mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
698 lines
24 KiB
C++
698 lines
24 KiB
C++
/* $Id$ */
|
|
|
|
/** @file vehicle_base.h Base class for all vehicles. */
|
|
|
|
#ifndef VEHICLE_BASE_H
|
|
#define VEHICLE_BASE_H
|
|
|
|
#include "vehicle_type.h"
|
|
#include "track_type.h"
|
|
#include "rail_type.h"
|
|
#include "road_type.h"
|
|
#include "cargo_type.h"
|
|
#include "direction_type.h"
|
|
#include "gfx_type.h"
|
|
#include "command_type.h"
|
|
#include "date_type.h"
|
|
#include "company_base.h"
|
|
#include "company_type.h"
|
|
#include "oldpool.h"
|
|
#include "order_base.h"
|
|
#include "cargopacket.h"
|
|
#include "texteff.hpp"
|
|
#include "group_type.h"
|
|
#include "engine_type.h"
|
|
#include "order_func.h"
|
|
#include "transport_type.h"
|
|
|
|
/** Road vehicle states */
|
|
enum RoadVehicleStates {
|
|
/*
|
|
* Lower 4 bits are used for vehicle track direction. (Trackdirs)
|
|
* When in a road stop (bit 5 or bit 6 set) these bits give the
|
|
* track direction of the entry to the road stop.
|
|
* As the entry direction will always be a diagonal
|
|
* direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3
|
|
* are needed to hold this direction. Bit 1 is then used to show
|
|
* that the vehicle is using the second road stop bay.
|
|
* Bit 2 is then used for drive-through stops to show the vehicle
|
|
* is stopping at this road stop.
|
|
*/
|
|
|
|
/* Numeric values */
|
|
RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot
|
|
RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge
|
|
|
|
/* Bit numbers */
|
|
RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop
|
|
RVS_IS_STOPPING = 2, ///< Only used for drive-through stops. Vehicle will stop here
|
|
RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data
|
|
RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop
|
|
RVS_IN_DT_ROAD_STOP = 6, ///< The vehicle is in a drive-through road stop
|
|
|
|
/* Bit sets of the above specified bits */
|
|
RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop
|
|
RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END,
|
|
RVSB_IN_DT_ROAD_STOP = 1 << RVS_IN_DT_ROAD_STOP, ///< The vehicle is in a drive-through road stop
|
|
RVSB_IN_DT_ROAD_STOP_END = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END,
|
|
|
|
RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs
|
|
RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops
|
|
};
|
|
|
|
enum VehStatus {
|
|
VS_HIDDEN = 0x01,
|
|
VS_STOPPED = 0x02,
|
|
VS_UNCLICKABLE = 0x04,
|
|
VS_DEFPAL = 0x08,
|
|
VS_TRAIN_SLOWING = 0x10,
|
|
VS_SHADOW = 0x20,
|
|
VS_AIRCRAFT_BROKEN = 0x40,
|
|
VS_CRASHED = 0x80,
|
|
};
|
|
|
|
enum VehicleFlags {
|
|
VF_LOADING_FINISHED,
|
|
VF_CARGO_UNLOADING,
|
|
VF_BUILT_AS_PROTOTYPE,
|
|
VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet.
|
|
VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically.
|
|
VF_AUTOFILL_PRES_WAIT_TIME, ///< Whether non-destructive auto-fill should preserve waiting times
|
|
};
|
|
|
|
struct VehicleRail {
|
|
/* Link between the two ends of a multiheaded engine */
|
|
Vehicle *other_multiheaded_part;
|
|
|
|
/* Cached wagon override spritegroup */
|
|
const struct SpriteGroup *cached_override;
|
|
|
|
uint16 last_speed; // NOSAVE: only used in UI
|
|
uint16 crash_anim_pos;
|
|
|
|
/* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
|
|
uint32 cached_power; ///< total power of the consist.
|
|
uint16 cached_max_speed; ///< max speed of the consist. (minimum of the max speed of all vehicles in the consist)
|
|
uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.
|
|
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
|
|
bool cached_tilt; ///< train can tilt; feature provides a bonus in curves
|
|
|
|
/* cached values, recalculated when the cargo on a train changes (in addition to the conditions above) */
|
|
uint32 cached_weight; ///< total weight of the consist.
|
|
uint32 cached_veh_weight; ///< weight of the vehicle.
|
|
uint32 cached_max_te; ///< max tractive effort of consist
|
|
|
|
/**
|
|
* Position/type of visual effect.
|
|
* bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear)
|
|
* bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric)
|
|
* bit 6 = disable visual effect.
