mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
464 lines
11 KiB
C
464 lines
11 KiB
C
#ifndef VEHICLE_H
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#define VEHICLE_H
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#include "vehicle_gui.h"
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typedef struct Order {
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#ifdef TTD_LITTLE_ENDIAN /* XXX hack to avoid savegame revision bump */
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uint8 type:4;
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uint8 flags:4;
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#else
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uint8 flags:4;
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uint8 type:4;
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#endif
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uint8 station;
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} Order;
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static inline uint16 PackOrder(const Order *order)
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{
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return order->station << 8 | order->flags << 4 | order->type;
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}
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static inline Order UnpackOrder(uint16 packed)
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{
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Order order;
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order.type = (packed & 0x000f);
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order.flags = (packed & 0x00f0) >> 4,
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order.station = (packed & 0xff00) >> 8;
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return order;
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}
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Order UnpackOldOrder(uint16 packed);
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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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uint16 cached_weight; // cached power and weight for the vehicle.
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uint32 cached_power; // no need to save those, they are recomputed on load.
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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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uint16 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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byte flags;
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} VehicleRail;
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enum {
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VRF_REVERSING = 1,
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// used to calculate if train is going up or down
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VRF_GOINGUP = 2,
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VRF_GOINGDOWN = 4,
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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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byte 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 unk2;
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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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} 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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// not used ATM
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struct WorldSprite {
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struct WorldSprite *next; // next sprite in hash chain
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uint16 image; // sprite number for this vehicle
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// screen coordinates
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int16 left, top, right, bottom;
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// world coordinates
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int16 x;
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int16 y;
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byte z;
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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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byte width; // width of vehicle sprite
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byte height; // height of vehicle sprite
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byte depth; // depth of vehicle sprite
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byte flags; // draw flags
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};
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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 (for trains, 0 == loco, 4 wagon ??)
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uint16 index; // NOSAVE: Index in vehicle array
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uint16 next_in_chain_old; // Next vehicle index for chained vehicles
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Vehicle *next; // next
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StringID string_id; // Displayed string
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byte unitnumber; // unit number, for display purposes only
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byte 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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int16 x_pos; // coordinates
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int16 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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uint16 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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byte vehstatus; // Status
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byte last_station_visited;
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byte 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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byte 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 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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// related to the current order
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byte cur_order_index;
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byte num_orders;
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Order current_order;
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Order *schedule_ptr;
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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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int16 left_coord, top_coord, right_coord, bottom_coord;
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uint16 next_hash;
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// Related to age and service time
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uint16 age; // Age in days
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uint16 max_age; // Maximum age
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uint16 date_of_last_service;
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uint16 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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byte build_year;
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uint16 load_unload_time_rem;
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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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struct Depot {
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TileIndex xy;
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uint16 town_index;
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};
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// train waypoint
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struct Waypoint {
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TileIndex xy;
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uint16 town_or_string; // if this is 0xC000, it's a string id, otherwise a town.
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ViewportSign sign;
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uint16 build_date;
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byte stat_id;
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byte deleted; // this is a delete counter. when it reaches 0, the waypoint struct is deleted.
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};
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enum {
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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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/* Order types */
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enum {
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OT_NOTHING = 0,
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OT_GOTO_STATION = 1,
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OT_GOTO_DEPOT = 2,
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OT_LOADING = 3,
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OT_LEAVESTATION = 4,
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OT_DUMMY = 5,
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OT_GOTO_WAYPOINT = 6,
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};
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/* Order flags */
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enum {
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OF_UNLOAD = 0x2,
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OF_FULL_LOAD = 0x4, // Also used when to force an aircraft into a depot
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OF_NON_STOP = 0x8
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};
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enum VehStatus {
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VS_HIDDEN = 1,
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VS_STOPPED = 2,
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VS_UNCLICKABLE = 4,
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VS_DEFPAL = 0x8,
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VS_TRAIN_SLOWING = 0x10,
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VS_DISASTER = 0x20,
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VS_AIRCRAFT_BROKEN = 0x40,
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VS_CRASHED = 0x80,
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};
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/* Effect vehicle types */
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enum {
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EV_INDUSTRYSMOKE = 0,
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EV_STEAM_SMOKE = 1,
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EV_SMOKE_1 = 2,
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EV_SMOKE_2 = 3,
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EV_SMOKE_3 = 4,
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EV_CRASHED_SMOKE = 5,
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EV_BREAKDOWN_SMOKE = 6,
