OpenTTD-patches/src/vehicle_base.h

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/* $Id$ */
/*
* 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 "core/smallmap_type.hpp"
#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"
2015-08-01 18:47:09 +00:00
#include "timetable.h"
#include "base_consist.h"
#include "network/network.h"
#include <list>
#include <map>
Squashed commit of the following: commit b17f39a2016dc11a6a9815f398d690d82a6a59aa Merge: 67b3190 3bb7c47 Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Feb 12 19:44:34 2016 +0100 Merge branch 'merge/trunk27506' into dev commit 3bb7c4768580198b7316bfeebc4b870d355439e8 Merge: 14929fe 9db36bd Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Feb 12 19:43:53 2016 +0100 Merge remote-tracking branch 'openttd/master' into merge/trunk27506 commit 14929fe3536e2aa5b4d6a43d0d55043da7a2f252 Merge: af15609 4b8c698 Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Feb 10 22:14:25 2016 +0100 Merge branch 'master' into merge/trunk27506 commit 67b319060b4b88b72c94b0e0c2c9fdcf1c2fd95d Author: Thomas Schmidt <streen01@gmx.de> Date: Sat Feb 28 20:17:13 2015 +0100 removed 2 unused function calls commit af15609c938eb388dd507b16fb7b6d547c54c2da Merge: 5465c88 b251ba3 Author: Thomas Schmidt <streen01@gmx.de> Date: Sat Feb 28 15:12:33 2015 +0100 Merge branch 'trunk' into merge_trunk commit 5465c88c8016c5e7910570ab5795222e8348c703 Author: me <streen01@gmx.de> Date: Sat Feb 28 10:59:41 2015 +0100 regenerated MSVS project files forgot to do this, they still retained the old filenames commit 0391455e29c5ed794fcd0f58c63ff98dc52685ac Author: Thomas Schmidt <streen01@gmx.de> Date: Thu Feb 26 16:53:05 2015 +0100 removed the patch files from this repo again that was a rather dum idea, it made the difference patch between branches trunk and tbtr huge. the patch files are now being tracked again in the supplimentary repo 'tbtr_proj', that will keep this fork clean and creating diff-patches will be much easier commit 8395d40386c8d620c90fb4be66cf6679408ac975 Author: Thomas Schmidt <streen01@gmx.de> Date: Thu Feb 26 16:27:40 2015 +0100 fix for reported bug by DC-1: crash in station gui the template gui item was added to the drop-down list that was also shown in a station gui, but there was no action present when this item was selected in a station gui. per default the game would commit suicide by called NOT_REACHED() at the default case of the according switch-statement. commit 833873245d33bd77105a82a584d9bec2362419bc Merge: 39596be 8688c95 Author: Thomas Schmidt <streen01@gmx.de> Date: Thu Feb 26 15:08:53 2015 +0100 Merge branch 'fix_disableTemplateOrderCheck' into tbtr commit 8688c95a01ed5933a35a08597bbf45ff148f5a67 Author: Thomas Schmidt <streen01@gmx.de> Date: Thu Feb 26 15:06:25 2015 +0100 added fix by DC-1 don't check the orders list of a virtual vehicle commit 39596beff9a815a0f9b2ea3abe5d82c3ec5933e7 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Feb 22 10:47:58 2015 +0100 added history of patches for the mod commit b3ae74ac4e9143202a1fda1333a91c3716ebb21e Merge: 9a601a1 ee756e1 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Feb 22 10:03:04 2015 +0100 Merge branch 'tbtr' into merge_tbtr commit ee756e1c2229534f1cc05edb97269b0c83ddde66 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Feb 17 22:25:50 2015 +0100 removed nonsensical comments + disabled code commit e7d37f0500c56c84a36ce8b93eafb31f800e1086 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Feb 17 21:30:38 2015 +0100 added some missing renames in includes commit 63c2b13766b077e4f2923f321e95d53356dee2db Merge: e92e6ba 9752606 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Feb 17 21:22:11 2015 +0100 Merge branch 'feat_renameFiles' into merge_renameFiles Conflicts: src/tbtr_template_gui_create_virtualtrain.cpp commit 975260643d212f8cac72485f2011011210622849 Author: Thomas Schmidt <streen01@gmx.de> Date: Mon Feb 9 22:11:18 2015 +0100 replaced source file prefix: aaa -> tbtr commit e92e6ba7089564886d17dd5c1fd8d85ea0ca4ac7 Merge: 62d2f80 ac16eab Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Feb 8 15:02:19 2015 +0100 Merge branch 'rm_TODOs' into dev Conflicts: src/aaa_template_gui_main.cpp commit 62d2f809edf170cfbeb0599822c4c3d4f9a1fefe Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Feb 8 14:59:36 2015 +0100 i++ -> ++i commit ac16eabc082f62b9fe2ef6c11a314f8e9a28c26b Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Feb 8 14:34:36 2015 +0100 rm'ed TODOs commit 22f642f32265882b8f99b409b517823991c08101 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Feb 