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OpenTTD-patches/src/vehicle_base.h

1695 lines
58 KiB
C++

/*
* 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 "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 "core/mem_func.hpp"
#include "core/endian_type.hpp"
#include "sl/saveload_common.h"
#include <list>
#include <map>
#include <vector>
CommandCost CmdRefitVehicle(TileIndex, DoCommandFlag, uint32_t, uint32_t, 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 and last_loading_tick fields 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
VF_REPLACEMENT_PENDING = 18, ///< Autoreplace or template replacement is pending, vehicle should visit the depot
};
/** 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_t position_consist_length; ///< Cache for NewGRF var 40.
uint32_t position_same_id_length; ///< Cache for NewGRF var 41.
uint32_t consist_cargo_information; ///< Cache for NewGRF var 42. (Note: The cargotype is untranslated in the cache because the accessing GRF is yet unknown.)
uint32_t company_information; ///< Cache for NewGRF var 43.
uint32_t position_in_vehicle; ///< Cache for NewGRF var 4D.
NO_UNIQUE_ADDRESS uint8_t cache_valid; ///< Bitset that indicates which cache values are valid.
bool operator==(const NewGRFCache&) const = default;
};
/** 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_t cached_max_speed; ///< Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
uint16_t cached_cargo_age_period; ///< Number of ticks before carried cargo is aged.
uint16_t 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 {
/* Reduce the size of struct Vehicle in dedicated builds */
#if defined(DEDICATED)
PalSpriteID seq[1];
#else
PalSpriteID seq[8];
#endif
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;
};
enum PendingSpeedRestrictionChangeFlags {
PSRCF_DIAGONAL = 0,
};
struct PendingSpeedRestrictionChange {
uint16_t distance;
uint16_t new_speed;
uint16_t prev_speed;
uint16_t flags;
};
/** A vehicle pool for a little over 1 million vehicles. */
#if OTTD_UPPER_TAGGED_PTR
struct VehiclePoolOps {
using Tptr = uintptr_t;
using Tparam_type = VehicleType;
static inline Vehicle *GetPtr(uintptr_t ptr) {
return reinterpret_cast<Vehicle *>(ptr & ((static_cast<uintptr_t>(1) << 60) - 1)); // GB can't be used here because its return type is limited to 32 bits
}
static inline uintptr_t PutPtr(Vehicle *v, VehicleType vtype)
{
uintptr_t ptr = reinterpret_cast<uintptr_t>(v);
SB(ptr, 60, 3, vtype & 7);
return ptr;
}
static constexpr uintptr_t NullValue() { return 0; }
static constexpr VehicleType DefaultItemParam() { return VEH_INVALID; }
static constexpr VehicleType GetVehicleType(uintptr_t ptr) { return static_cast<VehicleType>(GB(ptr, 60, 3)); }
static constexpr bool IsNonFrontVehiclePtr(uintptr_t ptr) { return HasBit(ptr, 63); }
static constexpr void SetIsNonFrontVehiclePtr(uintptr_t &ptr, bool non_front) { SB(ptr, 63, 1, non_front ? 1 : 0); }
};
typedef Pool<Vehicle, VehicleID, 512, 0xFF000, PT_NORMAL, false, true, VehiclePoolOps> VehiclePool;
#else
typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
#endif
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;
}
/**
* Structure to return information about the closest depot location,
* and whether it could be found.
*/
struct ClosestDepot {
TileIndex location;
DestinationID destination; ///< The DestinationID as used for orders.
bool reverse;
bool found;
ClosestDepot() :
location(INVALID_TILE), destination(0), reverse(false), found(false) {}
ClosestDepot(TileIndex location, DestinationID destination, bool reverse = false) :
location(location), destination(destination), reverse(reverse), found(true) {}
};
struct VehicleUnbunchState {
StateTicks depot_unbunching_last_departure = INVALID_STATE_TICKS; ///< When the vehicle last left its unbunching depot.
StateTicks depot_unbunching_next_departure = INVALID_STATE_TICKS; ///< When the vehicle will next try to leave its unbunching depot.
Ticks round_trip_time = 0; ///< How many ticks for a single circumnavigation of the orders.
