

	/**
	 * Returns vehicle if the index is a valid index for this vehicle type
	 * @return pointer to vehicle with given index if it's a vehicle of this type
	 */
	static FORCEINLINE T *GetIfValid(size_t index)
	{
		return IsValidID(index) ? Get(index) : NULL;
	}

	/**
	 * Converts a Vehicle to SpecializedVehicle with type checking.
	 * @param v Vehicle pointer
	 * @return pointer to SpecializedVehicle
	 */
	static FORCEINLINE T *From(Vehicle *v)
	{
		assert(v->type == Type);
		return (T *)v;
	}

	/**
	 * Converts a const Vehicle to const SpecializedVehicle with type checking.
	 * @param v Vehicle pointer
	 * @return pointer to SpecializedVehicle
	 */
	static FORCEINLINE const T *From(const Vehicle *v)
	{
		assert(v->type == Type);
		return (const T *)v;
	}

	/**
	 * Update vehicle sprite- and position caches
	 * @param moved Was the vehicle moved?
	 * @param turned Did the vehicle direction change?
	 */
	FORCEINLINE void UpdateViewport(bool moved, bool turned)
	{
		extern void VehicleMove(Vehicle *v, bool update_viewport);

		/* Explicitly choose method to call to prevent vtable dereference -
		 * it gives ~3% runtime improvements in games with many vehicles */
		if (turned) ((T *)this)->T::UpdateDeltaXY(this->direction);
		SpriteID old_image = this->cur_image;
		this->cur_image = ((T *)this)->T::GetImage(this->direction);
		if (moved || this->cur_image != old_image) VehicleMove(this, true);
	}
};

/**
 * Iterate over all vehicles of a particular type.
 * @param name The type of vehicle to iterate over.
 * @param var  The variable used to iterate over.
 */
#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)

/**
 * Disasters, like submarines, skyrangers and their shadows, belong to this class.
 */
struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
	SpriteID image_override;            ///< Override for the default disaster vehicle sprite.
	VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.

	/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
	DisasterVehicle() : SpecializedVehicleBase() {}
	/** We want to 'destruct' the right class. */
	virtual ~DisasterVehicle() {}

	void UpdateDeltaXY(Direction direction);
	bool Tick();
};

/**
 * Iterate over disaster vehicles.
 * @param var The variable used to iterate over.
 */
#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)

/** 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

	FreeUnitIDGenerator(VehicleType type, CompanyID owner);
	UnitID NextID();

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

/** Sentinel for an invalid coordinate. */
static const int32 INVALID_COORD = 0x7fffffff;

#endif /* VEHICLE_BASE_H */