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#ifndef VEHICLE_H
#define VEHICLE_H
#include "vehicle_gui.h"
typedef struct Order {
#ifdef TTD_LITTLE_ENDIAN /* XXX hack to avoid savegame revision bump */
uint8 type:4;
uint8 flags:4;
#else
uint8 flags:4;
uint8 type:4;
#endif
uint8 station;
} Order;
static inline uint16 PackOrder(const Order *order)
{
return order->station << 8 | order->flags << 4 | order->type;
}
static inline Order UnpackOrder(uint16 packed)
{
Order order;
order.type = (packed & 0x000f);
order.flags = (packed & 0x00f0) >> 4,
order.station = (packed & 0xff00) >> 8;
return order;
}
Order UnpackOldOrder(uint16 packed);
typedef struct VehicleRail {
uint16 last_speed; // NOSAVE: only used in UI
uint16 crash_anim_pos;
uint16 days_since_order_progr;
uint16 cached_weight; // cached power and weight for the vehicle.
uint32 cached_power; // no need to save those, they are recomputed on load.
// NOSAVE: for wagon override - id of the first engine in train
// 0xffff == not in train
uint16 first_engine;
byte track;
byte force_proceed;
byte railtype;
byte flags;
} VehicleRail;
enum {
VRF_REVERSING = 1,
// used to calculate if train is going up or down
VRF_GOINGUP = 2,
VRF_GOINGDOWN = 4,
};
typedef struct VehicleAir {
uint16 crashed_counter;
byte pos;
byte previous_pos;
byte targetairport;
byte state;
} VehicleAir;
typedef struct VehicleRoad {
byte state;
byte frame;
uint16 unk2;
byte overtaking;
byte overtaking_ctr;
uint16 crashed_ctr;
byte reverse_ctr;
} VehicleRoad;
typedef struct VehicleSpecial {
uint16 unk0;
byte unk2;
} VehicleSpecial;
typedef struct VehicleDisaster {
uint16 image_override;
uint16 unk2;
} VehicleDisaster;
typedef struct VehicleShip {
byte state;
} VehicleShip;
// not used ATM
struct WorldSprite {
struct WorldSprite *next; // next sprite in hash chain
uint16 image; // sprite number for this vehicle
// screen coordinates
int16 left, top, right, bottom;
// world coordinates
int16 x;
int16 y;
byte z;
int8 x_offs; // x offset for vehicle sprite
int8 y_offs; // y offset for vehicle sprite
byte width; // width of vehicle sprite
byte height; // height of vehicle sprite
byte depth; // depth of vehicle sprite
byte flags; // draw flags
};
struct Vehicle {
byte type; // type, ie roadven,train,ship,aircraft,special
byte subtype; // subtype (for trains, 0 == loco, 4 wagon ??)
uint16 index; // NOSAVE: Index in vehicle array
uint16 next_in_chain_old; // Next vehicle index for chained vehicles
Vehicle *next; // next
StringID string_id; // Displayed string
byte unitnumber; // unit number, for display purposes only
byte owner; // which player owns the vehicle?
TileIndex tile; // Current tile index
TileIndex dest_tile; // Heading for this tile
int16 x_pos; // coordinates
int16 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
uint16 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
byte last_station_visited;
byte cargo_type; // type of cargo this vehicle is carrying
byte cargo_days; // how many days have the pieces been in transit
byte cargo_source;// source of cargo
uint16 cargo_cap; // total capacity
uint16 cargo_count;// how many pieces are used
byte day_counter; // increased by one for each day
byte tick_counter;// increased by one for each tick
// related to the current order
byte cur_order_index;
byte num_orders;
Order current_order;
Order *schedule_ptr;
// Boundaries for the current position in the world and a next hash link.
// NOSAVE: All of those can be updated with VehiclePositionChanged()
int16 left_coord, top_coord, right_coord, bottom_coord;
uint16 next_hash;
// Related to age and service time
uint16 age; // Age in days
uint16 max_age; // Maximum age
uint16 date_of_last_service;
uint16 service_interval;
uint16 reliability;
uint16 reliability_spd_dec;
byte breakdown_ctr;
byte breakdown_delay;
byte breakdowns_since_last_service;
byte breakdown_chance;
byte build_year;
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)
struct Depot {
TileIndex xy;
uint16 town_index;
};
// train waypoint
struct Waypoint {
TileIndex xy;
uint16 town_or_string; // if this is 0xC000, it's a string id, otherwise a town.
