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https://github.com/JGRennison/OpenTTD-patches.git
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628 lines
20 KiB
C++
628 lines
20 KiB
C++
/* $Id$ */
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/** @file vehicle_base.h Base class for all vehicles. */
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#ifndef VEHICLE_BASE_H
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#define VEHICLE_BASE_H
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#include "vehicle_type.h"
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#include "track_type.h"
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#include "rail_type.h"
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#include "road_type.h"
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#include "cargo_type.h"
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#include "direction_type.h"
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#include "window_type.h"
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#include "gfx_type.h"
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#include "command_type.h"
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#include "date_type.h"
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#include "player_type.h"
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#include "oldpool.h"
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#include "order.h"
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#include "cargopacket.h"
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#include "texteff.hpp"
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/** Road vehicle states */
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enum RoadVehicleStates {
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/*
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* Lower 4 bits are used for vehicle track direction. (Trackdirs)
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* When in a road stop (bit 5 or bit 6 set) these bits give the
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* track direction of the entry to the road stop.
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* As the entry direction will always be a diagonal
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* direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3
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* are needed to hold this direction. Bit 1 is then used to show
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* that the vehicle is using the second road stop bay.
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* Bit 2 is then used for drive-through stops to show the vehicle
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* is stopping at this road stop.
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*/
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/* Numeric values */
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RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot
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RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge
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/* Bit numbers */
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RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop
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RVS_IS_STOPPING = 2, ///< Only used for drive-through stops. Vehicle will stop here
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RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data
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RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop
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RVS_IN_DT_ROAD_STOP = 6, ///< The vehicle is in a drive-through road stop
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/* Bit sets of the above specified bits */
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RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop
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RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END,
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RVSB_IN_DT_ROAD_STOP = 1 << RVS_IN_DT_ROAD_STOP, ///< The vehicle is in a drive-through road stop
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RVSB_IN_DT_ROAD_STOP_END = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END,
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RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs
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RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops
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};
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enum VehStatus {
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VS_HIDDEN = 0x01,
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VS_STOPPED = 0x02,
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VS_UNCLICKABLE = 0x04,
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VS_DEFPAL = 0x08,
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VS_TRAIN_SLOWING = 0x10,
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VS_SHADOW = 0x20,
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VS_AIRCRAFT_BROKEN = 0x40,
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VS_CRASHED = 0x80,
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};
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enum VehicleFlags {
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VF_LOADING_FINISHED,
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VF_CARGO_UNLOADING,
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VF_BUILT_AS_PROTOTYPE,
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VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet.
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VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically.
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};
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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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/* 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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bool cached_tilt; // train can tilt; feature provides a bonus in curves
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uint8 cached_veh_length; // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
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uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.
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/* cached values, recalculated when the cargo on a train changes (in addition to the conditions above) */
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uint32 cached_weight; // total weight of the consist.
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uint32 cached_veh_weight; // weight of the vehicle.
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uint32 cached_max_te; // max tractive effort of consist
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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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byte user_def_data;
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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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TrackBitsByte track;
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byte force_proceed;
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RailTypeByte railtype;
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RailTypes 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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/* Cached wagon override spritegroup */
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const struct SpriteGroup *cached_override;
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};
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enum {
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VRF_REVERSING = 0,
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/* used to calculate if train is going up or down */
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VRF_GOINGUP = 1,
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VRF_GOINGDOWN = 2,
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/* used to store if a wagon is powered or not */
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VRF_POWEREDWAGON = 3,
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/* used to reverse the visible direction of the vehicle */
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VRF_REVERSE_DIRECTION = 4,
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/* used to mark train as lost because PF can't find the route */
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VRF_NO_PATH_TO_DESTINATION = 5,
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/* used to mark that electric train engine is allowed to run on normal rail */
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VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
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};
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struct VehicleAir {
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uint16 crashed_counter;
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uint16 cached_max_speed;
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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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};
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struct VehicleRoad {
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byte state; ///< @see RoadVehicleStates
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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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EngineID first_engine;
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byte cached_veh_length;
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RoadType roadtype;
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RoadTypes compatible_roadtypes;
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};
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struct VehicleSpecial {
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uint16 animation_state;
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byte animation_substate;
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};
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struct VehicleDisaster {
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uint16 image_override;
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VehicleID big_ufo_destroyer_target;
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};
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struct VehicleShip {
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TrackBitsByte state;
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};
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DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
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/* Some declarations of functions, so we can make them friendly */