|
|
* bit 7 = disable powered wagons.
|
|
*/
|
|
byte cached_vis_effect;
|
|
byte user_def_data;
|
|
|
|
/* NOSAVE: for wagon override - id of the first engine in train
|
|
* 0xffff == not in train */
|
|
EngineID first_engine;
|
|
|
|
uint16 flags;
|
|
TrackBitsByte track;
|
|
byte force_proceed;
|
|
RailTypeByte railtype;
|
|
RailTypes compatible_railtypes;
|
|
};
|
|
|
|
enum VehicleRailFlags {
|
|
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,
|
|
|
|
/* used to reverse the visible direction of the vehicle */
|
|
VRF_REVERSE_DIRECTION = 4,
|
|
|
|
/* used to mark train as lost because PF can't find the route */
|
|
VRF_NO_PATH_TO_DESTINATION = 5,
|
|
|
|
/* used to mark that electric train engine is allowed to run on normal rail */
|
|
VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
|
|
|
|
/* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */
|
|
VRF_TOGGLE_REVERSE = 7,
|
|
|
|
/* used to mark a train that can't get a path reservation */
|
|
VRF_TRAIN_STUCK = 8,
|
|
};
|
|
|
|
struct VehicleAir {
|
|
uint16 crashed_counter;
|
|
uint16 cached_max_speed;
|
|
byte pos;
|
|
byte previous_pos;
|
|
StationID targetairport;
|
|
byte state;
|
|
};
|
|
|
|
struct VehicleRoad {
|
|
byte state; ///< @see RoadVehicleStates
|
|
byte frame;
|
|
uint16 blocked_ctr;
|
|
byte overtaking;
|
|
byte overtaking_ctr;
|
|
uint16 crashed_ctr;
|
|
byte reverse_ctr;
|
|
struct RoadStop *slot;
|
|
byte slot_age;
|
|
EngineID first_engine;
|
|
byte cached_veh_length;
|
|
|
|
RoadType roadtype;
|
|
RoadTypes compatible_roadtypes;
|
|
};
|
|
|
|
struct VehicleEffect {
|
|
uint16 animation_state;
|
|
byte animation_substate;
|
|
};
|
|
|
|
struct VehicleDisaster {
|
|
uint16 image_override;
|
|
VehicleID big_ufo_destroyer_target;
|
|
};
|
|
|
|
struct VehicleShip {
|
|
TrackBitsByte state;
|
|
};
|
|
|
|
DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
|
|
|
|
/* Some declarations of functions, so we can make them friendly */
|
|
struct SaveLoad;
|
|
extern const SaveLoad *GetVehicleDescription(VehicleType vt);
|
|
struct LoadgameState;
|
|
extern bool LoadOldVehicle(LoadgameState *ls, int num);
|
|
|
|
struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool>, BaseVehicle {
|
|
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 const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
|
|
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
|
|
|
|
char *name; ///< Name of vehicle
|
|
|
|
TileIndex tile; ///< Current tile index
|
|
|
|
/**
|
|
* Heading for this tile.
|
|
* For airports and train stations this tile does not necessarily belong to the destination station,
|
|
* but it can be used for heuristical purposes to estimate the distance.
|
|
*/
|
|
TileIndex dest_tile;
|
|
|
|
Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract
|
|
Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract
|
|
Money value;
|
|
|
|
/* Used for timetabling. */
|
|
uint32 current_order_time; ///< How many ticks have passed since this order started.
|
|
int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is.
|
|
|
|
/* Boundaries for the current position in the world and a next hash link.
|
|
* NOSAVE: All of those can be updated with VehiclePositionChanged() */
|
|
Rect coord;
|
|
Vehicle *next_hash;
|
|
Vehicle *next_new_hash;
|
|
Vehicle **old_new_hash;
|
|
|
|
SpriteID colourmap; // NOSAVE: cached colour mapping
|
|
|
|
/* Related to age and service time */
|
|
Year build_year;
|
|
Date age; // Age in days
|
|
Date max_age; // Maximum age
|
|
Date date_of_last_service;
|
|
Date service_interval;
|
|
uint16 reliability;
|
|
uint16 reliability_spd_dec;
|
|
byte breakdown_ctr;
|
|
byte breakdown_delay;
|
|
byte breakdowns_since_last_service;
|
|
byte breakdown_chance;
|
|
|
|
int32 x_pos; // coordinates
|
|
int32 y_pos;
|
|
byte z_pos;
|
|
DirectionByte direction; // facing
|
|
|
|
OwnerByte owner; // which company owns the vehicle?
