/* * 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_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" #include "timetable.h" #include "base_consist.h" #include "newgrf_cache_check.h" #include "landscape.h" #include "network/network.h" #include "saveload/saveload_common.h" #include #include #include 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 = 0, ///< Vehicle has finished loading. VF_CARGO_UNLOADING = 1, ///< Vehicle is unloading cargo. VF_BUILT_AS_PROTOTYPE = 2, ///< Vehicle is a prototype (accepted as exclusive preview). VF_TIMETABLE_STARTED = 3, ///< Whether the vehicle has started running on the timetable yet. VF_AUTOFILL_TIMETABLE = 4, ///< Whether the vehicle should fill in the timetable automatically. VF_AUTOFILL_PRES_WAIT_TIME = 5, ///< Whether non-destructive auto-fill should preserve waiting times VF_STOP_LOADING = 6, ///< Don't load anymore during the next load cycle. VF_PATHFINDER_LOST = 7, ///< Vehicle's pathfinder is lost. VF_SERVINT_IS_CUSTOM = 8, ///< Service interval is custom. VF_SERVINT_IS_PERCENT = 9, ///< Service interval is percent. /* gap, above are common with upstream */ VF_SEPARATION_ACTIVE = 11, ///< Whether timetable auto-separation is currently active 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 timetable auto-separation is enabled VF_AUTOMATE_TIMETABLE = 15, ///< Whether the vehicle should manage the timetable automatically. VF_HAVE_SLOT = 16, ///< Vehicle has 1 or more slots VF_COND_ORDER_WAIT = 17, ///< Vehicle is waiting due to conditional order loop }; /** 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_CONSIST_CARGO_INFORMATION_UD = 5, ///< This bit will be set if the uppermost byte of NewGRF var 42 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 }; /** * Enum to handle vehicle cache flags. */ enum VehicleCacheFlags { VCF_LAST_VISUAL_EFFECT = 0, ///< Last vehicle in the consist with a visual effect. VCF_GV_ZERO_SLOPE_RESIST = 1, ///< GroundVehicle: Consist has zero slope resistance (valid only for the first engine), may be false negative. VCF_IS_DRAWN = 2, ///< Vehicle is currently drawn VCF_REDRAW_ON_TRIGGER = 3, ///< Clear cur_image_valid_dir on changes to waiting_triggers (valid only for the first engine) VCF_REDRAW_ON_SPEED_CHANGE = 4, ///< Clear cur_image_valid_dir on changes to cur_speed (ground vehicles) or aircraft movement state (aircraft) (valid only for the first engine) VCF_IMAGE_REFRESH = 5, ///< Image should be refreshed before drawing VCF_IMAGE_REFRESH_NEXT = 6, ///< Set VCF_IMAGE_REFRESH in next UpdateViewport call, if the image is not updated there VCF_IMAGE_CURVATURE = 7, ///< Image should be refreshed if cached curvature in cached_image_curvature no longer matches curvature of neighbours }; /** 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. uint16 cached_image_curvature; ///< Cached neighbour curvature, see: VCF_IMAGE_CURVATURE byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect) byte cached_veh_flags; ///< Vehicle cache flags (see #VehicleCacheFlags) }; /** 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(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; }; enum PendingSpeedRestrictionChangeFlags { PSRCF_DIAGONAL = 0, }; struct PendingSpeedRestrictionChange { uint16 distance; uint16 new_speed; uint16 prev_speed; uint16 flags; }; extern std::unordered_multimap pending_speed_restriction_change_map; /** A vehicle pool for a little over 1 million vehicles. */ typedef Pool VehiclePool; extern VehiclePool _vehicle_pool; /* Some declarations of functions, so we can make them friendly */ struct GroundVehicleCache; extern SaveLoadTable GetVehicleDescription(VehicleType vt); struct LoadgameState; extern bool LoadOldVehicle(LoadgameState *ls, int num); extern void FixOldVehicles(); struct GRFFile; namespace upstream_sl { class SlVehicleCommon; class SlVehicleDisaster; } /** %Vehicle data structure. */ struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle, BaseConsist { private: typedef std::map 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 public: friend SaveLoadTable 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 friend upstream_sl::SlVehicleCommon; friend upstream_sl::SlVehicleDisaster; static void PreCleanPool(); 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. Direction direction; ///< facing Owner 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. (Also used as virtual train client ID). 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) Direction 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, bool process_orders = 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(); } Direction GetMapImageDirection() const { return this->direction; } 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 != nullptr; u = u->Next()) { u->InvalidateNewGRFCache(); } } /** * Invalidates cached image * @see InvalidateNewGRFCacheOfChain */ inline void InvalidateImageCache() { this->cur_image_valid_dir = INVALID_DIR; } /** * Invalidates cached image of all vehicles in the chain (after the current vehicle) * @see InvalidateImageCache */ inline void InvalidateImageCacheOfChain() { ClrBit(this->vcache.cached_veh_flags, VCF_REDRAW_ON_SPEED_CHANGE); ClrBit(this->vcache.cached_veh_flags, VCF_REDRAW_ON_TRIGGER); ClrBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE); for (Vehicle *u = this; u != nullptr; u = u->Next()) { u->InvalidateImageCache(); } } /** * 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(); } bool IsWaitingInDepot() const { assert(this == this->First()); return this->current_order.IsType(OT_WAITING) && 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() {}; /** * Calls the periodic handler of the vehicle * OnPeriodic is decoupled from OnNewDay at day lengths >= 8 */ virtual void OnPeriodic() {}; /** * 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 nullptr 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 nullptr 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() != nullptr) 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() != nullptr) 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 nullptr 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 != nullptr; i--) v = v->Previous(); } else { for (int i = 0; i != n && v != nullptr; 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 nullptr 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 != nullptr; i--) v = v->Previous(); } else { for (int i = 0; i != n && v != nullptr; 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 == nullptr) ? nullptr : this->orders.list->GetFirstOrder(); } /** * Clears this vehicle's separation status */ inline void ClearSeparation() { ClrBit(this->vehicle_flags, VF_SEPARATION_ACTIVE); } void AddToShared(Vehicle *shared_chain); void RemoveFromShared(); /** * Get the next vehicle of the shared vehicle chain. * @return the next shared vehicle or nullptr 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 nullptr 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 == nullptr) ? 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 != nullptr && 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 == nullptr) ? 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 == nullptr) ? 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 != nullptr) set.FillNextStoppingStation(this, this->orders.list); return set; } /** * Get the next station the vehicle will stop at. * @return ID of the next station the vehicle will stop at or INVALID_STATION. */ inline StationIDStack GetNextStoppingStationCargoIndependent() const { StationIDStack set; if (this->orders.list != nullptr) set = this->orders.list->GetNextStoppingStation(this, 0).station; return set; } void RecalculateOrderOccupancyAverage(); inline uint8 GetOrderOccupancyAverage() const { if (order_occupancy_average == 0) const_cast(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; } 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; /** * Update the position of the vehicle. This will update the hash that tells * which vehicles are on a tile. */ void UpdatePosition() { extern void UpdateVehicleTileHash(Vehicle *v, bool remove); if (this->type < VEH_COMPANY_END) UpdateVehicleTileHash(this, false); } void UpdateViewport(bool dirty); void UpdateViewportDeferred(); 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); } VehicleOrderID GetFirstWaitingLocation(bool require_wait_timetabled) const; 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 nullptr 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 == nullptr) ? nullptr : 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 == nullptr) ? INVALID_VEH_ORDER_ID : this->orders.list->GetIndexOfOrder(order); } /** * Returns the last order of a vehicle, or nullptr if it doesn't exists * @return last order of a vehicle, if available */ inline Order *GetLastOrder() const { return (this->orders.list == nullptr) ? nullptr : 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() != nullptr && 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(); } inline uint GetEnginePartsCount() const { uint count = 1; const Vehicle *v = this->Next(); while (v != nullptr && v->IsArticulatedPart()) { count++; v = v->Next(); } return count; } /** * 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 != nullptr && v->IsArticulatedPart()) v = v->Previous(); return v; } bool IsDrawn() const { return HasBit(this->vcache.cached_veh_flags, VCF_IS_DRAWN); } void UpdateIsDrawn(); inline void UpdateSpriteSeqBound() { this->sprite_seq_bounds = this->sprite_seq.GetBounds(); } char *DumpVehicleFlags(char *b, const char *last, bool include_tile) const; char *DumpVehicleFlagsMultiline(char *b, const char *last, const char *base_indent, const char *extra_indent) const; /** * Iterator to iterate orders * Supports deletion of current order */ struct OrderIterator { typedef Order value_type; typedef Order* pointer; typedef Order& reference; typedef size_t difference_type; typedef std::forward_iterator_tag iterator_category; explicit OrderIterator(OrderList *list) : list(list), prev(nullptr) { this->order = (this->list == nullptr) ? nullptr : this->list->GetFirstOrder(); } bool operator==(const OrderIterator &other) const { return this->order == other.order; } bool operator!=(const OrderIterator &other) const { return !