8 14:17:49 2015 +0100 rm TODO yes, depends on the selected template because the button "Start replacing" means, to start the replacement for the currently selected group and template (create a templatereplacement object for this combination) commit 60d8192838e340a3cf6899979361c997df73b716 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Feb 8 14:17:26 2015 +0100 rm'ed TODO: included task in TODO-list commit 39e42674ac9f5ad5dd056b613e80ef4e754c1153 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Feb 8 11:19:36 2015 +0100 changed window class in use: WC_NONE -> WC_TEMPLATE_GUI_MAIN commit cadfac96e21aeb862b75e0454197ddce89fb728c Author: Thomas Schmidt <streen01@gmx.de> Date: Mon Jan 26 23:18:29 2015 +0100 removed a weird call to deleteAllTmplReplacements was a TODO task, it was set to delete all template replacements belonging to group with id -1, which does not exist, ever commit dc1058464c29f61b6197dec556ec468d1ff38451 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 25 23:27:03 2015 +0100 removed some TODOs commit 7afeb17db512600424039099a0f4bd78882fcd8e Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 25 11:35:47 2015 +0100 removed all MYGUI comments tried to replace them with useful comments where necessary added a few new TODOs here and there commit 6b9453224a77811062254e6bce7dac4074b829a8 Merge: 292a5aa 687bc4c Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 18 20:47:06 2015 +0100 Merge branch 'fix_compiler_warnings' into dev commit 687bc4c34fbb9ddeaf15b4857b235a9709dd85be Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 18 20:43:26 2015 +0100 fixed all remaining warnings commit ada08d7097772e325b7852fd058d8bad7036ae4d Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 18 18:25:45 2015 +0100 removed testing code that produced a warning commit f3b1568384f36998aeb1fa51c1fab4cfb96c7f93 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 18 00:07:34 2015 +0100 removed unused variable REPLACEMENT_IN_PROGRESS commit 5aa9098880070cfaa3d2815f445497b2886933f9 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 18 00:02:43 2015 +0100 removed variable 'mode' from ClickedOnVehicle() member function of class TemplateCreateWindow in the depot gui the mode variable is used to decide whether a vehicle is started or dragged or ... here, we only drag so the mode is never used commit 292a5aa9dba9cf1d0003e84055fb95357f922454 Merge: 8f6df8c 2bb12bc Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Jan 14 23:41:29 2015 +0100 Merge branch 'feat_mergePatch0.4c' into dev commit 2bb12bcf283cccc8869bf537b79b22f479cb7203 Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Jan 14 23:32:04 2015 +0100 added vi's .swp files to .gitignore commit aecf6f549b32f92342f8e0b65158bebef6270537 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Jan 13 20:15:25 2015 +0100 corrected UpdateViewport code was VehicleUpdateViewport(Vehicle*, bool) before is Vehicle::UpdateViewport(bool, bool) now commit ae199283fd5ac0199cef1c4c980561122d030199 Author: Thomas Schmidt <streen01@gmx.de> Date: Mon Jan 12 22:34:22 2015 +0100 updated code for EngineNumberSorter commit 9735035c6dd4ded9bb76958722dc25e26ced5f05 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 11 18:36:17 2015 +0100 removed unused parameter 'part_of_chain' from cargo movement code commit b8b86e1f2592288ddcfb46a0a5d81c3257da60d3 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Jan 4 21:44:17 2015 +0100 Reimplemented moving of cargo - uses the new shift function - manages to spread the old cargo of replaced vehicles from a chain across the memebers of the newly constructed chain some TODOs are left within the code and some testing needs to be done, how this behaves when there is more than one vehicle being replaced commit 0d76e1bfe10ef207ac5e4018976e9fba0b0bb25e Author: Thomas Schmidt <streen01@gmx.de> Date: Sat Jan 3 01:05:54 2015 +0100 fixed saveload code for TemplateVehicle commit ba0ea6975f48fe38c2b5376ebc83c23d6bb6151c Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 11:32:23 2015 +0100 final changes for the merge - removed the WDF_UNLICK_BUTTON - updated ctor calls to Window() - disabled the engine number sorter commit 9cc213335046b3febfe6649fde40b00e1bb43d5b Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 11:29:03 2015 +0100 disabled cargo movement during templrpl need to reimplement this step since the cargo is now moved packet-by-packet and not as a complete list from a vehicle onto another vehicle anymore commit 39743806d0156f8547670c525af0e59083dbcd49 Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 