/*
* 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_func.h Functions related to vehicles. */
#ifndef VEHICLE_FUNC_H
#define VEHICLE_FUNC_H
#include "gfx_type.h"
#include "direction_type.h"
#include "command_type.h"
#include "vehicle_type.h"
#include "engine_type.h"
#include "transport_type.h"
#include "newgrf_config.h"
#include "track_type.h"
#include "livery.h"
#define is_custom_sprite(x) (x >= 0xFD)
#define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD)
#define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE)
static const int VEHICLE_PROFIT_MIN_AGE = DAYS_IN_YEAR * 2; ///< Only vehicles older than this have a meaningful profit.
static const Money VEHICLE_PROFIT_THRESHOLD = 10000; ///< Threshold for a vehicle to be considered making good profit.
struct Viewport;
/**
* Helper to check whether an image index is valid for a particular vehicle.
* @tparam T The type of vehicle.
* @param image_index The image index to check.
* @return True iff the image index is valid.
*/
template
bool IsValidImageIndex(uint8 image_index);
typedef Vehicle *VehicleFromPosProc(Vehicle *v, void *data);
void VehicleServiceInDepot(Vehicle *v);
uint CountVehiclesInChain(const Vehicle *v);
/**
* Find a vehicle from a specific location. It will call \a proc for ALL vehicles
* on the tile and YOU must make SURE that the "best one" is stored in the
* data value and is ALWAYS the same regardless of the order of the vehicles
* where proc was called on!
* When you fail to do this properly you create an almost untraceable DESYNC!
* @note The return value of \a proc will be ignored.
* @note Use this function when you have the intention that all vehicles
* should be iterated over.
* @param tile The location on the map
* @param data Arbitrary data passed to \a proc.
* @param proc The proc that determines whether a vehicle will be "found".
*/
inline void FindVehicleOnPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc)
{
extern Vehicle *VehicleFromPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first);
VehicleFromPos(tile, type, data, proc, false);
}
/**
* Checks whether a vehicle is on a specific location. It will call \a proc for
* vehicles until it returns non-nullptr.
* @note Use #FindVehicleOnPos when you have the intention that all vehicles
* should be iterated over.
* @param tile The location on the map
* @param data Arbitrary data passed to \a proc.
* @param proc The \a proc that determines whether a vehicle will be "found".
* @return True if proc returned non-nullptr.
*/
inline bool HasVehicleOnPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc)
{
extern Vehicle *VehicleFromPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first);
return VehicleFromPos(tile, type, data, proc, true) != nullptr;
}
/**
* Find a vehicle from a specific location. It will call proc for ALL vehicles
* on the tile and YOU must make SURE that the "best one" is stored in the
* data value and is ALWAYS the same regardless of the order of the vehicles
* where proc was called on!
* When you fail to do this properly you create an almost untraceable DESYNC!
* @note The return value of proc will be ignored.
* @note Use this when you have the intention that all vehicles
* should be iterated over.
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
*/
inline void FindVehicleOnPosXY(int x, int y, VehicleType type, void *data, VehicleFromPosProc *proc)
{
extern Vehicle *VehicleFromPosXY(int x, int y, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first);
VehicleFromPosXY(x, y, type, data, proc, false);
}
/**
* Checks whether a vehicle in on a specific location. It will call proc for
* vehicles until it returns non-nullptr.
* @note Use FindVehicleOnPosXY when you have the intention that all vehicles
* should be iterated over.
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @return True if proc returned non-nullptr.