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struct SaveLoad;
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extern const SaveLoad *GetVehicleDescription(VehicleType vt);
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extern void AfterLoadVehicles(bool clear_te_id);
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struct LoadgameState;
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extern bool LoadOldVehicle(LoadgameState *ls, int num);
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struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool>, BaseVehicle {
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byte subtype; // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
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private:
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Vehicle *next; // pointer to the next vehicle in the chain
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Vehicle *previous; // NOSAVE: pointer to the previous vehicle in the chain
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Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
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public:
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friend const SaveLoad *GetVehicleDescription(VehicleType vt); // So we can use private/protected variables in the saveload code
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friend void AfterLoadVehicles(bool clear_te_id); // So we can set the previous and first pointers while loading
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friend bool LoadOldVehicle(LoadgameState *ls, int num); // So we can set the proper next pointer while loading
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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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char *name; ///< Name of vehicle
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UnitID unitnumber; // unit number, for display purposes only
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PlayerByte 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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DirectionByte 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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TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object
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/* for randomized variational spritegroups
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* bitmask used to resolve them; parts of it get reseeded when triggers
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* of corresponding spritegroups get matched */
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byte random_bits;
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byte waiting_triggers; // triggers to be yet matched
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uint16 max_speed; // maximum speed
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uint16 cur_speed; // current speed
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byte subspeed; // fractional speed
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byte acceleration; // used by train & aircraft
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byte progress;
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uint32 motion_counter;
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byte vehstatus; // Status
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StationID last_station_visited;
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CargoID cargo_type; // type of cargo this vehicle is carrying
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uint16 cargo_cap; // total capacity
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byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
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CargoList cargo; ///< The cargo this vehicle is carrying
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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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Vehicle *next_hash;
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Vehicle *next_new_hash;
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Vehicle **old_new_hash;
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/* Related to age and service time */
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Date age; // Age in days
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Date max_age; // Maximum age
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Date date_of_last_service;
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Date service_interval;
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uint16 reliability;
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uint16 reliability_spd_dec;
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byte breakdown_ctr;
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byte breakdown_delay;
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byte breakdowns_since_last_service;
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byte breakdown_chance;
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Year build_year;
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bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace
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uint16 load_unload_time_rem;
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byte vehicle_flags; // Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
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Money profit_this_year;
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Money profit_last_year;
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Money value;
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GroupID group_id; ///< Index of group Pool array
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/* Used for timetabling. */
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uint32 current_order_time; ///< How many ticks have passed since this order started.
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int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is.
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SpriteID colormap; // NOSAVE: cached color mapping
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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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* Allocates a lot of vehicles.
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* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
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* @param num number of vehicles to allocate room for
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* @return true if there is room to allocate all the vehicles
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*/
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static bool AllocateList(Vehicle **vl, int num);
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/** Create a new vehicle */
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Vehicle();
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/** Destroy all stuff that (still) needs the virtual functions to work properly */
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void PreDestructor();
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/** We want to 'destruct' the right class. */
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virtual ~Vehicle();
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void BeginLoading();
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void LeaveStation();
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/**
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* Handle the loading of the vehicle; when not it skips through dummy
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* orders and does nothing in all other cases.
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* @param mode is the non-first call for this vehicle in this tick?
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*/
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void HandleLoading(bool mode = false);
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/**
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* Get a string 'representation' of the vehicle type.
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* @return the string representation.
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*/
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virtual const char* GetTypeString() const { return "base vehicle"; }
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/**
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* Marks the vehicles to be redrawn and updates cached variables
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*
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* This method marks the area of the vehicle on the screen as dirty.
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* It can be use to repaint the vehicle.
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*
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* @ingroup dirty
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*/
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virtual void MarkDirty() {}
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/**
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* Updates the x and y offsets and the size of the sprite used
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* for this vehicle.
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* @param direction the direction the vehicle is facing
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*/
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virtual void UpdateDeltaXY(Direction direction) {}
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/**
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* Sets the expense type associated to this vehicle type
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* @param income whether this is income or (running) expenses of the vehicle
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*/
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virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; }
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/**
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* Invalidates the vehicle list window of this type of vehicle
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*/
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virtual WindowClass GetVehicleListWindowClass() const { return WC_NONE; }
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/**
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* Play the sound associated with leaving the station
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*/
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virtual void PlayLeaveStationSound() const {}
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/**
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* Whether this is the primary vehicle in the chain.