ViewportSign sign;
uint16 build_date;
byte stat_id;
byte deleted; // this is a delete counter. when it reaches 0, the waypoint struct is deleted.
};
enum {
VEH_Train = 0x10,
VEH_Road = 0x11,
VEH_Ship = 0x12,
VEH_Aircraft = 0x13,
VEH_Special = 0x14,
VEH_Disaster = 0x15,
};
/* Order types */
enum {
OT_NOTHING = 0,
OT_GOTO_STATION = 1,
OT_GOTO_DEPOT = 2,
OT_LOADING = 3,
OT_LEAVESTATION = 4,
OT_DUMMY = 5,
OT_GOTO_WAYPOINT = 6,
};
/* Order flags */
enum {
OF_UNLOAD = 0x2,
OF_FULL_LOAD = 0x4, // Also used when to force an aircraft into a depot
OF_NON_STOP = 0x8
};
enum VehStatus {
VS_HIDDEN = 1,
VS_STOPPED = 2,
VS_UNCLICKABLE = 4,
VS_DEFPAL = 0x8,
VS_TRAIN_SLOWING = 0x10,
VS_DISASTER = 0x20,
VS_AIRCRAFT_BROKEN = 0x40,
VS_CRASHED = 0x80,
};
/* Effect vehicle types */
enum {
EV_INDUSTRYSMOKE = 0,
EV_STEAM_SMOKE = 1,
EV_SMOKE_1 = 2,
EV_SMOKE_2 = 3,
EV_SMOKE_3 = 4,
EV_CRASHED_SMOKE = 5,
EV_BREAKDOWN_SMOKE = 6,
EV_DEMOLISH = 7,
EV_ROADWORK = 8,
EV_INDUSTRY_SMOKE = 9,
};
typedef void VehicleTickProc(Vehicle *v);
typedef void *VehicleFromPosProc(Vehicle *v, void *data);
typedef struct {
VehicleID clone;
byte orderindex;
Order order[41];
uint16 service_interval;
char name[32];
} BackuppedOrders;
void VehicleServiceInDepot(Vehicle *v);
void BackupVehicleOrders(Vehicle *v, BackuppedOrders *order);
void RestoreVehicleOrders(Vehicle *v, BackuppedOrders *order);
Vehicle *AllocateVehicle();
Vehicle *ForceAllocateVehicle();
Vehicle *ForceAllocateSpecialVehicle();
void UpdateVehiclePosHash(Vehicle *v, int x, int y);
void InitializeVehicles();
void VehiclePositionChanged(Vehicle *v);
void AfterLoadVehicles();
Vehicle *GetLastVehicleInChain(Vehicle *v);
Vehicle *GetPrevVehicleInChain(Vehicle *v);
Vehicle *GetFirstVehicleInChain(Vehicle *v);
int CountVehiclesInChain(Vehicle *v);
void DeleteVehicle(Vehicle *v);
void DeleteVehicleChain(Vehicle *v);
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
void CallVehicleTicks();
void DeleteVehicleSchedule(Vehicle *v);
Vehicle *IsScheduleShared(Vehicle *v);
Depot *AllocateDepot();
Waypoint *AllocateWaypoint();
void UpdateWaypointSign(Waypoint *cp);
void RedrawWaypointSign(Waypoint *cp);
void InitializeTrains();
bool IsTrainDepotTile(TileIndex tile);
bool IsRoadDepotTile(TileIndex tile);
bool CanFillVehicle(Vehicle *v);
void ViewportAddVehicles(DrawPixelInfo *dpi);
void TrainEnterDepot(Vehicle *v, uint tile);
/* train_cmd.h */
int GetTrainImage(Vehicle *v, byte direction);
int GetAircraftImage(Vehicle *v, byte direction);
int GetRoadVehImage(Vehicle *v, byte direction);
int GetShipImage(Vehicle *v, byte direction);
Vehicle *CreateEffectVehicle(int x, int y, int z, int type);
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, int type);
Vehicle *CreateEffectVehicleRel(Vehicle *v, int x, int y, int z, int type);
uint32 VehicleEnterTile(Vehicle *v, uint tile, int x, int y);
void VehicleInTheWayErrMsg(Vehicle *v);
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
uint GetVehicleOutOfTunnelTile(Vehicle *v);