*/
inline bool HasVehicleOnPosXY(int x, int y, VehicleType type, void *data, VehicleFromPosProc *proc)
{
extern Vehicle *VehicleFromPosXY(int x, int y, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first);
return VehicleFromPosXY(x, y, type, data, proc, true) != nullptr;
}
void CallVehicleTicks();
uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour);
uint8 CalcPercentVehicleFilledOfCargo(const Vehicle *v, CargoID cargo);
void VehicleLengthChanged(const Vehicle *u);
byte VehicleRandomBits();
void ResetVehicleHash();
void ResetVehicleColourMap();
byte GetBestFittingSubType(Vehicle *v_from, Vehicle *v_for, CargoID dest_cargo_type);
void ViewportAddVehicles(DrawPixelInfo *dpi, bool update_vehicles);
void ViewportMapDrawVehicles(DrawPixelInfo *dpi, Viewport *vp);
void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical);
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore = nullptr, bool across_only = false);
Train *GetTrainClosestToTunnelBridgeEnd(TileIndex tile, TileIndex other_tile);
int GetAvailableFreeTilesInSignalledTunnelBridge(TileIndex entrance, TileIndex exit, TileIndex tile);
int GetAvailableFreeTilesInSignalledTunnelBridgeWithStartOffset(TileIndex entrance, TileIndex exit, int offset);
void DecreaseVehicleValue(Vehicle *v);
void CheckVehicleBreakdown(Vehicle *v);
void AgeVehicle(Vehicle *v);
void VehicleEnteredDepotThisTick(Vehicle *v);
UnitID GetFreeUnitNumber(VehicleType type);
void VehicleEnterDepot(Vehicle *v);
bool CanBuildVehicleInfrastructure(VehicleType type, byte subtype = 0);
/** Position information of a vehicle after it moved */
struct GetNewVehiclePosResult {
int x, y; ///< x and y position of the vehicle after moving
TileIndex old_tile; ///< Current tile of the vehicle
TileIndex new_tile; ///< Tile of the vehicle after moving
};
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
Direction GetDirectionTowards(const Vehicle *v, int x, int y);
/**
* Is the given vehicle type buildable by a company?
* @param type Vehicle type being queried.
* @return Vehicle type is buildable by a company.
*/
static inline bool IsCompanyBuildableVehicleType(VehicleType type)
{
switch (type) {
case VEH_TRAIN:
case VEH_ROAD:
case VEH_SHIP:
case VEH_AIRCRAFT:
return true;
default: return false;
}
}
/**
* Is the given vehicle buildable by a company?
* @param v Vehicle being queried.
* @return Vehicle is buildable by a company.
*/
static inline bool IsCompanyBuildableVehicleType(const BaseVehicle *v)
{
return IsCompanyBuildableVehicleType(v->type);
}
LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v);
const struct Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting, bool ignore_group = false);
SpriteID GetEnginePalette(EngineID engine_type, CompanyID company);
SpriteID GetVehiclePalette(const Vehicle *v);
SpriteID GetUncachedTrainPaletteIgnoringGroup(const Train *v);
extern const uint32 _veh_build_proc_table[];
extern const uint32 _veh_sell_proc_table[];
extern const uint32 _veh_refit_proc_table[];
extern const uint32 _send_to_depot_proc_table[];
/* Functions to find the right command for certain vehicle type */
static inline uint32 GetCmdBuildVeh(VehicleType type)
{
return _veh_build_proc_table[type];
}
static inline uint32 GetCmdBuildVeh(const BaseVehicle *v)
{
return GetCmdBuildVeh(v->type);
}
static inline uint32 GetCmdSellVeh(VehicleType type)
{
return _veh_sell_proc_table[type];
}
static inline uint32 GetCmdSellVeh(const BaseVehicle *v)
{
return GetCmdSellVeh(v->type);
}
static inline uint32 GetCmdRefitVeh(VehicleType type)
{
return _veh_refit_proc_table[type];
}
static inline uint32 GetCmdRefitVeh(const BaseVehicle *v)
{
return GetCmdRefitVeh(v->type);
}
static inline uint32 GetCmdSendToDepot(VehicleType type)
{
return _send_to_depot_proc_table[type];
}
static inline uint32 GetCmdSendToDepot(const BaseVehicle *v)
{
return GetCmdSendToDepot(v->type);
}
CommandCost EnsureNoVehicleOnGround(TileIndex tile);
CommandCost EnsureNoRoadVehicleOnGround(TileIndex tile);
CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits);
extern VehicleID _new_vehicle_id;
extern uint _returned_refit_capacity;
extern uint16 _returned_mail_refit_capacity;
bool CanVehicleUseStation(EngineID engine_type, const struct Station *st);
bool CanVehicleUseStation(const Vehicle *v, const struct Station *st);
void ReleaseDisastersTargetingVehicle(VehicleID vehicle);
typedef std::vector VehicleSet;
void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles);
void CheckCargoCapacity(Vehicle *v);
#endif /* VEHICLE_FUNC_H */