11:16:54 2015 +0100 replaced cargo function 'Count' - not available anymore: VehicleCargoList::Count() - using StoredCount() for now, should check if this is the correct count commit 9b240bbf9b2ee5659bbcb518e9e2767103861254 Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 01:27:56 2015 +0100 final corrections for template_gui_create_virtualtrain commit cf0d48d8fa052ff521e1fac0ec75d75107c9b76e Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 01:20:30 2015 +0100 disbabled usage of not-anymore-existing newgrf_engine.h::ListPositionOfEngine commit 81da16b7f0c3ea2417b24707329d1d971a67e82e Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 01:09:53 2015 +0100 fixed typo in value WID_BV_SORT_ASSENDING_DESCENDING commit c8f81a5c3df5ccf4858bda64a53979af510ccd87 Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 01:09:25 2015 +0100 create_virtual_train: uint GetEngineListHeight not static commit bd29d99f80bd824e28104f3bc839fc2a5abdd297 Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 00:57:25 2015 +0100 template_gui_create: static WindowDesc not const commit edee9c1c544845459102328209b98d424cfd3248 Author: Thomas Schmidt <streen01@gmx.de> Date: Fri Jan 2 00:44:50 2015 +0100 updated call to Window::FinishInitNested commit 25fc3cb7ed6db15f42bd3fdff9506621fbba3d72 Author: Thomas Schmidt <streen01@gmx.de> Date: Thu Jan 1 23:56:48 2015 +0100 updated ctor calls for classes derived from Window - first param in the constructor used to be const WindowDesc*, now it is WindowDesc* commit 54d710170f1ce9cf5539cd525744ca61f4089e7b Author: Thomas Schmidt <streen01@gmx.de> Date: Thu Jan 1 02:50:29 2015 +0100 updated constr calls to WindowDesc::WindowDesc need a const char* at 2nd pos now commit 7c954141f00666dec4c9559019a1a4af3b452372 Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 02:30:02 2014 +0100 applied patch vehicle.cpp commit aa12720049a3dfb1c2e02d453813bd567b67ff60 Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 02:22:54 2014 +0100 applied patch vehicle_gui.cpp (failed hunks 2,4,5/6) commit 2b8e70f15478072264f1e063418f8de0744a98e1 Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 02:13:29 2014 +0100 applied patch train_cmd.cpp (failed hunk 1/8) commit 47499523bf1ed0cce5fdf6cc2a7102e571dcb07d Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 02:07:00 2014 +0100 applied patch newgrf_engine.cpp commit 7a40c62a7b5ab8059981270252a7def69eacb7d7 Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 02:02:52 2014 +0100 applied patch vehicle_cmd.cpp (failed hunks 2,3/3) commit 277839abd8cb7eb277e4ed6cb72e0f3da5b7e479 Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 01:56:35 2014 +0100 applied patch saveload.h (failed hunk 1/1) commit 7b64c87ad3dede6442a88dafa5aa8a6a3e0db812 Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 01:53:56 2014 +0100 applied patch group_gui.cpp (failed hunks 2,3/4) commit 8075261c526004e21534fa0ab80429132d5f634b Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 01:46:24 2014 +0100 applied patch vehiclelist.cpp (failed hunk 1/2) commit b1c197c0f38e45fb50dad7f7e33f1438b150a34f Author: Thomas Schmidt <streen01@gmx.de> Date: Wed Dec 31 01:42:04 2014 +0100 applied patch train.h (failed hunk 1/3) commit 81bfa209e92fa74387420cc85851767d2737c1b0 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch viewport.cpp.patch (file src/viewport.cpp) commit 5c083054544eabac9260a75033198c665b169215 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch train_gui.cpp.patch (file src/train_gui.cpp) commit 3c3534621c6b37530035faadfa092d70fed724c9 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch source.list.patch (file source.list) commit 6bbb071431882d4bab43023f7194f96c824e78e5 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch saveload_internal.h.patch (file src/saveload/saveload_internal.h) commit 158640eb786cc7867c9e689eb8a92a209e528a83 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch saveload.cpp.patch (file src/saveload/saveload.cpp) commit e171ad716c126e98bc045f5ce574ac6161f3ab4f Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch openttd_vs90.vcproj.patch (file projects/openttd_vs90.vcproj) commit b77486d89c12a80f73f088759da760abd0af7f49 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch openttd_vs80.vcproj.patch (file projects/openttd_vs80.vcproj) commit 57f9c52fc580da51e20bd40f116fe66c9a0f3669 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch openttd_vs100.vcxproj.patch (file projects/openttd_vs100.vcxproj) commit bda1f739a415600a7f522b1c7f9ca53fa7713ed3 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch openttd_vs100.vcxproj.filters.patch (file projects/openttd_vs100.vcxproj.filters) commit ed96771b03e726e5cb56cac9a8328c3a1e63856b Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch newgrf_spritegroup.cpp.patch (file src/newgrf_spritegroup.cpp) commit 3df57e0d855fef5f54be4fd8d25e231a7eb3c3f1 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:10 2014 +0100 applied patch group_cmd.cpp.patch (file src/group_cmd.cpp) commit da31ca4b67d6993f127c6cecac717eb286ead4e6 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch english.txt.patch (file src/lang/english.txt) commit ddc0af7139fccbae4060c70440f17c763e3bba96 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch depot_gui.cpp.patch (file src/depot_gui.cpp) commit 88aca9db192c6a2b92185f56505caf8b91d23ab4 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch autoreplace_cmd.cpp.patch (file src/autoreplace_cmd.cpp) commit 45ca80f7c9847ac3afe181a0badeb12bbbd5ed0d Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch articulated_vehicles.cpp.patch (file src/articulated_vehicles.cpp) commit 44bd0bf2e77f366b61f96b0f4ca564f2e2e5814a Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch afterload.cpp.patch (file src/saveload/afterload.cpp) commit 679f9b327f9d3f3bec327ae0266f289981972c85 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch aaa_template_veh_sl.cpp.patch (file src/saveload/aaa_template_veh_sl.cpp) commit ebcec221ec7c1988e85ba458283ff362e034e6d5 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch aaa_template_vehicle.h.patch (file src/aaa_template_vehicle.h) commit ad690e74b95d2aa07157b73834eef672c63ef901 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch aaa_template_vehicle_func.h.patch (file src/aaa_template_vehicle_func.h) commit 5982153c369432fc694daaa91a06dfefeeb29485 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch aaa_template_vehicle_func.cpp.patch (file src/aaa_template_vehicle_func.cpp) commit 773f889e165b013de96736fa380d5ab5c311b3dd Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch aaa_template_vehicle.cpp.patch (file src/aaa_template_vehicle.cpp) commit 03af781d69a09863d3b76ee4911e5eecd90a7cf5 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch aaa_template_replacement_sl.cpp.patch (file src/saveload/aaa_template_replacement_sl.cpp) commit ab6cb0562fd390d551670dbc27e0c3c94c8554db Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch aaa_template_gui_replaceall.cpp.patch (file src/aaa_template_gui_replaceall.cpp) commit d88452a6195c55e39bceb3ea7689fc546c4eee6a Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:43:09 2014 +0100 applied patch aaa_template_gui_main.cpp.patch (file src/aaa_template_gui_main.cpp) commit ab6ac687f355d400ad9ebc154e75477671a8e0fa Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:42:21 2014 +0100 applied patch aaa_template_gui_create_virtualtrain.cpp.patch (file src/aaa_template_gui_create_virtualtrain.cpp) commit 288d14b9b145cb045b6a287d23cf3be4f2712ede Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:38:12 2014 +0100 applied patch aaa_template_gui_create.cpp.patch (file src/aaa_template_gui_create.cpp) commit 5342db70e07fb7c1f3c41654abd2c6a4c51472c4 Author: Thomas Schmidt <streen01@gmx.de> Date: Tue Dec 30 01:18:32 2014 +0100 applied aaa_* header files commit 6f14e94a0ad715a33a2653cf6c12e1c2981ace8d Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Dec 28 17:29:55 2014 +0100 applied vehicle_base.h.patch commit b76a5ce921fab5d81b60755ce66db71e38664e9b Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Dec 28 17:29:28 2014 +0100 applied window_type.h.patch commit d33d738c7e3477de3f12affcc74c88194a61c442 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Dec 28 17:28:30 2014 +0100 applied newgrf_engine.h.patch commit 931fd1143706bc76aa145e1430645cb4496f9f4a Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Dec 28 17:27:21 2014 +0100 applied vehicle_gui.h.patch commit f6c4ab089dad5a4a01401e18cffa8f20e02f733e Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Dec 28 17:00:52 2014 +0100 applied vehicle_gui_base.h.patch commit 5f7378136758fcc4987791d264856169950cbfe2 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Dec 28 12:34:23 2014 +0100 applied build_vehicle_widget.h.patch commit 5c6fc73847a2f34573260721bb68c7b552d546bc Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Dec 28 12:01:10 2014 +0100 applied autoreplace_func.h commit 7636f27011841d01e5f954c855dfa0cf1859e0e0 Author: Thomas Schmidt <streen01@gmx.de> Date: Sun Dec 28 12:01:00 2014 +0100 applied newgrf.h Remove some spurious whitespace changes, update projects files.
