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478 lines
15 KiB
C
478 lines
15 KiB
C
/* $Id$ */
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#ifndef VEHICLE_H
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#define VEHICLE_H
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#include "pool.h"
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#include "order.h"
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#include "rail.h"
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enum {
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VEH_Invalid = 0x00,
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VEH_Train = 0x10,
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VEH_Road = 0x11,
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VEH_Ship = 0x12,
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VEH_Aircraft = 0x13,
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VEH_Special = 0x14,
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VEH_Disaster = 0x15,
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} ;
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enum VehStatus {
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VS_HIDDEN = 0x01,
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VS_STOPPED = 0x02,
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VS_UNCLICKABLE = 0x04,
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VS_DEFPAL = 0x08,
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VS_TRAIN_SLOWING = 0x10,
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VS_SHADOW = 0x20,
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VS_AIRCRAFT_BROKEN = 0x40,
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VS_CRASHED = 0x80,
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};
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enum LoadStatus {
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LS_LOADING_FINISHED,
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LS_CARGO_UNLOADING,
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};
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/* Effect vehicle types */
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typedef enum EffectVehicle {
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EV_CHIMNEY_SMOKE = 0,
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EV_STEAM_SMOKE = 1,
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EV_DIESEL_SMOKE = 2,
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EV_ELECTRIC_SPARK = 3,
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EV_SMOKE = 4,
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EV_EXPLOSION_LARGE = 5,
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EV_BREAKDOWN_SMOKE = 6,
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EV_EXPLOSION_SMALL = 7,
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EV_BULLDOZER = 8,
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EV_BUBBLE = 9
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} EffectVehicle;
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typedef struct VehicleRail {
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uint16 last_speed; // NOSAVE: only used in UI
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uint16 crash_anim_pos;
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uint16 days_since_order_progr;
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// cached values, recalculated on load and each time a vehicle is added to/removed from the consist.
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uint16 cached_max_speed; // max speed of the consist. (minimum of the max speed of all vehicles in the consist)
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uint32 cached_power; // total power of the consist.
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uint8 cached_veh_length; // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
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uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.
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// cached values, recalculated when the cargo on a train changes (in addition to the conditions above)
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uint32 cached_weight; // total weight of the consist.
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uint32 cached_veh_weight; // weight of the vehicle.
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/**
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* Position/type of visual effect.
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* bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear)
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* bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric)
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* bit 6 = disable visual effect.
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* bit 7 = disable powered wagons.
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*/
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byte cached_vis_effect;
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// NOSAVE: for wagon override - id of the first engine in train
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// 0xffff == not in train
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EngineID first_engine;
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byte track;
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byte force_proceed;
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byte railtype;
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RailTypeMask compatible_railtypes;
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byte flags;
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// Link between the two ends of a multiheaded engine
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Vehicle *other_multiheaded_part;
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} VehicleRail;
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enum {
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VRF_REVERSING = 0,
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// used to calculate if train is going up or down
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VRF_GOINGUP = 1,
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VRF_GOINGDOWN = 2,
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// used to store if a wagon is powered or not
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VRF_POWEREDWAGON = 3,
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// used to reverse the visible direction of the vehicle
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VRF_REVERSE_DIRECTION = 4,
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// used to mark train as lost because PF can't find the route
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VRF_NO_PATH_TO_DESTINATION = 5,
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// used to mark that electric train engine is allowed to run on normal rail
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VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
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};
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typedef struct VehicleAir {
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uint16 crashed_counter;
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byte pos;
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byte previous_pos;
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StationID targetairport;
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byte state;
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} VehicleAir;
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typedef struct VehicleRoad {
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byte state;
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byte frame;
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uint16 blocked_ctr;
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byte overtaking;
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byte overtaking_ctr;
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uint16 crashed_ctr;
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byte reverse_ctr;
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struct RoadStop *slot;
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byte slot_age;
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} VehicleRoad;
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typedef struct VehicleSpecial {
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uint16 unk0;
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byte unk2;
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} VehicleSpecial;
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typedef struct VehicleDisaster {
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uint16 image_override;
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uint16 unk2;
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} VehicleDisaster;
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typedef struct VehicleShip {
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byte state;
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} VehicleShip;
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struct Vehicle {
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byte type; // type, ie roadven,train,ship,aircraft,special
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byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes)
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VehicleID index; // NOSAVE: Index in vehicle array
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Vehicle *next; // next
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Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
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Vehicle *depot_list; //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
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StringID string_id; // Displayed string
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UnitID unitnumber; // unit number, for display purposes only
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PlayerID owner; // which player owns the vehicle?
