OpenTTD-patches/vehicle.h
hackykid 60ddaf95f0 (svn r2516) - Feature: [pbs] Implement path-based-signalling. This allows multiple trains within the same signal block, provided their paths dont intersect. For this the block must have all exit and entry signals be pbs signals. Place these by ctrl-clicking 4 times on a normal signal.
- Feature: [pbs] Implement autoplacement of pbs blocks, when a block has an entry and an exit pbs signal, covert the entire block to pbs. Can be turned off in the patch settings.
 - Feature: [pbs] Allow showing of reserved status by making the tracks darker, when the pbs debug level is at least 1.
2005-07-04 14:58:55 +00:00

461 lines
13 KiB
C

#ifndef VEHICLE_H
#define VEHICLE_H
#include "pool.h"
#include "order.h"
#include "rail.h"
enum {
VEH_Train = 0x10,
VEH_Road = 0x11,
VEH_Ship = 0x12,
VEH_Aircraft = 0x13,
VEH_Special = 0x14,
VEH_Disaster = 0x15,
} ;
enum VehStatus {
VS_HIDDEN = 1,
VS_STOPPED = 2,
VS_UNCLICKABLE = 4,
VS_DEFPAL = 0x8,
VS_TRAIN_SLOWING = 0x10,
VS_DISASTER = 0x20,
VS_AIRCRAFT_BROKEN = 0x40,
VS_CRASHED = 0x80,
};
// 1 and 3 do not appear to be used
typedef enum TrainSubtypes {
TS_Front_Engine = 0, // Leading engine of a train
TS_Not_First = 2, // Wagon or additional engine
TS_Free_Car = 4, // First in a wagon chain (in depot)
} TrainSubtype;
/* Effect vehicle types */
typedef enum EffectVehicle {
EV_CHIMNEY_SMOKE = 0,
EV_STEAM_SMOKE = 1,
EV_DIESEL_SMOKE = 2,
EV_ELECTRIC_SPARK = 3,
EV_SMOKE = 4,
EV_EXPLOSION_LARGE = 5,
EV_BREAKDOWN_SMOKE = 6,
EV_EXPLOSION_SMALL = 7,
EV_BULLDOZER = 8,
EV_BUBBLE = 9
} EffectVehicle;
typedef struct VehicleRail {
uint16 last_speed; // NOSAVE: only used in UI
uint16 crash_anim_pos;
uint16 days_since_order_progr;
// cached values, recalculated on load and each time a vehicle is added to/removed from the consist.
uint16 cached_max_speed; // max speed of the consist. (minimum of the max speed of all vehicles in the consist)
uint32 cached_power; // total power of the consist.
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
// cached values, recalculated when the cargo on a train changes (in addition to the conditions above)
uint16 cached_weight; // total weight of the consist.
uint16 cached_veh_weight; // weight of the vehicle.
// NOSAVE: for wagon override - id of the first engine in train
// 0xffff == not in train
EngineID first_engine;
byte track;
byte force_proceed;
byte railtype;
byte flags;
byte pbs_status;
} VehicleRail;
enum {
VRF_REVERSING = 0,
// used to calculate if train is going up or down
VRF_GOINGUP = 1,
VRF_GOINGDOWN = 2,
// used to store if a wagon is powered or not
VRF_POWEREDWAGON = 3,
};
typedef struct VehicleAir {
uint16 crashed_counter;
byte pos;
byte previous_pos;
uint16 targetairport;
byte state;
} VehicleAir;
typedef struct VehicleRoad {
byte state;
byte frame;
uint16 unk2;
byte overtaking;
byte overtaking_ctr;
uint16 crashed_ctr;
byte reverse_ctr;
struct RoadStop *slot;
byte slotindex;
byte slot_age;
} VehicleRoad;
typedef struct VehicleSpecial {
uint16 unk0;
byte unk2;
} VehicleSpecial;
typedef struct VehicleDisaster {
uint16 image_override;
uint16 unk2;
} VehicleDisaster;
typedef struct VehicleShip {
byte state;
} VehicleShip;
// not used ATM
struct WorldSprite {
struct WorldSprite *next; // next sprite in hash chain
uint16 image; // sprite number for this vehicle
// screen coordinates
int16 left, top, right, bottom;
// world coordinates
int16 x;
int16 y;
byte z;
int8 x_offs; // x offset for vehicle sprite
int8 y_offs; // y offset for vehicle sprite
byte width; // width of vehicle sprite
byte height; // height of vehicle sprite
byte depth; // depth of vehicle sprite
byte flags; // draw flags
};
struct Vehicle {
byte type; // type, ie roadven,train,ship,aircraft,special
byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes)(Filled with values from EffectVehicles or TrainSubTypes)
VehicleID index; // NOSAVE: Index in vehicle array
Vehicle *next; // next
Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
StringID string_id; // Displayed string
UnitID unitnumber; // unit number, for display purposes only
PlayerID owner; // which player owns the vehicle?
