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
|
/* $Id$ */
#ifndef VEHICLE_H
#define VEHICLE_H
#include "pool.h"
#include "order.h"
#include "rail.h"
enum {
VEH_Invalid = 0x00,
VEH_Train = 0x10,
VEH_Road = 0x11,
VEH_Ship = 0x12,
VEH_Aircraft = 0x13,
VEH_Special = 0x14,
VEH_Disaster = 0x15,
} ;
enum VehStatus {
VS_HIDDEN = 0x01,
VS_STOPPED = 0x02,
VS_UNCLICKABLE = 0x04,
VS_DEFPAL = 0x08,
VS_TRAIN_SLOWING = 0x10,
VS_SHADOW = 0x20,
VS_AIRCRAFT_BROKEN = 0x40,
VS_CRASHED = 0x80,
};
/* Effect vehicle types */
typedef enum EffectVehicle {
EV_CHIMNEY_SMOKE = 0,
EV_STEAM_SMOKE = 1,
EV_DIESEL_SMOKE = 2,
EV_ELECTRIC_SPARK = 3,
EV_SMOKE = 4,
EV_EXPLOSION_LARGE = 5,
EV_BREAKDOWN_SMOKE = 6,
EV_EXPLOSION_SMALL = 7,
EV_BULLDOZER = 8,
EV_BUBBLE = 9
} EffectVehicle;
typedef struct VehicleRail {
uint16 last_speed; // NOSAVE: only used in UI
uint16 crash_anim_pos;
uint16 days_since_order_progr;
// cached values, recalculated on load and each time a vehicle is added to/removed from the consist.
uint16 cached_max_speed; // max speed of the consist. (minimum of the max speed of all vehicles in the consist)
uint32 cached_power; // total power of the consist.
uint8 cached_veh_length; // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.
// cached values, recalculated when the cargo on a train changes (in addition to the conditions above)
uint16 cached_weight; // total weight of the consist.
uint16 cached_veh_weight; // weight of the vehicle.
/**
* 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;
byte track;
byte force_proceed;
byte railtype;
RailTypeMask compatible_railtypes;
byte flags;
// Link between the two ends of a multiheaded engine
Vehicle *other_multiheaded_part;
} VehicleRail;
enum {
VRF_REVERSING = 0,
// used to calculate if train is going up or down
VRF_GOINGUP = 1,
VRF_GOINGDOWN = 2,
// used to store if a wagon is powered or not
VRF_POWEREDWAGON = 3,
// used to reverse the visible direction of the vehicle
VRF_REVERSE_DIRECTION = 4,
};
typedef struct VehicleAir {
uint16 crashed_counter;
byte pos;
byte previous_pos;
StationID targetairport;
byte state;
} VehicleAir;
typedef struct VehicleRoad {
byte state;
byte frame;
uint16 blocked_ctr;
byte overtaking;
byte overtaking_ctr;
uint16 crashed_ctr;
byte reverse_ctr;
struct RoadStop *slot;
byte slot_age;
} VehicleRoad;
typedef struct VehicleSpecial {
uint16 unk0;
byte unk2;
} VehicleSpecial;
typedef struct VehicleDisaster {
uint16 image_override;
uint16 unk2;
} VehicleDisaster;
typedef struct VehicleShip {
byte state;
} VehicleShip;
struct Vehicle {
byte type; // type, ie roadven,train,ship,aircraft,special
byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes)
VehicleID index; // NOSAVE: Index in vehicle array
Vehicle *next; // next
Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
Vehicle *depot_list; //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
StringID string_id; // Displayed string
UnitID unitnumber; // unit number, for display purposes only
PlayerID 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;
byte direction; // facing
byte spritenum; // currently displayed sprite index
// 0xfd == custom sprite, 0xfe == custom second head sprite
// 0xff == reserved for another custom sprite
uint16 cur_image; // sprite number for this vehicle
byte sprite_width; // width of vehicle sprite
byte sprite_height; // height of vehicle sprite
byte z_height; // z-height of vehicle sprite
int8 x_offs; // x offset for vehicle sprite
int8 y_offs; // y offset for vehicle sprite
EngineID engine_type;
// for randomized variational spritegroups
// bitmask used to resolve them; parts of it get reseeded when triggers
// of corresponding spritegroups get matched
byte random_bits;
byte waiting_triggers; // triggers to be yet matched
uint16 max_speed; // maximum speed
uint16 cur_speed; // current speed
byte subspeed; // fractional speed
byte acceleration; // used by train & aircraft
byte progress;
byte vehstatus; // Status
StationID last_station_visited;
CargoID cargo_type; // type of cargo this vehicle is carrying
byte cargo_days; // how many days have the pieces been in transit
StationID cargo_source; // source of cargo
uint16 cargo_cap; // total capacity
uint16 cargo_count; // how many pieces are used
byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
byte day_counter; // increased by one for each day
byte tick_counter; // increased by one for each tick
/* Begin Order-stuff */
Order current_order; ///< The current order (+ status, like: loading)
VehicleOrderID cur_order_index; ///< The index to the current order
Order *orders; ///< Pointer to the first order for this vehicle
VehicleOrderID num_orders; ///< How many orders there are in the list
Vehicle *next_shared; ///< If not NULL, this points to the next vehicle that shared the order
Vehicle *prev_shared; ///< If not NULL, this points to the prev vehicle that shared the order
/* End Order-stuff */
// Boundaries for the current position in the world and a next hash link.