};
/** %Vehicle data structure. */
struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle, BaseConsist {
/* These are here for structure packing purposes */
CargoID cargo_type; ///< type of cargo this vehicle is carrying
EngineID engine_type; ///< The type of engine used for this vehicle.
TileIndex tile; ///< Current tile index
private:
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();
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
/**
* 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;
/* Used for timetabling. */
uint32_t 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.
TileIndex hash_tile_current = INVALID_TILE; ///< NOSAVE: current tile used for tile location hash.
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
Owner owner; ///< Which company owns the vehicle?
SpriteID colourmap; ///< NOSAVE: cached colour mapping
/* Related to age and service time */
CalTime::Year build_year; ///< Year the vehicle has been built.
DateDelta age; ///< Age in days
DateDelta economy_age; ///< Age in economy days.
DateDelta max_age; ///< Maximum age
EconTime::Date date_of_last_service; ///< Last date the vehicle had a service at a depot.
CalTime::Date date_of_last_service_newgrf; ///< Last date the vehicle had a service at a depot, unchanged by the date cheat to protect against unsafe NewGRF behavior.
uint16_t reliability; ///< Reliability.
uint16_t 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_t x_pos; ///< x coordinate.
int32_t y_pos; ///< y coordinate.
int32_t z_pos; ///< z coordinate.
Direction direction; ///< facing
/**
* currently displayed sprite index
* 0xfd == custom sprite, 0xfe == custom second head sprite
* 0xff == reserved for another custom sprite
*/
byte spritenum;
UnitID unitnumber; ///< unit number, for display purposes only
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_t x_bb_offs; ///< x offset of vehicle bounding box
int8_t y_bb_offs; ///< y offset of vehicle bounding box
int8_t x_offs; ///< x offset for vehicle sprite
int8_t y_offs; ///< y offset for vehicle sprite
byte progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
uint16_t load_unload_ticks; ///< Ticks to wait before starting next cycle.
uint16_t cur_speed; ///< current speed
byte subspeed; ///< fractional speed
byte acceleration; ///< used by train & aircraft
uint32_t motion_counter; ///< counter to occasionally play a vehicle sound. (Also used as virtual train client ID).
uint16_t random_bits; ///< Bits used for randomized variational spritegroups.
byte waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
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).
StateTicks last_loading_tick; ///< Last tick (_state_ticks) the vehicle has stopped at a station and could possibly leave with any cargo loaded. (See VF_LAST_LOAD_ST_SEP).
VehicleCargoList cargo; ///< The cargo this vehicle is carrying
uint16_t cargo_cap; ///< total capacity
uint16_t refit_cap; ///< Capacity left over from before last refit.
uint16_t cargo_age_counter; ///< Ticks till cargo is aged next.
int8_t 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
uint8_t order_occupancy_average; ///< NOSAVE: order occupancy average. 0 = invalid, 1 = n/a, 16-116 = 0-100%
uint16_t running_ticks; ///< Number of ticks this vehicle was not stopped this day
byte vehstatus; ///< Status
byte subtype; ///< subtype (Filled with values from #AircraftSubType/#DisasterSubType/#EffectVehicleType/#GroundVehicleSubtypeFlags)
GroupID group_id; ///< Index of group Pool array
Order current_order; ///< The current order (+ status, like: loading)
union {
OrderList *orders; ///< Pointer to the order list for this vehicle
Order *old_orders; ///< Only used during conversion of old save games
};
NO_UNIQUE_ADDRESS NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
Direction cur_image_valid_dir; ///< NOSAVE: direction for which cur_image does not need to be regenerated on the next tick
VehicleCache vcache; ///< Cache of often used vehicle values.
std::unique_ptr<VehicleUnbunchState> unbunch_state;
/**
* Calculates the weight value that this vehicle will have when fully loaded with its current cargo.
* @return Weight value in tonnes.