2016-02-13 19:26:47 +00:00
CommandCost CmdRefitVehicle(TileIndex, DoCommandFlag, uint32, uint32, const char*);
/** 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.
VF_SERVINT_IS_CUSTOM, ///< Service interval is custom.
VF_SERVINT_IS_PERCENT, ///< Service interval is percent.
// Additional flags not in trunk are added at the end to avoid clashing with any new
// flags which get added in future trunk, and to avoid re-ordering flags which are in trunk already,
// as this breaks savegame compatibility.
VF_SCHEDULED_DISPATCH = 12, ///< Whether the vehicle should follow a timetabled dispatching schedule
VF_LAST_LOAD_ST_SEP = 13, ///< Each vehicle of this chain has its last_loading_station field set separately
VF_TIMETABLE_SEPARATION = 14,///< Whether the vehicle should manage the timetable automatically.
VF_AUTOMATE_TIMETABLE = 15, ///< Whether the vehicle should manage the timetable automatically.
};
/** 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_POSITION_IN_VEHICLE = 4, ///< This bit will be set if the NewGRF var 4D 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. (Note: The cargotype is untranslated in the cache because the accessing GRF is yet unknown.)
uint32 company_information; ///< Cache for NewGRF var 43.
uint32 position_in_vehicle; ///< Cache for NewGRF var 4D.
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_ADVANCED_EFFECT = VE_DISABLE_EFFECT, ///< Flag for advanced effects
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
};
/** Models for spawning visual effects. */
enum VisualEffectSpawnModel {
VESM_NONE = 0, ///< No visual effect
VESM_STEAM, ///< Steam model
VESM_DIESEL, ///< Diesel model
VESM_ELECTRIC, ///< Electric model
VESM_END
};
/**
* 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).
GVSF_VIRTUAL = 6, ///< Used for virtual trains during template design, it is needed to skip checks for tile or depot status
};
/** 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).
uint16 cached_cargo_age_period; ///< Number of ticks before carried cargo is aged.
byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
};
/** Sprite sequence for a vehicle part. */
struct VehicleSpriteSeq {
PalSpriteID seq[4];
uint count;
bool operator==(const VehicleSpriteSeq &other) const
{
return this->count == other.count && MemCmpT<PalSpriteID>(this->seq, other.seq, this->count) == 0;
}
bool operator!=(const VehicleSpriteSeq &other) const
{
return !this->operator==(other);
}
/**
* Check whether the sequence contains any sprites.
*/
bool IsValid() const
{
return this->count != 0;
}
/**
* Clear all information.
*/
void Clear()
{
this->count = 0;
}
/**
* Assign a single sprite to the sequence.
*/
void Set(SpriteID sprite)
{
this->count = 1;
this->seq[0].sprite = sprite;
this->seq[0].pal = 0;
}
/**
* Copy data from another sprite sequence, while dropping all recolouring information.
*/
void CopyWithoutPalette(const VehicleSpriteSeq &src)
{
this->count = src.count;
for (uint i = 0; i < src.count; ++i) {
this->seq[i].sprite = src.seq[i].sprite;
this->seq[i].pal = 0;
}
}
Rect16 GetBounds() const;
void Draw(int x, int y, PaletteID default_pal, bool force_pal) const;
};
/** 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();
struct GRFFile;
/** %Vehicle data structure. */
struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle, BaseConsist {
private:
typedef std::map<CargoID, uint> CapacitiesMap;
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
Vehicle *ahead_separation;
Vehicle *behind_separation;
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
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 profit_lifetime; ///< Profit lifetime << 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_loading_time; ///< How long loading took. Less than current_order_time if vehicle is early.
Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
Vehicle *hash_viewport_next; ///< NOSAVE: Next vehicle in the visual location hash.
Vehicle **hash_viewport_prev; ///< NOSAVE: Previous vehicle in the visual location hash.
Vehicle *hash_tile_next; ///< NOSAVE: Next vehicle in the tile location hash.