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TileIndex tile; // Current tile index
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TileIndex dest_tile; // Heading for this tile
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int32 x_pos; // coordinates
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int32 y_pos;
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byte z_pos;
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byte direction; // facing
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byte spritenum; // currently displayed sprite index
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// 0xfd == custom sprite, 0xfe == custom second head sprite
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// 0xff == reserved for another custom sprite
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uint16 cur_image; // sprite number for this vehicle
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byte sprite_width; // width of vehicle sprite
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byte sprite_height; // height of vehicle sprite
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byte z_height; // z-height of vehicle sprite
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int8 x_offs; // x offset for vehicle sprite
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int8 y_offs; // y offset for vehicle sprite
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EngineID engine_type;
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// for randomized variational spritegroups
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// bitmask used to resolve them; parts of it get reseeded when triggers
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// of corresponding spritegroups get matched
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byte random_bits;
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byte waiting_triggers; // triggers to be yet matched
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uint16 max_speed; // maximum speed
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uint16 cur_speed; // current speed
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byte subspeed; // fractional speed
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byte acceleration; // used by train & aircraft
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byte progress;
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uint32 motion_counter;
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byte vehstatus; // Status
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StationID last_station_visited;
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CargoID cargo_type; // type of cargo this vehicle is carrying
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byte cargo_days; // how many days have the pieces been in transit
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StationID cargo_source; // source of cargo
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uint16 cargo_cap; // total capacity
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uint16 cargo_count; // how many pieces are used
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byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
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byte day_counter; // increased by one for each day
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byte tick_counter; // increased by one for each tick
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/* Begin Order-stuff */
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Order current_order; ///< The current order (+ status, like: loading)
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VehicleOrderID cur_order_index; ///< The index to the current order
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Order *orders; ///< Pointer to the first order for this vehicle
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VehicleOrderID num_orders; ///< How many orders there are in the list
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Vehicle *next_shared; ///< If not NULL, this points to the next vehicle that shared the order
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Vehicle *prev_shared; ///< If not NULL, this points to the prev vehicle that shared the order
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/* End Order-stuff */
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// Boundaries for the current position in the world and a next hash link.
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// NOSAVE: All of those can be updated with VehiclePositionChanged()
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int32 left_coord;
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int32 top_coord;
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int32 right_coord;
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int32 bottom_coord;
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VehicleID next_hash;
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// Related to age and service time
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Date age; // Age in days
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Date max_age; // Maximum age
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Date date_of_last_service;
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Date service_interval;
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uint16 reliability;
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uint16 reliability_spd_dec;
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byte breakdown_ctr;
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byte breakdown_delay;
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byte breakdowns_since_last_service;
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byte breakdown_chance;
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Year build_year;
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bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace
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uint16 load_unload_time_rem;
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byte load_status;
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int32 profit_this_year;
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int32 profit_last_year;
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uint32 value;
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union {
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VehicleRail rail;
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VehicleAir air;
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VehicleRoad road;
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VehicleSpecial special;
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VehicleDisaster disaster;
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VehicleShip ship;
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} u;
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};
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#define is_custom_sprite(x) (x >= 0xFD)
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#define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD)
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#define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE)
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typedef void *VehicleFromPosProc(Vehicle *v, void *data);
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void VehicleServiceInDepot(Vehicle *v);
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Vehicle *AllocateVehicle(void);
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bool AllocateVehicles(Vehicle **vl, int num);
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Vehicle *ForceAllocateVehicle(void);
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Vehicle *ForceAllocateSpecialVehicle(void);
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void VehiclePositionChanged(Vehicle *v);
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void AfterLoadVehicles(void);
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Vehicle *GetLastVehicleInChain(Vehicle *v);
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Vehicle *GetPrevVehicleInChain(const Vehicle *v);
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Vehicle *GetFirstVehicleInChain(const Vehicle *v);
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uint CountVehiclesInChain(const Vehicle* v);
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bool IsEngineCountable(const Vehicle *v);
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void DeleteVehicleChain(Vehicle *v);
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void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
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void CallVehicleTicks(void);
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Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);
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void InitializeTrains(void);
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byte VehicleRandomBits(void);
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bool CanFillVehicle(Vehicle *v);
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bool CanRefitTo(EngineID engine_type, CargoID cid_to);
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CargoID FindFirstRefittableCargo(EngineID engine_type);
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int32 GetRefitCost(EngineID engine_type);
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void ViewportAddVehicles(DrawPixelInfo *dpi);
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/* train_cmd.h */
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int GetTrainImage(const Vehicle* v, Direction direction);
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int GetAircraftImage(const Vehicle* v, Direction direction);
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int GetRoadVehImage(const Vehicle* v, Direction direction);
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int GetShipImage(const Vehicle* v, Direction direction);
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type);
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uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y);
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StringID VehicleInTheWayErrMsg(const Vehicle* v);
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Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
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TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v);
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bool UpdateSignalsOnSegment(TileIndex tile, DiagDirection direction);
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void SetSignalsOnBothDir(TileIndex tile, byte track);
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Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y);
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void DecreaseVehicleValue(Vehicle *v);
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void CheckVehicleBreakdown(Vehicle *v);
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void AgeVehicle(Vehicle *v);
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void VehicleEnteredDepotThisTick(Vehicle *v);
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void BeginVehicleMove(Vehicle *v);
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void EndVehicleMove(Vehicle *v);
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void ShowAircraftViewWindow(const Vehicle* v);
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UnitID GetFreeUnitNumber(byte type);
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int LoadUnloadVehicle(Vehicle *v, bool just_arrived);
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void TrainConsistChanged(Vehicle *v);
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void TrainPowerChanged(Vehicle *v);
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int32 GetTrainRunningCost(const Vehicle *v);
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int CheckTrainStoppedInDepot(const Vehicle *v);
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bool VehicleNeedsService(const Vehicle *v);
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uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, byte type, PlayerID owner, StationID station, OrderID order, uint16 depot_airport_index, uint16 window_type);
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void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count);
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int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
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bool IsVehicleInDepot(const Vehicle *v);
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void VehicleEnterDepot(Vehicle *v);
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/* Flags to add to p2 for goto depot commands */
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/* Note: bits 8-10 are used for VLW flags */
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enum {
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DEPOT_SERVICE = (1 << 0), // The vehicle will leave the depot right after arrival (serivce only)
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DEPOT_MASS_SEND = (1 << 1), // Tells that it's a mass send to depot command (type in VLW flag)
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DEPOT_DONT_CANCEL = (1 << 2), // Don't cancel current goto depot command if any
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DEPOT_LOCATE_HANGAR = (1 << 3), // Find another airport if the target one lacks a hangar
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};
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typedef struct GetNewVehiclePosResult {
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int x,y;
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TileIndex old_tile;
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TileIndex new_tile;
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} GetNewVehiclePosResult;
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/**
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* Returns the Trackdir on which the vehicle is currently located.