bool UpdateSignalsOnSegment(uint tile, byte direction);
void SetSignalsOnBothDir(uint tile, byte track);
Vehicle *CheckClickOnVehicle(ViewPort *vp, int x, int y);
//uint GetVehicleWeight(Vehicle *v);
void DecreaseVehicleValue(Vehicle *v);
void CheckVehicleBreakdown(Vehicle *v);
void AgeVehicle(Vehicle *v);
void MaybeRenewVehicle(Vehicle *v);
void DeleteCommandFromVehicleSchedule(Order cmd);
void BeginVehicleMove(Vehicle *v);
void EndVehicleMove(Vehicle *v);
bool IsAircraftHangarTile(TileIndex tile);
void ShowAircraftViewWindow(Vehicle *v);
void InvalidateVehicleOrderWidget(Vehicle *v);
bool IsShipDepotTile(TileIndex tile);
uint GetFreeUnitNumber(byte type);
int LoadUnloadVehicle(Vehicle *v);
int GetDepotByTile(uint tile);
uint GetWaypointByTile(uint tile);
void DoDeleteDepot(uint tile);
void UpdateTrainAcceleration(Vehicle *v);
int32 GetTrainRunningCost(Vehicle *v);
int CheckStoppedInDepot(Vehicle *v);
int ScheduleHasDepotOrders(const Order *schedule);
int CheckOrders(Vehicle *v);
bool VehicleNeedsService(const Vehicle *v);
typedef struct GetNewVehiclePosResult {
int x,y;
uint old_tile;
uint new_tile;
} GetNewVehiclePosResult;
/* returns true if staying in the same tile */
bool GetNewVehiclePos(Vehicle *v, GetNewVehiclePosResult *gp);
byte GetDirectionTowards(Vehicle *v, int x, int y);
#define BEGIN_ENUM_WAGONS(v) do {
#define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL);
#define DEREF_VEHICLE(i) (&_vehicles[i])
#define FOR_ALL_VEHICLES(v) for(v=_vehicles; v != endof(_vehicles); v++)
/* vehicle.c */
enum {
NUM_NORMAL_VEHICLES = 2048,
NUM_SPECIAL_VEHICLES = 512,
NUM_VEHICLES = NUM_NORMAL_VEHICLES + NUM_SPECIAL_VEHICLES
};
VARDEF Vehicle _vehicles[NUM_VEHICLES];
VARDEF Order _order_array[5000];
VARDEF Order *_ptr_to_next_order;
VARDEF Depot _depots[255];
// 128 waypoints
VARDEF Waypoint _waypoints[128];
// NOSAVE: Can be regenerated by inspecting the vehicles.
VARDEF VehicleID _vehicle_position_hash[0x1000];
// NOSAVE: Return values from various commands.
VARDEF VehicleID _new_train_id;
VARDEF VehicleID _new_wagon_id;
VARDEF VehicleID _new_aircraft_id;
VARDEF VehicleID _new_ship_id;
VARDEF VehicleID _new_roadveh_id;
VARDEF uint16 _aircraft_refit_capacity;
VARDEF byte _cmd_build_rail_veh_score;
VARDEF byte _cmd_build_rail_veh_var1;
// NOSAVE: Player specific info
VARDEF TileIndex _last_built_train_depot_tile;
VARDEF TileIndex _last_built_road_depot_tile;
VARDEF TileIndex _last_built_aircraft_depot_tile;
VARDEF TileIndex _last_built_ship_depot_tile;
VARDEF TileIndex _backup_orders_tile;
VARDEF BackuppedOrders _backup_orders_data[1];
// for each player, for each vehicle type, keep a list of the vehicles.
//VARDEF Vehicle *_vehicle_arr[8][4];
#define INVALID_VEHICLE 0xffff
#define MIN_SERVINT_PERCENT 5
#define MAX_SERVINT_PERCENT 90
#define MIN_SERVINT_DAYS 30
#define MAX_SERVINT_DAYS 800
/* 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
#endif /* VEHICLE_H */
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