Vehicle **hash_tile_prev; ///< NOSAVE: Previous vehicle in the tile location hash.
Vehicle **hash_tile_current; ///< NOSAVE: Cache of the current hash chain.
byte breakdown_severity; ///< severity of the breakdown. Note that lower means more severe
byte breakdown_type; ///< Type of breakdown
byte breakdown_chance_factor; ///< Improved breakdowns: current multiplier for breakdown_chance * 128, used for head vehicle only
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.
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.
int32 z_pos; ///< z coordinate.
DirectionByte direction; ///< facing
OwnerByte owner; ///< Which company owns the vehicle?
/**
* currently displayed sprite index
* 0xfd == custom sprite, 0xfe == custom second head sprite
* 0xff == reserved for another custom sprite
*/
byte spritenum;
VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
Rect16 sprite_seq_bounds;
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_bb_offs; ///< x offset of vehicle bounding box
int8 y_bb_offs; ///< y offset 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.
StationID last_loading_station; ///< Last station the vehicle has stopped at and could possibly leave from with any cargo loaded. (See VF_LAST_LOAD_ST_SEP).
CargoID cargo_type; ///< type of cargo this vehicle is carrying
byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
uint16 cargo_cap; ///< total capacity
uint16 refit_cap; ///< Capacity left over from before last refit.
VehicleCargoList cargo; ///< The cargo this vehicle is carrying
uint16 cargo_age_counter; ///< Ticks till cargo is aged next.
int8 trip_occupancy; ///< NOSAVE: Occupancy of vehicle of the current trip (updated after leaving a station).
byte day_counter; ///< Increased by one for each day
byte tick_counter; ///< Increased by one for each tick
uint16 running_ticks; ///< Number of ticks this vehicle was not stopped this day
byte vehstatus; ///< Status
uint8 order_occupancy_average; ///< NOSAVE: order occupancy average. 0 = invalid, 1 = n/a, 16-116 = 0-100%
Order current_order; ///< The current order (+ status, like: loading)
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.
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 #AircraftSubType/#DisasterSubType/#EffectVehicleType/#GroundVehicleSubtypeFlags)
DirectionByte cur_image_valid_dir; ///< NOSAVE: direction for which cur_image does not need to be regenerated on the next tick
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();
CargoTypes GetLastLoadingStationValidCargoMask() const;
void BeginLoading();
void CancelReservation(StationID next, Station *st);
void LeaveStation();
void AdvanceLoadingInStation();
GroundVehicleCache *GetGroundVehicleCache();
const GroundVehicleCache *GetGroundVehicleCache() const;
uint16 &GetGroundVehicleFlags();
const uint16 &GetGroundVehicleFlags() const;
void DeleteUnreachedImplicitOrders();
void HandleLoading(bool mode = false);
void HandleWaiting(bool stop_waiting = 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.
*/
virtual void UpdateDeltaXY() {}
/**
* 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.
*/
inline 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 inline 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.
*/
inline 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; }
const Engine *GetEngine() const;
/**
* Gets the sprite to show for the given direction
* @param direction the direction the vehicle is facing
* @param[out] result Vehicle sprite sequence.
*/
virtual void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const { result->Clear(); }
const GRFFile *GetGRF() const;
uint32 GetGRFID() const;
/**
* Invalidates cached NewGRF variables
* @see InvalidateNewGRFCacheOfChain
*/
inline void InvalidateNewGRFCache()
{
this->grf_cache.cache_valid = 0;
}
/**
* Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
* @see InvalidateNewGRFCache
*/
inline 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.
*/
inline 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; }
/**
* Calculates the maximum speed of the vehicle under its current conditions.
* @return Current maximum speed in native units.
*/
virtual int GetCurrentMaxSpeed() 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 whole vehicle chain is in the depot.
* @return true if and only if the whole chain is in the depot.
*/
virtual bool IsChainInDepot() const { return this->IsInDepot(); }
/**
* Check whether the vehicle is in the depot *and* stopped.
* @return true if and only if the vehicle is in the depot and stopped.
*/
bool IsStoppedInDepot() const
{
assert(this == this->First());
/* Free wagons have no VS_STOPPED state */
if (this->IsPrimaryVehicle() && !(this->vehstatus & VS_STOPPED)) return false;
return this->IsChainInDepot();
}
/**
* 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) * _settings_game.economy.day_length_factor; }
/**
* 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); }
/**
* Gets the lifetime profit of vehicle. It can be sent into SetDParam for string processing.