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* Works for trains and ships.
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* Currently works only sortof for road vehicles, since they have a fuzzy
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* concept of being "on" a trackdir. Dunno really what it returns for a road
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* vehicle that is halfway a tile, never really understood that part. For road
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* vehicles that are at the beginning or end of the tile, should just return
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* the diagonal trackdir on which they are driving. I _think_.
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* For other vehicles types, or vehicles with no clear trackdir (such as those
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* in depots), returns 0xFF.
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*/
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Trackdir GetVehicleTrackdir(const Vehicle* v);
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/* returns true if staying in the same tile */
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bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
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Direction GetDirectionTowards(const Vehicle* v, int x, int y);
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#define BEGIN_ENUM_WAGONS(v) do {
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#define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL);
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DECLARE_POOL(Vehicle, Vehicle, 9, 125)
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static inline VehicleID GetVehicleArraySize(void)
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index + 1. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return GetVehiclePoolSize();
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}
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/**
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* Check if a Vehicle really exists.
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*/
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static inline bool IsValidVehicle(const Vehicle *v)
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{
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return v->type != 0;
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}
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void DestroyVehicle(Vehicle *v);
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static inline void DeleteVehicle(Vehicle *v)
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{
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DestroyVehicle(v);
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v->type = 0;
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}
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#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v))
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#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
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/**
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* Check if an index is a vehicle-index (so between 0 and max-vehicles)
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*
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* @return Returns true if the vehicle-id is in range
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*/
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static inline bool IsValidVehicleID(uint index)
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{
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return index < GetVehiclePoolSize() && IsValidVehicle(GetVehicle(index));
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}
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/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
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static inline Order *GetVehicleOrder(const Vehicle *v, int index)
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{
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Order *order = v->orders;
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if (index < 0) return NULL;
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while (order != NULL && index-- > 0)
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order = order->next;
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return order;
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}
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/* Returns the last order of a vehicle, or NULL if it doesn't exists */
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static inline Order *GetLastVehicleOrder(const Vehicle *v)
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{
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Order *order = v->orders;
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if (order == NULL) return NULL;
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while (order->next != NULL)
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order = order->next;
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return order;
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}
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/* Get the first vehicle of a shared-list, so we only have to walk forwards */
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static inline Vehicle *GetFirstVehicleFromSharedList(const Vehicle *v)
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{
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Vehicle *u = (Vehicle *)v;
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while (u->prev_shared != NULL) u = u->prev_shared;
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return u;
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}
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// NOSAVE: Return values from various commands.
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VARDEF VehicleID _new_vehicle_id;
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VARDEF uint16 _returned_refit_capacity;
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enum {
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INVALID_VEHICLE = 0xFFFF,
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};
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/**
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* Get the colour map for an engine. This used for unbuilt engines in the user interface.
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* @param engine_type ID of engine
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* @param player ID of player
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* @return A ready-to-use palette modifier
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*/
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PalSpriteID GetEnginePalette(EngineID engine_type, PlayerID player);
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/**
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* Get the colour map for a vehicle.
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* @param v Vehicle to get colour map for
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* @return A ready-to-use palette modifier
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*/
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PalSpriteID GetVehiclePalette(const Vehicle *v);
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/* A lot of code calls for the invalidation of the status bar, which is widget 5.
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* Best is to have a virtual value for it when it needs to change again */
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#define STATUS_BAR 5
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extern const uint32 _send_to_depot_proc_table[];
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#define CMD_SEND_TO_DEPOT(x) _send_to_depot_proc_table[ x - VEH_Train]
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#endif /* VEHICLE_H */
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