|
|
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 x_extent; // x-extent of vehicle bounding box
|
|
byte y_extent; // y-extent of vehicle bounding box
|
|
byte z_extent; // z-extent of vehicle bounding box
|
|
int8 x_offs; // x offset for vehicle sprite
|
|
int8 y_offs; // y offset for vehicle sprite
|
|
EngineID engine_type;
|
|
|
|
TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object
|
|
UnitID unitnumber; // unit number, for display purposes only
|
|
|
|
uint16 max_speed; ///< maximum speed
|
|
uint16 cur_speed; ///< current speed
|
|
byte subspeed; ///< fractional speed
|
|
byte acceleration; ///< used by train & aircraft
|
|
uint32 motion_counter;
|
|
byte progress;
|
|
|
|
/* 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
|
|
|
|
StationID last_station_visited;
|
|
|
|
CargoID cargo_type; ///< type of cargo this vehicle is carrying
|
|
byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
|
|
uint16 cargo_cap; ///< total capacity
|
|
CargoList cargo; ///< The cargo this vehicle is carrying
|
|
|
|
byte day_counter; ///< Increased by one for each day
|
|
byte tick_counter; ///< Increased by one for each tick
|
|
byte running_ticks; ///< Number of ticks this vehicle was not stopped this day
|
|
|
|
byte vehstatus; ///< Status
|
|
Order current_order; ///< The current order (+ status, like: loading)
|
|
VehicleOrderID cur_order_index; ///< The index to the current order
|
|
|
|
union {
|
|
OrderList *list; ///< Pointer to the order list for this vehicle
|
|
Order *old; ///< Only used during conversion of old save games
|
|
} orders;
|
|
|
|
byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
|
|
uint16 load_unload_time_rem;
|
|
|
|
GroupID group_id; ///< Index of group Pool array
|
|
|
|
byte subtype; ///< subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
|
|
|
|
union {
|
|
VehicleRail rail;
|
|
VehicleAir air;
|
|
VehicleRoad road;
|
|
VehicleEffect effect;
|
|
VehicleDisaster disaster;
|
|
VehicleShip ship;
|
|
} u;
|
|
|
|
/* cached oftenly queried NewGRF values */
|
|
uint8 cache_valid; ///< Whether the caches are valid
|
|
uint32 cached_var40; ///< Cache for NewGRF var 40
|
|
uint32 cached_var41; ///< Cache for NewGRF var 41
|
|
uint32 cached_var42; ///< Cache for NewGRF var 42
|
|
uint32 cached_var43; ///< Cache for NewGRF var 43
|
|
|
|
/** Create a new vehicle */
|
|
Vehicle();
|
|
|
|
/** Destroy all stuff that (still) needs the virtual functions to work properly */
|
|
void PreDestructor();
|
|
/** We want to 'destruct' the right class. */
|
|
virtual ~Vehicle();
|
|
|
|
void BeginLoading();
|
|
void LeaveStation();
|
|
|
|
/**
|
|
* Handle the loading of the vehicle; when not it skips through dummy
|
|
* orders and does nothing in all other cases.
|
|
* @param mode is the non-first call for this vehicle in this tick?
|
|
*/
|
|
void HandleLoading(bool mode = false);
|
|
|
|
/**
|
|
* Get a string 'representation' of the vehicle type.
|
|
* @return the string representation.
|
|
*/
|
|
virtual const char *GetTypeString() const { return "base vehicle"; }
|
|
|
|
/**
|
|
* 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.
|
|
* @param direction the direction the vehicle is facing
|
|
*/
|
|
virtual void UpdateDeltaXY(Direction direction) {}
|
|
|
|
/**
|
|
* Sets the expense type associated to this vehicle type
|
|
* @param income whether this is income or (running) expenses of the vehicle
|
|
*/
|
|
virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; }
|
|
|
|
/**
|
|
* Play the sound associated with leaving the station
|
|
*/
|
|
virtual void PlayLeaveStationSound() const {}
|
|
|
|
/**
|
|
* Whether this is the primary vehicle in the chain.
|
|
*/
|
|
virtual bool IsPrimaryVehicle() const { return false; }
|
|
|
|
/**
|
|
* Gets the sprite to show for the given direction
|
|
* @param direction the direction the vehicle is facing
|
|
* @return the sprite for the given vehicle in the given direction
|
|
*/
|
|
virtual SpriteID GetImage(Direction direction) const { return 0; }
|
|
|
|
/**
|
|
* 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; }
|
|
|
|
/**
|
|
* 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 vehicle is in the depot *and* stopped.
|
|
* @return true if and only if the vehicle is in the depot and stopped.
