/*
* 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 .
*/
/** @file vehicle_type.h Types related to vehicles. */
#ifndef VEHICLE_TYPE_H
#define VEHICLE_TYPE_H
#include "core/enum_type.hpp"
/** The type all our vehicle IDs have. */
typedef uint32 VehicleID;
static const int GROUND_ACCELERATION = 9800; ///< Acceleration due to gravity, 9.8 m/s^2
/** Available vehicle types. It needs to be 8bits, because we save and load it as such */
enum VehicleType : byte {
VEH_BEGIN,
VEH_TRAIN = VEH_BEGIN, ///< %Train vehicle type.
VEH_ROAD, ///< Road vehicle type.
VEH_SHIP, ///< %Ship vehicle type.
VEH_AIRCRAFT, ///< %Aircraft vehicle type.
VEH_COMPANY_END, ///< Last company-ownable type.
VEH_EFFECT = VEH_COMPANY_END, ///< Effect vehicle type (smoke, explosions, sparks, bubbles)
VEH_DISASTER, ///< Disaster vehicle type.
VEH_END,
VEH_INVALID = 0xFF, ///< Non-existing type of vehicle.
};
DECLARE_POSTFIX_INCREMENT(VehicleType)
/** Helper information for extract tool. */
template <> struct EnumPropsT : MakeEnumPropsT {};
struct Vehicle;
struct Train;
struct RoadVehicle;
struct Ship;
struct Aircraft;
struct EffectVehicle;
struct DisasterVehicle;
/** Base vehicle class. */
struct BaseVehicle
{
VehicleType type; ///< Type of vehicle
};
static const VehicleID INVALID_VEHICLE = 0xFFFFF; ///< Constant representing a non-existing vehicle.
/** Pathfinding option states */
enum VehiclePathFinders {
// Original PathFinder (OPF) used to be 0
VPF_NPF = 1, ///< New PathFinder
VPF_YAPF = 2, ///< Yet Another PathFinder
};
/** Flags to add to p1 for goto depot commands. */
enum DepotCommand {
DEPOT_SELL = (1U << 25), ///< Go to depot and sell order
DEPOT_CANCEL = (1U << 26), ///< Cancel depot/service order
DEPOT_SPECIFIC = (1U << 27), ///< Send vehicle to specific depot
DEPOT_SERVICE = (1U << 28), ///< The vehicle will leave the depot right after arrival (service only)
DEPOT_MASS_SEND = (1U << 29), ///< Tells that it's a mass send to depot command (type in VLW flag)
DEPOT_DONT_CANCEL = (1U << 30), ///< Don't cancel current goto depot command if any
DEPOT_LOCATE_HANGAR = (1U << 31), ///< Find another airport if the target one lacks a hangar
DEPOT_COMMAND_MASK = 0x7FU << 25,
};
static const uint MAX_LENGTH_VEHICLE_NAME_CHARS = 128; ///< The maximum length of a vehicle name in characters including '\0'
/** The length of a vehicle in tile units. */
static const uint VEHICLE_LENGTH = 8;
/**
* The different types of breakdowns
*
* Aircraft have totally different breakdowns, so we use aliases to make things clearer
*/
enum BreakdownType {
BREAKDOWN_CRITICAL = 0, ///< Old style breakdown (black smoke)
BREAKDOWN_EM_STOP = 1, ///< Emergency stop
BREAKDOWN_LOW_SPEED = 2, ///< Lower max speed
BREAKDOWN_LOW_POWER = 3, ///< Power reduction
BREAKDOWN_RV_CRASH = 4, ///< Train hit road vehicle
BREAKDOWN_BRAKE_OVERHEAT = 5, ///< Train brakes overheated due to excessive slope or speed change
BREAKDOWN_AIRCRAFT_SPEED = BREAKDOWN_CRITICAL, ///< Lower speed until the next airport
BREAKDOWN_AIRCRAFT_DEPOT = BREAKDOWN_EM_STOP, ///< We have to visit a depot at the next airport
BREAKDOWN_AIRCRAFT_EM_LANDING = BREAKDOWN_LOW_SPEED, ///< Emergency landing at the closest airport (with hangar!) we can find
};
/** Vehicle acceleration models. */
enum AccelerationModel {
AM_ORIGINAL,
AM_REALISTIC,
};
/** Train braking models. */
enum TrainBrakingModel {
TBM_ORIGINAL,
TBM_REALISTIC,
};
/** Train realistic braking aspect limited mode. */
enum TrainRealisticBrakingAspectLimitedMode {
TRBALM_OFF,
TRBALM_ON,
};
/** Visualisation contexts of vehicles and engines. */
enum EngineImageType {
EIT_ON_MAP = 0x00, ///< Vehicle drawn in viewport.
EIT_IN_DEPOT = 0x10, ///< Vehicle drawn in depot.
EIT_IN_DETAILS = 0x11, ///< Vehicle drawn in vehicle details, refit window, ...
EIT_IN_LIST = 0x12, ///< Vehicle drawn in vehicle list, group list, ...
EIT_PURCHASE = 0x20, ///< Vehicle drawn in purchase list, autoreplace gui, ...
EIT_PREVIEW = 0x21, ///< Vehicle drawn in preview window, news, ...
};
#endif /* VEHICLE_TYPE_H */