(*this == other); } Order * operator*() const { return this->order; } OrderIterator & operator++() { this->prev = (this->prev == nullptr) ? this->list->GetFirstOrder() : this->prev->next; this->order = (this->prev == nullptr) ? nullptr : this->prev->next; return *this; } private: OrderList *list; Order *order; Order *prev; }; /** * Iterable ensemble of orders */ struct IterateWrapper { OrderList *list; IterateWrapper(OrderList *list = nullptr) : list(list) {} OrderIterator begin() { return OrderIterator(this->list); } OrderIterator end() { return OrderIterator(nullptr); } bool empty() { return this->begin() == this->end(); } }; /** * Returns an iterable ensemble of orders of a vehicle * @return an iterable ensemble of orders of a vehicle */ IterateWrapper Orders() const { return IterateWrapper(this->orders.list); } }; inline bool IsPointInViewportVehicleRedrawArea(const std::vector &viewport_redraw_rects, const Point &pt) { for (const Rect &r : viewport_redraw_rects) { if (pt.x >= r.left && pt.x <= r.right && pt.y >= r.top && pt.y <= r.bottom) { return true; } } return false; } /** * Class defining several overloaded accessors so we don't * have to cast vehicle types that often */ template struct SpecializedVehicle : public Vehicle { static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type typedef SpecializedVehicle SpecializedVehicleBase; ///< Our type /** * Set vehicle type correctly */ inline SpecializedVehicle() : 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) : nullptr; } /** * 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; } private: inline uint16 GetVehicleCurvature() const { uint16 curvature = 0; if (this->Previous() != nullptr) { SB(curvature, 0, 4, this->Previous()->direction); if (this->Previous()->Previous() != nullptr) SB(curvature, 4, 4, this->Previous()->Previous()->direction); } if (this->Next() != nullptr) { SB(curvature, 8, 4, this->Next()->direction); if (this->Next()->Next() != nullptr) SB(curvature, 12, 4, this->Next()->Next()->direction); } return curvature; } inline bool CheckVehicleCurvature() const { if (!(EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD)) return false; if (likely(!HasBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE))) return false; return this->vcache.cached_image_curvature != this->GetVehicleCurvature(); }; public: inline void UpdateImageState(Direction current_direction, VehicleSpriteSeq &seq) { ClrBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH); _sprite_group_resolve_check_veh_check = true; if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) _sprite_group_resolve_check_veh_curvature_check = true; ((T *)this)->T::GetImage(current_direction, EIT_ON_MAP, &seq); if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) { SB(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH_NEXT, 1, _sprite_group_resolve_check_veh_check ? 0 : 1); if (unlikely(!_sprite_group_resolve_check_veh_curvature_check)) { SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE); this->vcache.cached_image_curvature = this->GetVehicleCurvature(); } _sprite_group_resolve_check_veh_curvature_check = false; this->cur_image_valid_dir = current_direction; } else { this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? current_direction : INVALID_DIR; } _sprite_group_resolve_check_veh_check = false; } inline void UpdateImageStateUsingMapDirection(VehicleSpriteSeq &seq) { this->UpdateImageState(((T *)this)->GetMapImageDirection(), seq); } private: inline void UpdateViewportNormalViewportMode(bool force_update, Point pt) { const Direction current_direction = ((T *)this)->GetMapImageDirection(); if (this->cur_image_valid_dir != current_direction || this->CheckVehicleCurvature()) { VehicleSpriteSeq seq; this->UpdateImageState(current_direction, seq); if (force_update || this->sprite_seq != seq) { this->sprite_seq = seq; this->UpdateSpriteSeqBound(); this->Vehicle::UpdateViewport(true); } } else { if ((EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) && HasBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH_NEXT)) { SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH); } if (force_update) { this->Vehicle::UpdateViewport(true); } } } public: /** * 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; /* 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(); extern std::vector _viewport_vehicle_normal_redraw_rects; extern std::vector _viewport_vehicle_map_redraw_rects; Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos); if (EXPECTED_TYPE >= VEH_COMPANY_END || IsPointInViewportVehicleRedrawArea(_viewport_vehicle_normal_redraw_rects, pt)) { UpdateViewportNormalViewportMode(force_update, pt); return; } SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH); if (force_update) { this->Vehicle::UpdateViewport(IsPointInViewportVehicleRedrawArea(_viewport_vehicle_map_redraw_rects, pt)); } } /** * Returns an iterable ensemble of all valid vehicles of type T * @param from index of the first vehicle to consider * @return an iterable ensemble of all valid vehicles of type T */ static Pool::IterateWrapper Iterate(size_t from = 0) { return Pool::IterateWrapper(from); } }; /** 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; inline void InvalidateVehicleTickCaches() { extern bool _tick_caches_valid; _tick_caches_valid = false; } void ClearVehicleTickCaches(); void RemoveFromOtherVehicleTickCache(const Vehicle *v); void UpdateAllVehiclesIsDrawn(); void ShiftVehicleDates(int interval); #endif /* VEHICLE_BASE_H */