// NOSAVE: All of those can be updated with VehiclePositionChanged()
int32 left_coord;
int32 top_coord;
int32 right_coord;
int32 bottom_coord;
VehicleID next_hash;
// Related to age and service time
Date age; // Age in days
Date max_age; // Maximum age
Date date_of_last_service;
Date service_interval;
uint16 reliability;
uint16 reliability_spd_dec;
byte breakdown_ctr;
byte breakdown_delay;
byte breakdowns_since_last_service;
byte breakdown_chance;
Year build_year;
bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace
uint16 load_unload_time_rem;
int32 profit_this_year;
int32 profit_last_year;
uint32 value;
union {
VehicleRail rail;
VehicleAir air;
VehicleRoad road;
VehicleSpecial special;
VehicleDisaster disaster;
VehicleShip ship;
} u;
};
#define is_custom_sprite(x) (x >= 0xFD)
#define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD)
#define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE)
typedef void *VehicleFromPosProc(Vehicle *v, void *data);
void VehicleServiceInDepot(Vehicle *v);
Vehicle *AllocateVehicle(void);
bool AllocateVehicles(Vehicle **vl, int num);
Vehicle *ForceAllocateVehicle(void);
Vehicle *ForceAllocateSpecialVehicle(void);
void VehiclePositionChanged(Vehicle *v);
void AfterLoadVehicles(void);
Vehicle *GetLastVehicleInChain(Vehicle *v);
Vehicle *GetPrevVehicleInChain(const Vehicle *v);
Vehicle *GetFirstVehicleInChain(const Vehicle *v);
uint CountVehiclesInChain(const Vehicle* v);
void DeleteVehicleChain(Vehicle *v);
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
void CallVehicleTicks(void);
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);
void InitializeTrains(void);
byte VehicleRandomBits(void);
bool CanFillVehicle(Vehicle *v);
bool CanRefitTo(EngineID engine_type, CargoID cid_to);
CargoID FindFirstRefittableCargo(EngineID engine_type);
int32 GetRefitCost(EngineID engine_type);
void ViewportAddVehicles(DrawPixelInfo *dpi);
void TrainEnterDepot(Vehicle *v, TileIndex tile);
/* train_cmd.h */
int GetTrainImage(const Vehicle* v, Direction direction);
int GetAircraftImage(const Vehicle* v, Direction direction);
int GetRoadVehImage(const Vehicle* v, Direction direction);
int GetShipImage(const Vehicle* v, Direction direction);
Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type);
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type);
Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type);
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y);
StringID VehicleInTheWayErrMsg(const Vehicle* v);
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v);
bool UpdateSignalsOnSegment(TileIndex tile, DiagDirection direction);
void SetSignalsOnBothDir(TileIndex tile, byte track);
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y);
void DecreaseVehicleValue(Vehicle *v);
void CheckVehicleBreakdown(Vehicle *v);
void AgeVehicle(Vehicle *v);
void VehicleEnteredDepotThisTick(Vehicle *v);
void BeginVehicleMove(Vehicle *v);
void EndVehicleMove(Vehicle *v);
void ShowAircraftViewWindow(const Vehicle* v);
UnitID GetFreeUnitNumber(byte type);
int LoadUnloadVehicle(Vehicle *v);
void TrainConsistChanged(Vehicle *v);
void TrainPowerChanged(Vehicle *v);
int32 GetTrainRunningCost(const Vehicle *v);
int CheckTrainStoppedInDepot(const Vehicle *v);
bool VehicleNeedsService(const Vehicle *v);
uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owner, StationID station, OrderID order, uint16 window_type);
int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
/* Flags to add to p2 for goto depot commands */
/* Note: bits 8-10 are used for VLW flags */
enum {
DEPOT_SERVICE = (1 << 0), // The vehicle will leave the depot right after arrival (serivce only)
DEPOT_MASS_SEND = (1 << 1), // Tells that it's a mass send to depot command (type in VLW flag)
DEPOT_DONT_CANCEL = (1 << 2), // Don't cancel current goto depot command if any
DEPOT_LOCATE_HANGAR = (1 << 3), // Find another airport if the target one lacks a hangar
};
typedef struct GetNewVehiclePosResult {
int x,y;
TileIndex old_tile;
TileIndex new_tile;
} GetNewVehiclePosResult;
/**
* Returns the Trackdir on which the vehicle is currently located.