*/
virtual uint16_t GetMaxWeight() const
{
return 0;
}
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_t &GetGroundVehicleFlags();
const uint16_t &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([[maybe_unused]] bool income) const { return EXPENSES_OTHER; }
/**
* Play the sound associated with leaving the station
* @param force Should we play the sound even if sound effects are muted? (horn hotkey)
*/
virtual void PlayLeaveStationSound([[maybe_unused]] bool force = false) 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([[maybe_unused]] Direction direction, [[maybe_unused]] EngineImageType image_type, [[maybe_unused]] VehicleSpriteSeq *result) const { result->Clear(); }
Direction GetMapImageDirection() const { return this->direction; }
const GRFFile *GetGRF() const;
uint32_t 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.
*/
debug_inline bool IsGroundVehicle() const
{
return this->type == VEH_TRAIN || this->type == VEH_ROAD;
}
/**
* Check if the vehicle type supports articulation.
* @return True iff the vehicle is a train, road vehicle or ship.
*/
debug_inline bool IsArticulatedCallbackVehicleType() const
{
return this->type == VEH_TRAIN || this->type == VEH_ROAD || this->type == VEH_SHIP;
}
/**
* 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; }
Money GetDisplayRunningCost() const;
/**
* 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 == nullptr) ? nullptr : this->orders->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 == nullptr) ? this->First() : this->orders->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 != nullptr && this->orders->IsShared(); }
/**
* Get the number of orders this vehicle has.
* @return the number of orders this vehicle has.
*/
inline VehicleOrderID GetNumOrders() const { return (this->orders == nullptr) ? 0 : this->orders->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 == nullptr) ? 0 : this->orders->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 != nullptr) set.FillNextStoppingStation(this, this->orders);
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 != nullptr) set = this->orders->GetNextStoppingStation(this, 0).station;
return set;
}
void RecalculateOrderOccupancyAverage();
inline uint8_t GetOrderOccupancyAverage() const
{
if (order_occupancy_average == 0) const_cast<Vehicle *>(this)->RecalculateOrderOccupancyAverage();
return this->order_occupancy_average;
}
void ResetRefitCaps();
void ReleaseUnitNumber();
/**
* 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(Vehicle *src)
{
this->CopyConsistPropertiesFrom(src);
this->ReleaseUnitNumber();
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;
src->unitnumber = 0;
}
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([[maybe_unused]] StationID station) { return INVALID_TILE; }
virtual TileIndex GetCargoTile() const { return this->tile; }
/**
* Find the closest depot for this vehicle and tell us the location,
* DestinationID and whether we should reverse.
* @return A structure with information about the closest depot, if found.
*/
virtual ClosestDepot FindClosestDepot() { return {}; }
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(uint max_speed) 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_t GetServiceInterval() const { return this->service_interval; }
inline void SetServiceInterval(uint16_t 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); }
inline void ResetDepotUnbunching() { this->unbunch_state.reset(); }
bool HasFullLoadOrder() const;
bool HasConditionalOrder() const;
bool HasUnbunchingOrder() const;
void LeaveUnbunchingDepot();
bool IsWaitingForUnbunching() const;
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 == nullptr) ? nullptr : this->orders->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 == nullptr) ? INVALID_VEH_ORDER_ID : this->orders->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 == nullptr) ? nullptr : this->orders->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.