* @return the vehicle's lifetime profit
*/
Money GetDisplayProfitLifetime() const { return ((this->profit_lifetime + this->profit_this_year) >> 8); }
void SetNext(Vehicle *next);
inline void SetFirst(Vehicle *f) { this->first = f; }
/**
* 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 vehicle at offset \a n of this vehicle chain.
* @param n Offset from the current vehicle.
* @return The new vehicle or NULL if the offset is out-of-bounds.
*/
inline Vehicle *Move(int n)
{
Vehicle *v = this;
if (n < 0) {
for (int i = 0; i != n && v != NULL; i--) v = v->Previous();
} else {
for (int i = 0; i != n && v != NULL; i++) v = v->Next();
}
return v;
}
/**
* Get the vehicle at offset \a n of this vehicle chain.
* @param n Offset from the current vehicle.
* @return The new vehicle or NULL if the offset is out-of-bounds.
*/
inline const Vehicle *Move(int n) const
{
const Vehicle *v = this;
if (n < 0) {
for (int i = 0; i != n && v != NULL; i--) v = v->Previous();
} else {
for (int i = 0; i != n && v != NULL; i++) 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(); }
/**
* Get the vehicle ahead on track.
* @return the vehicle ahead on track or NULL when there isn't one.
*/
inline Vehicle *AheadSeparation() const { return this->ahead_separation; }
/**
* Get the vehicle behind on track.
* @return the vehicle behind on track or NULL when there isn't one.
*/
inline Vehicle *BehindSeparation() const { return this->behind_separation; }
/**
* Clears a vehicle's separation status, removing it from any chain.
*/
void ClearSeparation();
/**
* Adds this vehicle to a shared vehicle separation chain.
* @param v_other a vehicle of the separation chain
* @pre !this->IsOrderListShared()
*/
void InitSeparation();
/**
* Adds this vehicle behind another in a separation chain.
* @param v_other a vehicle of the separation chain.
* @pre !this->IsOrderListShared()
*/
void AddToSeparationBehind(Vehicle *v_other);
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(); }
/**
* Get the next station the vehicle will stop at.
* @return ID of the next station the vehicle will stop at or INVALID_STATION.
*/
inline CargoStationIDStackSet GetNextStoppingStation() const
{
CargoStationIDStackSet set;
if (this->orders.list != NULL) set.FillNextStoppingStation(this, this->orders.list);
return set;
}
void RecalculateOrderOccupancyAverage();
inline uint8 GetOrderOccupancyAverage() const
{
if (order_occupancy_average == 0) const_cast<Vehicle *>(this)->RecalculateOrderOccupancyAverage();
return this->order_occupancy_average;
}
void ResetRefitCaps();
/**
* 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->CopyConsistPropertiesFrom(src);
this->unitnumber = src->unitnumber;
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->profit_lifetime = -this->profit_this_year;
this->current_loading_time = src->current_loading_time;
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, bool use_renew_setting = true) 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; }
2019-01-14 23:33:42 +00:00
virtual void SetDestTile(TileIndex tile) { this->dest_tile = tile; }
CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command, TileIndex specific_depot = 0);
void UpdateVisualEffect(bool allow_power_change = true);
void ShowVisualEffect() const;
void UpdatePosition();
void UpdateViewport(bool dirty);
void UpdatePositionAndViewport();
void MarkAllViewportsDirty() const;
inline uint16 GetServiceInterval() const { return this->service_interval; }
inline void SetServiceInterval(uint16 interval) { this->service_interval = interval; }
inline bool ServiceIntervalIsCustom() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_CUSTOM); }
inline bool ServiceIntervalIsPercent() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_PERCENT); }
inline void SetServiceIntervalIsCustom(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_CUSTOM, 1, on); }
inline void SetServiceIntervalIsPercent(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_PERCENT, 1, on); }
private:
/**
* Advance cur_real_order_index to the next real order.
* cur_implicit_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_IMPLICIT));
this->cur_timetable_order_index = this->cur_real_order_index;
} else {
this->cur_real_order_index = 0;
this->cur_timetable_order_index = INVALID_VEH_ORDER_ID;
}
}
public:
/**
* Increments cur_implicit_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 IncrementImplicitOrderIndex()
{
if (this->cur_implicit_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 implicit order */
do {
this->cur_implicit_order_index++;
if (this->cur_implicit_order_index >= this->GetNumOrders()) this->cur_implicit_order_index = 0;
} while (this->cur_implicit_order_index != this->cur_real_order_index && !this->GetOrder(this->cur_implicit_order_index)->IsType(OT_IMPLICIT));
InvalidateVehicleOrder(this, 0);
}
/**
* Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
* cur_implicit_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 implicit orders.