|
|
*/
|
|
virtual bool IsStoppedInDepot() const { return this->IsInDepot() && (this->vehstatus & VS_STOPPED) != 0; }
|
|
|
|
/**
|
|
* 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() {};
|
|
|
|
/**
|
|
* Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
|
|
* @return the vehicle's running cost
|
|
*/
|
|
Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
|
|
|
|
/**
|
|
* 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); }
|
|
|
|
/**
|
|
* Set the next vehicle of this vehicle.
|
|
* @param next the next vehicle. NULL removes the next vehicle.
|
|
*/
|
|
void SetNext(Vehicle *next);
|
|
|
|
/**
|
|
* Get the next vehicle of this vehicle.
|
|
* @note articulated parts are also counted as vehicles.
|
|
* @return the next vehicle or NULL 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 NULL 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 first order of the vehicles order list.
|
|
* @return first order of order list.
|
|
*/
|
|
inline Order *GetFirstOrder() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetFirstOrder(); }
|
|
|
|
/**
|
|
* Adds this vehicle to a shared vehicle chain.
|
|
* @param shared_chain a vehicle of the chain with shared vehicles.
|
|
* @pre !this->IsOrderListShared()
|
|
*/
|
|
void AddToShared(Vehicle *shared_chain);
|
|
|
|
/**
|
|
* Removes the vehicle from the shared order list.
|
|
*/
|
|
void RemoveFromShared();
|
|
|
|
/**
|
|
* Get the next vehicle of the shared vehicle chain.
|
|
* @return the next shared vehicle or NULL 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 NULL when there isn't a previous vehicle.
|
|
*/
|
|
inline Vehicle *PreviousShared() const { return this->previous_shared; }
|
|
|
|
/**
|
|
* Get the first vehicle of this vehicle chain.
|
|
* @return the first vehicle of the chain.
|
|
*/
|
|
inline Vehicle *FirstShared() const { return (this->orders.list == NULL) ? this->First() : this->orders.list->GetFirstSharedVehicle(); }
|
|
|
|
/**
|
|
* Check if we share our orders with another vehicle.
|
|
* @return true if there are other vehicles sharing the same order
|
|
*/
|
|
inline bool IsOrderListShared() const { return this->orders.list != NULL && this->orders.list->IsShared(); }
|
|
|
|
/**
|
|
* Get the number of orders this vehicle has.
|
|
* @return the number of orders this vehicle has.
|
|
*/
|
|
inline VehicleOrderID GetNumOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumOrders(); }
|
|
|
|
/**
|
|
* Copy certain configurations and statistics of a vehicle after successful autoreplace/renew
|
|
* The function shall copy everything that cannot be copied by a command (like orders / group etc),
|
|
* and that shall not be resetted for the new vehicle.
|
|
* @param src The old vehicle
|
|
*/
|
|
inline void CopyVehicleConfigAndStatistics(const Vehicle *src)
|
|
{
|
|
this->unitnumber = src->unitnumber;
|
|
|
|
this->cur_order_index = src->cur_order_index;
|
|
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->current_order_time = src->current_order_time;
|
|
this->lateness_counter = src->lateness_counter;
|
|
|
|
this->service_interval = src->service_interval;
|
|
}
|
|
|
|
bool NeedsAutorenewing(const Company *c) const;
|
|
|
|
/**
|
|
* Check if the vehicle needs to go to a depot in near future (if a opportunity presents itself) for service or replacement.
|
|
*
|
|
* @see NeedsAutomaticServicing()
|
|
* @return true if the vehicle should go to a depot if a opportunity presents itself.
|
|
*/
|
|
bool NeedsServicing() const;
|
|
|
|
/**
|
|
* Checks if the current order should be interupted for a service-in-depot-order.
|
|
* @see NeedsServicing()
|
|
* @return true if the current order should be interupted.
|
|
*/
|
|
bool NeedsAutomaticServicing() const;
|
|
|
|
/**
|
|
* Determine the location for the station where the vehicle goes to next.
|
|
* Things done for example are allocating slots in a road stop or exact
|
|
* location of the platform is determined for ships.
|
|
* @param station the station to make the next location of the vehicle.
|
|
* @return the location (tile) to aim for.
|
|
*/
|
|
virtual TileIndex GetOrderStationLocation(StationID station) { return INVALID_TILE; }
|
|
|
|
/**
|
|
* Find the closest depot for this vehicle and tell us the location,
|
|
* DestinationID and whether we should reverse.
|
|
* @param location where do we go to?
|
|
* @param destination what hangar do we go to?
|
|
* @param reverse should the vehicle be reversed?