* Works for trains and ships.
* Currently works only sortof for road vehicles, since they have a fuzzy
* concept of being "on" a trackdir. Dunno really what it returns for a road
* vehicle that is halfway a tile, never really understood that part. For road
* vehicles that are at the beginning or end of the tile, should just return
* the diagonal trackdir on which they are driving. I _think_.
* For other vehicles types, or vehicles with no clear trackdir (such as those
* in depots), returns 0xFF.
*/
Trackdir GetVehicleTrackdir(const Vehicle* v);
/* returns true if staying in the same tile */
bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
Direction GetDirectionTowards(const Vehicle* v, int x, int y);
#define BEGIN_ENUM_WAGONS(v) do {
#define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL);
extern MemoryPool _vehicle_pool;
/**
* Get the pointer to the vehicle with index 'index'
*/
static inline Vehicle *GetVehicle(VehicleID index)
{
return (Vehicle*)GetItemFromPool(&_vehicle_pool, index);
}
/**
* Get the current size of the VehiclePool
*/
static inline uint16 GetVehiclePoolSize(void)
{
return _vehicle_pool.total_items;
}
static inline VehicleID GetVehicleArraySize(void)
{
/* TODO - This isn't the real content of the function, but
* with the new pool-system this will be replaced with one that
* _really_ returns the highest index + 1. Now it just returns
* the next safe value we are sure about everything is below.
*/
return GetVehiclePoolSize();
}
/**
* Check if a Vehicle really exists.
*/
static inline bool IsValidVehicle(const Vehicle *v)
{
return v->type != 0;
}
void DestroyVehicle(Vehicle *v);
static inline void DeleteVehicle(Vehicle *v)
{
DestroyVehicle(v);
v->type = 0;
}
#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v))
#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
/**
* Check if an index is a vehicle-index (so between 0 and max-vehicles)
*
* @return Returns true if the vehicle-id is in range
*/
static inline bool IsValidVehicleID(uint index)
{
return index < GetVehiclePoolSize() && IsValidVehicle(GetVehicle(index));
}
/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order *GetVehicleOrder(const Vehicle *v, int index)
{
Order *order = v->orders;
if (index < 0) return NULL;
while (order != NULL && index-- > 0)
order = order->next;
return order;
}
/* Returns the last order of a vehicle, or NULL if it doesn't exists */
static inline Order *GetLastVehicleOrder(const Vehicle *v)
{
Order *order = v->orders;
if (order == NULL) return NULL;
while (order->next != NULL)
order = order->next;
return order;
}
/* Get the first vehicle of a shared-list, so we only have to walk forwards */
static inline Vehicle *GetFirstVehicleFromSharedList(const Vehicle *v)
{
Vehicle *u = (Vehicle *)v;
while (u->prev_shared != NULL) u = u->prev_shared;
return u;
}
// NOSAVE: Return values from various commands.
VARDEF VehicleID _new_vehicle_id;
VARDEF uint16 _returned_refit_capacity;
enum {
INVALID_VEHICLE = 0xFFFF,
};
/**
* Get the colour map for an engine. This used for unbuilt engines in the user interface.
* @param engine_type ID of engine
* @param player ID of player
* @return A ready-to-use palette modifier
*/
PalSpriteID 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
*/
PalSpriteID 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 _send_to_depot_proc_table[];
#define CMD_SEND_TO_DEPOT(x) _send_to_depot_proc_table[ x - VEH_Train]
#endif /* VEHICLE_H */
|