mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
c545edf46f
To do this, the player struct contains an array, that contains the count of each engine type that the player owns Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved) It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
480 lines
14 KiB
C
480 lines
14 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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/* 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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uint16 cached_weight; // total weight of the consist.
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uint16 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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};
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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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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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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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void TrainEnterDepot(Vehicle *v, TileIndex tile);
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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);
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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, byte type, PlayerID owner, StationID station, OrderID order, uint16 window_type);
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int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
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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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extern MemoryPool _vehicle_pool;
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/**
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* Get the pointer to the vehicle with index 'index'
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*/
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static inline Vehicle *GetVehicle(VehicleID index)
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{
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return (Vehicle*)GetItemFromPool(&_vehicle_pool, index);
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}
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/**
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* Get the current size of the VehiclePool
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*/
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static inline uint16 GetVehiclePoolSize(void)
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{
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return _vehicle_pool.total_items;
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}
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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 + 1 < 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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