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EV_DEMOLISH = 7,
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EV_ROADWORK = 8,
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EV_INDUSTRY_SMOKE = 9,
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};
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typedef void VehicleTickProc(Vehicle *v);
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typedef void *VehicleFromPosProc(Vehicle *v, void *data);
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typedef struct {
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VehicleID clone;
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byte orderindex;
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Order order[41];
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uint16 service_interval;
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char name[32];
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} BackuppedOrders;
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void VehicleServiceInDepot(Vehicle *v);
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void BackupVehicleOrders(Vehicle *v, BackuppedOrders *order);
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void RestoreVehicleOrders(Vehicle *v, BackuppedOrders *order);
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Vehicle *AllocateVehicle();
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Vehicle *ForceAllocateVehicle();
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Vehicle *ForceAllocateSpecialVehicle();
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void UpdateVehiclePosHash(Vehicle *v, int x, int y);
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void InitializeVehicles();
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void VehiclePositionChanged(Vehicle *v);
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void AfterLoadVehicles();
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Vehicle *GetLastVehicleInChain(Vehicle *v);
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Vehicle *GetPrevVehicleInChain(Vehicle *v);
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Vehicle *GetFirstVehicleInChain(Vehicle *v);
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int CountVehiclesInChain(Vehicle *v);
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void DeleteVehicle(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();
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void DeleteVehicleSchedule(Vehicle *v);
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Vehicle *IsScheduleShared(Vehicle *v);
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Depot *AllocateDepot();
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Waypoint *AllocateWaypoint();
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void UpdateWaypointSign(Waypoint *cp);
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void RedrawWaypointSign(Waypoint *cp);
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void InitializeTrains();
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bool IsTrainDepotTile(TileIndex tile);
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bool IsRoadDepotTile(TileIndex tile);
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bool CanFillVehicle(Vehicle *v);
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void ViewportAddVehicles(DrawPixelInfo *dpi);
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void TrainEnterDepot(Vehicle *v, uint tile);
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/* train_cmd.h */
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int GetTrainImage(Vehicle *v, byte direction);
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int GetAircraftImage(Vehicle *v, byte direction);
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int GetRoadVehImage(Vehicle *v, byte direction);
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int GetShipImage(Vehicle *v, byte direction);
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Vehicle *CreateEffectVehicle(int x, int y, int z, int type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, int type);
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Vehicle *CreateEffectVehicleRel(Vehicle *v, int x, int y, int z, int type);
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uint32 VehicleEnterTile(Vehicle *v, uint tile, int x, int y);
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void VehicleInTheWayErrMsg(Vehicle *v);
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Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
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uint GetVehicleOutOfTunnelTile(Vehicle *v);
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bool UpdateSignalsOnSegment(uint tile, byte direction);
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void SetSignalsOnBothDir(uint tile, byte track);
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Vehicle *CheckClickOnVehicle(ViewPort *vp, int x, int y);
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//uint GetVehicleWeight(Vehicle *v);
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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 MaybeRenewVehicle(Vehicle *v, int32 build_cost);
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void DeleteCommandFromVehicleSchedule(Order cmd);
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void BeginVehicleMove(Vehicle *v);
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void EndVehicleMove(Vehicle *v);
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bool IsAircraftHangarTile(TileIndex tile);
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void ShowAircraftViewWindow(Vehicle *v);
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void InvalidateVehicleOrderWidget(Vehicle *v);
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bool IsShipDepotTile(TileIndex tile);
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uint GetFreeUnitNumber(byte type);
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int LoadUnloadVehicle(Vehicle *v);
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int GetDepotByTile(uint tile);
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uint GetWaypointByTile(uint tile);
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void DoDeleteDepot(uint tile);
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void UpdateTrainAcceleration(Vehicle *v);
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int32 GetTrainRunningCost(Vehicle *v);
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int CheckStoppedInDepot(Vehicle *v);
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int ScheduleHasDepotOrders(const Order *schedule);
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int CheckOrders(Vehicle *v);
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bool VehicleNeedsService(const Vehicle *v);
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typedef struct GetNewVehiclePosResult {
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int x,y;
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uint old_tile;
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uint new_tile;
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} GetNewVehiclePosResult;
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/* returns true if staying in the same tile */
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bool GetNewVehiclePos(Vehicle *v, GetNewVehiclePosResult *gp);
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byte GetDirectionTowards(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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#define DEREF_VEHICLE(i) (&_vehicles[i])
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#define FOR_ALL_VEHICLES(v) for(v=_vehicles; v != endof(_vehicles); v++)
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/* vehicle.c */
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enum {
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NUM_NORMAL_VEHICLES = 2048,
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NUM_SPECIAL_VEHICLES = 512,
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NUM_VEHICLES = NUM_NORMAL_VEHICLES + NUM_SPECIAL_VEHICLES
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};
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VARDEF Vehicle _vehicles[NUM_VEHICLES];
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VARDEF Order _order_array[5000];
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VARDEF Order *_ptr_to_next_order;
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VARDEF Depot _depots[255];
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// 128 waypoints
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VARDEF Waypoint _waypoints[128];
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// NOSAVE: Can be regenerated by inspecting the vehicles.
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VARDEF VehicleID _vehicle_position_hash[0x1000];
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// NOSAVE: Return values from various commands.
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VARDEF VehicleID _new_train_id;
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VARDEF VehicleID _new_wagon_id;
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VARDEF VehicleID _new_aircraft_id;
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VARDEF VehicleID _new_ship_id;
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VARDEF VehicleID _new_roadveh_id;
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VARDEF uint16 _aircraft_refit_capacity;
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VARDEF byte _cmd_build_rail_veh_score;
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VARDEF byte _cmd_build_rail_veh_var1;
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// NOSAVE: Player specific info
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VARDEF TileIndex _last_built_train_depot_tile;
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VARDEF TileIndex _last_built_road_depot_tile;
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VARDEF TileIndex _last_built_aircraft_depot_tile;
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VARDEF TileIndex _last_built_ship_depot_tile;
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VARDEF TileIndex _backup_orders_tile;
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VARDEF BackuppedOrders _backup_orders_data[1];
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// for each player, for each vehicle type, keep a list of the vehicles.
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//VARDEF Vehicle *_vehicle_arr[8][4];
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#define INVALID_VEHICLE 0xffff
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#define MIN_SERVINT_PERCENT 5
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#define MAX_SERVINT_PERCENT 90
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#define MIN_SERVINT_DAYS 30
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#define MAX_SERVINT_DAYS 800
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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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#endif /* VEHICLE_H */
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