*/
debug_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); }
uint32_t GetDisplayMaxWeight() const;
uint32_t GetDisplayMinPowerToWeight() const;
struct VehicleTypeFilter {
VehicleType vt;
bool operator() (size_t index)
{
#if OTTD_UPPER_TAGGED_PTR
return VehiclePoolOps::GetVehicleType(_vehicle_pool.GetRaw(index)) == this->vt;
#else
return Vehicle::Get(index)->type == this->vt;
#endif
}
};
struct VehicleFrontOnlyFilter {
bool operator() (size_t index)
{
#if OTTD_UPPER_TAGGED_PTR
return !VehiclePoolOps::IsNonFrontVehiclePtr(_vehicle_pool.GetRaw(index));
#else
return Vehicle::Get(index)->Previous() == nullptr;
#endif
}
};
struct VehicleFrontOnlyTypeFilter {
VehicleType vt;
bool operator() (size_t index)
{
#if OTTD_UPPER_TAGGED_PTR
uintptr_t vptr = _vehicle_pool.GetRaw(index);
return !VehiclePoolOps::IsNonFrontVehiclePtr(vptr) && VehiclePoolOps::GetVehicleType(vptr) == this->vt;
#else
const Vehicle *v = Vehicle::Get(index);
return v->type == this->vt && v->Previous() == nullptr;
#endif
}
};
/**
* Returns an iterable ensemble of all valid vehicles of the given type
* @param vt the VehicleType to filter
* @param from index of the first vehicle to consider
* @return an iterable ensemble of all valid vehicles of the given type
*/
static Pool::IterateWrapperFiltered<Vehicle, VehicleTypeFilter> IterateType(VehicleType vt, size_t from = 0)
{
return Pool::IterateWrapperFiltered<Vehicle, VehicleTypeFilter>(from, VehicleTypeFilter{ vt });
}
/**
* Returns an iterable ensemble of all valid front vehicles (i.e. Previous() == nullptr)
* @param from index of the first vehicle to consider
* @return an iterable ensemble of all valid front vehicles
*/
static Pool::IterateWrapperFiltered<Vehicle, VehicleFrontOnlyFilter> IterateFrontOnly(size_t from = 0)
{
return Pool::IterateWrapperFiltered<Vehicle, VehicleFrontOnlyFilter>(from, VehicleFrontOnlyFilter{});
}
/**
* Returns an iterable ensemble of all valid front vehicles of the given type
* @param vt the VehicleType to filter
* @param from index of the first vehicle to consider
* @return an iterable ensemble of all valid front vehicles of the given type
*/
static Pool::IterateWrapperFiltered<Vehicle, VehicleFrontOnlyTypeFilter> IterateTypeFrontOnly(VehicleType vt, size_t from = 0)
{
return Pool::IterateWrapperFiltered<Vehicle, VehicleFrontOnlyTypeFilter>(from, VehicleFrontOnlyTypeFilter{ vt });
}
};
inline bool IsPointInViewportVehicleRedrawArea(const std::vector<Rect> &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 <class T, VehicleType Type>
struct SpecializedVehicle : public Vehicle {
static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type
typedef SpecializedVehicle<T, Type> SpecializedVehicleBase; ///< Our type
#if OTTD_UPPER_TAGGED_PTR
inline void *operator new(size_t size)
{
return Vehicle::NewWithParam(size, Type);
}
inline void *operator new(size_t size, size_t index)
{
return Vehicle::NewWithParam(size, index, Type);
}
inline void operator delete(void *p)
{
Vehicle::operator delete(p);
}
void *operator new(size_t, void *ptr) = delete;
#endif
/**
* 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)
{
#if OTTD_UPPER_TAGGED_PTR
return Vehicle::IsValidID(index) && VehiclePoolOps::GetVehicleType(_vehicle_pool.GetRaw(index)) == Type;
#else
return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type;
#endif
}
/**
* 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_t GetVehicleCurvature() const
{
uint16_t 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 (IsHeadless()) 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<Rect> _viewport_vehicle_normal_redraw_rects;
extern std::vector<Rect> _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;
}
bool always_update_viewport = false;
if (EXPECTED_TYPE == VEH_SHIP && update_delta) {
extern bool RecentreShipSpriteBounds(Vehicle *v);
always_update_viewport = RecentreShipSpriteBounds(this);
}
SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH);
if (force_update) {
this->Vehicle::UpdateViewport(IsPointInViewportVehicleRedrawArea(_viewport_vehicle_map_redraw_rects, pt));
} else if (always_update_viewport) {
this->Vehicle::UpdateViewport(false);
}
}
/**
* 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<T> Iterate(size_t from = 0) { return Pool::IterateWrapper<T>(from); }
/**
* Returns an iterable ensemble of all valid front vehicles (i.e. Previous() == nullptr) of type T
* @param from index of the first vehicle to consider
* @return an iterable ensemble of all valid front vehicles of type T
*/
static Pool::IterateWrapperFiltered<T, VehicleFrontOnlyFilter> IterateFrontOnly(size_t from = 0)
{
return Pool::IterateWrapperFiltered<T, VehicleFrontOnlyFilter>(from, VehicleFrontOnlyFilter{});
}
};
/** Sentinel for an invalid coordinate. */
static const int32_t 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(DateDelta interval);
#endif /* VEHICLE_BASE_H */