TileIndex tile; // Current tile index
TileIndex dest_tile; // Heading for this tile
int32 x_pos; // coordinates
int32 y_pos;
byte z_pos;
byte direction; // facing
byte spritenum; // currently displayed sprite index
// 0xfd == custom sprite, 0xfe == custom second head sprite
// 0xff == reserved for another custom sprite
uint16 cur_image; // sprite number for this vehicle
byte sprite_width;// width of vehicle sprite
byte sprite_height;// height of vehicle sprite
byte z_height; // z-height of vehicle sprite
int8 x_offs; // x offset for vehicle sprite
int8 y_offs; // y offset for vehicle sprite
EngineID engine_type;
// for randomized variational spritegroups
// bitmask used to resolve them; parts of it get reseeded when triggers
// of corresponding spritegroups get matched
byte random_bits;
byte waiting_triggers; // triggers to be yet matched
uint16 max_speed; // maximum speed
uint16 cur_speed; // current speed
byte subspeed; // fractional speed
byte acceleration; // used by train & aircraft
byte progress;
byte vehstatus; // Status
uint16 last_station_visited;
byte cargo_type; // type of cargo this vehicle is carrying
byte cargo_days; // how many days have the pieces been in transit
uint16 cargo_source;// source of cargo
uint16 cargo_cap; // total capacity
uint16 cargo_count;// how many pieces are used
byte day_counter; // increased by one for each day
byte tick_counter;// increased by one for each tick
/* Begin Order-stuff */
Order current_order; //! The current order (+ status, like: loading)
OrderID cur_order_index; //! The index to the current order
Order *orders; //! Pointer to the first order for this vehicle
OrderID num_orders; //! How many orders there are in the list
Vehicle *next_shared; //! If not NULL, this points to the next vehicle that shared the order
Vehicle *prev_shared; //! If not NULL, this points to the prev vehicle that shared the order
/* End Order-stuff */
// Boundaries for the current position in the world and a next hash link.
// NOSAVE: All of those can be updated with VehiclePositionChanged()
int32 left_coord;
int32 top_coord;
int32 right_coord;
int32 bottom_coord;
uint16 next_hash;
// Related to age and service time
uint16 age; // Age in days
uint16 max_age; // Maximum age
uint16 date_of_last_service;
uint16 service_interval;
uint16 reliability;
uint16 reliability_spd_dec;
byte breakdown_ctr;
byte breakdown_delay;
byte breakdowns_since_last_service;
byte breakdown_chance;
byte build_year;
uint16 load_unload_time_rem;
int32 profit_this_year;
int32 profit_last_year;
uint32 value;
union {
VehicleRail rail;
VehicleAir air;
VehicleRoad road;
VehicleSpecial special;
VehicleDisaster disaster;
VehicleShip ship;
} u;
};
#define is_custom_sprite(x) (x >= 0xFD)
#define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD)
#define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE)
typedef void VehicleTickProc(Vehicle *v);
typedef void *VehicleFromPosProc(Vehicle *v, void *data);
void VehicleServiceInDepot(Vehicle *v);
Vehicle *AllocateVehicle(void);
Vehicle *ForceAllocateVehicle(void);
Vehicle *ForceAllocateSpecialVehicle(void);
void UpdateVehiclePosHash(Vehicle *v, int x, int y);
void VehiclePositionChanged(Vehicle *v);
void AfterLoadVehicles(void);
Vehicle *GetLastVehicleInChain(Vehicle *v);
Vehicle *GetPrevVehicleInChain(const Vehicle *v);
Vehicle *GetFirstVehicleInChain(const Vehicle *v);
int CountVehiclesInChain(Vehicle *v);
void DeleteVehicle(Vehicle *v);
void DeleteVehicleChain(Vehicle *v);
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
void CallVehicleTicks(void);
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);
void InitializeTrains(void);
bool CanFillVehicle(Vehicle *v);
bool CanRefitTo(const Vehicle *v, CargoID cid_to);
void ViewportAddVehicles(DrawPixelInfo *dpi);
void TrainEnterDepot(Vehicle *v, TileIndex tile);
void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building) ;
/* train_cmd.h */
int GetTrainImage(const Vehicle *v, byte direction);
int GetAircraftImage(const Vehicle *v, byte direction);
int GetRoadVehImage(const Vehicle *v, byte direction);
int GetShipImage(const Vehicle *v, byte direction);
Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type);
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type);
Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type);
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y);
void VehicleInTheWayErrMsg(Vehicle *v);
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v);
bool UpdateSignalsOnSegment(TileIndex tile, byte direction);
void SetSignalsOnBothDir(TileIndex tile, byte track);
Vehicle *CheckClickOnVehicle(ViewPort *vp, int x, int y);
//uint GetVehicleWeight(Vehicle *v);
void DecreaseVehicleValue(Vehicle *v);
void CheckVehicleBreakdown(Vehicle *v);
void AgeVehicle(Vehicle *v);
void MaybeReplaceVehicle(Vehicle *v);
void BeginVehicleMove(Vehicle *v);
void EndVehicleMove(Vehicle *v);
bool IsAircraftHangarTile(TileIndex tile);
void ShowAircraftViewWindow(Vehicle *v);
UnitID GetFreeUnitNumber(byte type);
int LoadUnloadVehicle(Vehicle *v);
void TrainConsistChanged(Vehicle *v);
void UpdateTrainAcceleration(Vehicle *v);
int32 GetTrainRunningCost(const Vehicle *v);
int CheckTrainStoppedInDepot(const Vehicle *v);
bool VehicleNeedsService(const Vehicle *v);
typedef struct GetNewVehiclePosResult {
int x,y;
TileIndex old_tile;
TileIndex new_tile;
} GetNewVehiclePosResult;
/**
* 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.
*/
Trackdir GetVehicleTrackdir(const Vehicle* v);
/* returns true if staying in the same tile */
bool GetNewVehiclePos(Vehicle *v, GetNewVehiclePosResult *gp);
byte GetDirectionTowards(Vehicle *v, int x, int y);
#define BEGIN_ENUM_WAGONS(v) do {
#define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL);
/* vehicle.c */
VARDEF SortStruct *_vehicle_sort;
extern MemoryPool _vehicle_pool;
/**
* Get the pointer to the vehicle with index 'index'
*/
static inline Vehicle *GetVehicle(VehicleID index)
{
return (Vehicle*)GetItemFromPool(&_vehicle_pool, index);
}
/**
* Get the current size of the VehiclePool
*/
static inline uint16 GetVehiclePoolSize(void)
{
return _vehicle_pool.total_items;
}
#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL)
#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
/**
* Check if a Vehicle really exists.
*/
static inline bool IsValidVehicle(const Vehicle *v)
{
return v->type != 0;
}
/**
* Check if an index is a vehicle-index (so between 0 and max-vehicles)
*
* @return Returns true if the vehicle-id is in range
*/
static inline bool IsVehicleIndex(uint index)
{
if (index < GetVehiclePoolSize()) return true;
return false;
}
/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order *GetVehicleOrder(const Vehicle *v, int index)
{
Order *order = v->orders;
if (index < 0) return NULL;
while (order != NULL && index-- > 0)
order = order->next;
return order;
}
/* Returns the last order of a vehicle, or NULL if it doesn't exists */
static inline Order *GetLastVehicleOrder(const Vehicle *v)
{
Order *order = v->orders;
if (order == NULL) return NULL;
while (order->next != NULL)
order = order->next;
return order;
}
/* Get the first vehicle of a shared-list, so we only have to walk forwards */
static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v)
{
Vehicle *u = v;
while (u->prev_shared != NULL)
u = u->prev_shared;
return u;
}
/* Validate functions for rail building */
static inline bool ValParamRailtype(uint32 rail) { return rail <= GetPlayer(_current_player)->max_railtype;}
// NOSAVE: Can be regenerated by inspecting the vehicles.
VARDEF VehicleID _vehicle_position_hash[0x1000];
// NOSAVE: Return values from various commands.
VARDEF VehicleID _new_train_id;
VARDEF VehicleID _new_wagon_id;
VARDEF VehicleID _new_aircraft_id;
VARDEF VehicleID _new_ship_id;
VARDEF VehicleID _new_roadveh_id;
VARDEF uint16 _aircraft_refit_capacity;
VARDEF byte _cmd_build_rail_veh_score;
VARDEF byte _cmd_build_rail_veh_var1;
// for each player, for each vehicle type, keep a list of the vehicles.
//VARDEF Vehicle *_vehicle_arr[8][4];
#define INVALID_VEHICLE 0xFFFF
/* A lot of code calls for the invalidation of the status bar, which is widget 5.
* Best is to have a virtual value for it when it needs to change again */
#define STATUS_BAR 5
#endif /* VEHICLE_H */