|
|
* @return true if a depot could be found.
|
|
*/
|
|
virtual bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { return false; }
|
|
|
|
/**
|
|
* Send this vehicle to the depot using the given command(s).
|
|
* @param flags the command flags (like execute and such).
|
|
* @param command the command to execute.
|
|
* @return the cost of the depot action.
|
|
*/
|
|
CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);
|
|
|
|
/**
|
|
* Increments cur_order_index, keeps care of the wrap-around and invalidates the GUI.
|
|
* Note: current_order is not invalidated.
|
|
*/
|
|
void IncrementOrderIndex()
|
|
{
|
|
this->cur_order_index++;
|
|
if (this->cur_order_index >= this->GetNumOrders()) this->cur_order_index = 0;
|
|
InvalidateVehicleOrder(this, 0);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This class 'wraps' Vehicle; you do not actually instantiate this class.
|
|
* You create a Vehicle using AllocateVehicle, so it is added to the pool
|
|
* and you reinitialize that to a Train using:
|
|
* v = new (v) Train();
|
|
*
|
|
* As side-effect the vehicle type is set correctly.
|
|
*/
|
|
struct DisasterVehicle : public Vehicle {
|
|
/** Initializes the Vehicle to a disaster vehicle */
|
|
DisasterVehicle() { this->type = VEH_DISASTER; }
|
|
|
|
/** We want to 'destruct' the right class. */
|
|
virtual ~DisasterVehicle() {}
|
|
|
|
const char *GetTypeString() const { return "disaster vehicle"; }
|
|
void UpdateDeltaXY(Direction direction);
|
|
bool Tick();
|
|
};
|
|
|
|
/**
|
|
* This class 'wraps' Vehicle; you do not actually instantiate this class.
|
|
* You create a Vehicle using AllocateVehicle, so it is added to the pool
|
|
* and you reinitialize that to a Train using:
|
|
* v = new (v) Train();
|
|
*
|
|
* As side-effect the vehicle type is set correctly.
|
|
*/
|
|
struct InvalidVehicle : public Vehicle {
|
|
/** Initializes the Vehicle to a invalid vehicle */
|
|
InvalidVehicle() { this->type = VEH_INVALID; }
|
|
|
|
/** We want to 'destruct' the right class. */
|
|
virtual ~InvalidVehicle() {}
|
|
|
|
const char *GetTypeString() const { return "invalid vehicle"; }
|
|
};
|
|
|
|
#define FOR_ALL_VEHICLES_FROM(v, start) for (v = Vehicle::Get(start); v != NULL; v = (v->index + 1U < Vehicle::GetPoolSize()) ? Vehicle::Get(v->index + 1) : NULL) if (v->IsValid())
|
|
#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
|
|
|
|
|
|
/** Generates sequence of free UnitID numbers */
|
|
struct FreeUnitIDGenerator {
|
|
bool *cache; ///< array of occupied unit id numbers
|
|
UnitID maxid; ///< maximum ID at the moment of constructor call
|
|
UnitID curid; ///< last ID returned ; 0 if none
|
|
|
|
/** Initializes the structure. Vehicle unit numbers are supposed not to change after
|
|
* struct initialization, except after each call to this->NextID() the returned value
|
|
* is assigned to a vehicle.
|
|
* @param type type of vehicle
|
|
* @param owner owner of vehicles
|
|
*/
|
|
FreeUnitIDGenerator(VehicleType type, CompanyID owner);
|
|
|
|
/** Returns next free UnitID. Supposes the last returned value was assigned to a vehicle. */
|
|
UnitID NextID();
|
|
|
|
/** Releases allocated memory */
|
|
~FreeUnitIDGenerator() { free(this->cache); }
|
|
};
|
|
|
|
/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
|
|
static inline Order *GetVehicleOrder(const Vehicle *v, int index) { return (v->orders.list == NULL) ? NULL : v->orders.list->GetOrderAt(index); }
|
|
|
|
/**
|
|
* Returns the last order of a vehicle, or NULL if it doesn't exists
|
|
* @param v Vehicle to query
|
|
* @return last order of a vehicle, if available
|
|
*/
|
|
static inline Order *GetLastVehicleOrder(const Vehicle *v) { return (v->orders.list == NULL) ? NULL : v->orders.list->GetLastOrder(); }
|
|
|
|
/**
|
|
* 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);
|
|
|
|
void CheckVehicle32Day(Vehicle *v);
|
|
|
|
static const int32 INVALID_COORD = 0x7fffffff;
|
|
|
|
#endif /* VEHICLE_BASE_H */
|