* Note: current_order is not invalidated.
*/
void IncrementRealOrderIndex()
{
if (this->cur_implicit_order_index == this->cur_real_order_index) {
/* Increment both real and implicit order */
this->IncrementImplicitOrderIndex();
} else {
/* Increment real order only */
this->SkipToNextRealOrderIndex();
InvalidateVehicleOrder(this, 0);
}
}
/**
* Skip implicit orders until cur_real_order_index is a non-implicit 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_IMPLICIT)) {
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);
}
/**
* Get the index of an order of the order chain, or INVALID_VEH_ORDER_ID.
* @param order order to get the index of.
* @return the position index of the given order, or INVALID_VEH_ORDER_ID.
*/
inline VehicleOrderID GetIndexOfOrder(const Order *order) const
{
return (this->orders.list == NULL) ? INVALID_VEH_ORDER_ID : this->orders.list->GetIndexOfOrder(order);
}
/**
* 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 HasEngineType() 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.
*/
inline 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.
*/
inline 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.
*/
inline 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.
*/
inline Vehicle *GetNextArticulatedPart() const
{
assert(this->HasArticulatedPart());
return this->Next();
}
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
inline 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.
*/
inline 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.
*/
inline 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.
*/
inline 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.
*/
inline Vehicle *GetPrevVehicle() const
{
Vehicle *v = this->Previous();
while (v != NULL && v->IsArticulatedPart()) v = v->Previous();
return v;
}
bool IsDrawn() const;
inline void UpdateSpriteSeqBound()
{
this->sprite_seq_bounds = this->sprite_seq.GetBounds();
}
char *DumpVehicleFlags(char *b, const char *last) const;
};
/**
* 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
*/
inline SpecializedVehicle<T, Type>() : Vehicle(Type)
{
this->sprite_seq.count = 1;
}
/**
* Get the first vehicle in the chain
* @return first vehicle in the chain
*/
inline T *First() const { return (T *)this->Vehicle::First(); }
/**
* Get the last vehicle in the chain
* @return last vehicle in the chain
*/
inline T *Last() { return (T *)this->Vehicle::Last(); }
/**
* Get the last vehicle in the chain
* @return last vehicle in the chain
*/
inline const T *Last() const { return (const T *)this->Vehicle::Last(); }
/**
* Get next vehicle in the chain
* @return next vehicle in the chain
*/
inline T *Next() const { return (T *)this->Vehicle::Next(); }
/**
* Get previous vehicle in the chain
* @return previous vehicle in the chain
*/
inline 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.
*/
inline 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.
*/
inline T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
inline T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
inline const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
/**
* Get the last part of an articulated engine.
* @return Last part of the engine.
*/
inline T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
/**
* Get the next real (non-articulated part) vehicle in the consist.
* @return Next vehicle in the consist.
*/
inline 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.
*/
inline 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 inline 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 inline 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 inline 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 inline 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 inline const T *From(const Vehicle *v)
{
assert(v->type == Type);
return (const T *)v;
}
/**
* Update vehicle sprite- and position caches
* @param force_update Force updating the vehicle on the viewport.
* @param update_delta Also update the delta?
*/
inline void UpdateViewport(bool force_update, bool update_delta)
{
/* Skip updating sprites on dedicated servers without screen */
if (_network_dedicated) return;
extern bool _sprite_group_resolve_check_veh_check;
extern VehicleType _sprite_group_resolve_check_veh_type;
/* Explicitly choose method to call to prevent vtable dereference -
* it gives ~3% runtime improvements in games with many vehicles */
if (update_delta) ((T *)this)->T::UpdateDeltaXY();
if (this->cur_image_valid_dir != this->direction) {
_sprite_group_resolve_check_veh_check = true;
_sprite_group_resolve_check_veh_type = EXPECTED_TYPE;
VehicleSpriteSeq seq;
((T *)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? this->direction : INVALID_DIR;
_sprite_group_resolve_check_veh_check = false;
if (force_update || this->sprite_seq != seq) {
this->sprite_seq = seq;
this->UpdateSpriteSeqBound();
this->Vehicle::UpdateViewport(true);
}
} else if (force_update) {
this->Vehicle::UpdateViewport(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 (size_t vehicle_index = 0; var = NULL, vehicle_index < name::GetPoolSize(); vehicle_index++) \
if ((var = name::GetIfValid(vehicle_index)) != NULL)
/** 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 */