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*/
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virtual bool IsPrimaryVehicle() const { return false; }
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/**
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* Gets the sprite to show for the given direction
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* @param direction the direction the vehicle is facing
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* @return the sprite for the given vehicle in the given direction
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*/
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virtual int GetImage(Direction direction) const { return 0; }
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/**
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* Gets the speed in mph that can be sent into SetDParam for string processing.
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* @return the vehicle's speed
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*/
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virtual int GetDisplaySpeed() const { return 0; }
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/**
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* Gets the maximum speed in mph that can be sent into SetDParam for string processing.
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* @return the vehicle's maximum speed
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*/
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virtual int GetDisplayMaxSpeed() const { return 0; }
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/**
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* Gets the running cost of a vehicle
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* @return the vehicle's running cost
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*/
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virtual Money GetRunningCost() const { return 0; }
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/**
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* Check whether the vehicle is in the depot.
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* @return true if and only if the vehicle is in the depot.
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*/
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virtual bool IsInDepot() const { return false; }
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/**
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* Check whether the vehicle is in the depot *and* stopped.
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* @return true if and only if the vehicle is in the depot and stopped.
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*/
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virtual bool IsStoppedInDepot() const { return this->IsInDepot() && (this->vehstatus & VS_STOPPED) != 0; }
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/**
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* Calls the tick handler of the vehicle
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*/
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virtual void Tick() {};
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/**
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* Calls the new day handler of the vehicle
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*/
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virtual void OnNewDay() {};
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/**
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* Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
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* @return the vehicle's running cost
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*/
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Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
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/**
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* Set the next vehicle of this vehicle.
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* @param next the next vehicle. NULL removes the next vehicle.
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*/
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void SetNext(Vehicle *next);
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/**
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* Get the next vehicle of this vehicle.
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* @note articulated parts are also counted as vehicles.
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* @return the next vehicle or NULL when there isn't a next vehicle.
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*/
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inline Vehicle *Next() const { return this->next; }
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/**
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* Get the previous vehicle of this vehicle.
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* @note articulated parts are also counted as vehicles.
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* @return the previous vehicle or NULL when there isn't a previous vehicle.
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*/
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inline Vehicle *Previous() const { return this->previous; }
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/**
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* Get the first vehicle of this vehicle chain.
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* @return the first vehicle of the chain.
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*/
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inline Vehicle *First() const { return this->first; }
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/**
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* Check if we share our orders with another vehicle.
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* This is done by checking the previous and next pointers in the shared chain.
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* @return true if there are other vehicles sharing the same order
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*/
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inline bool IsOrderListShared() const { return this->next_shared != NULL || this->prev_shared != NULL; };
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};
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) Train();
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*
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* As side-effect the vehicle type is set correctly.
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*
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* A special vehicle is one of the following:
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* - smoke
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* - electric sparks for trains
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* - explosions
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* - bulldozer (road works)
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* - bubbles (industry)
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*/
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struct SpecialVehicle : public Vehicle {
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/** Initializes the Vehicle to a special vehicle */
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SpecialVehicle() { this->type = VEH_SPECIAL; }
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/** We want to 'destruct' the right class. */
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virtual ~SpecialVehicle() {}
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const char *GetTypeString() const { return "special vehicle"; }
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void UpdateDeltaXY(Direction direction);
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void Tick();
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};
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) Train();
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*
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* As side-effect the vehicle type is set correctly.
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*/
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struct DisasterVehicle : public Vehicle {
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/** Initializes the Vehicle to a disaster vehicle */
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DisasterVehicle() { this->type = VEH_DISASTER; }
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/** We want to 'destruct' the right class. */
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virtual ~DisasterVehicle() {}
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const char *GetTypeString() const { return "disaster vehicle"; }
|
|
void UpdateDeltaXY(Direction direction);
|
|
void 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"; }
|
|
void Tick() {}
|
|
};
|
|
|
|
#define BEGIN_ENUM_WAGONS(v) do {
|
|
#define END_ENUM_WAGONS(v) } while ((v = v->Next()) != NULL);
|
|
|
|
static inline VehicleID GetMaxVehicleIndex()
|
|
{
|
|
/* TODO - This isn't the real content of the function, but
|
|
* with the new pool-system this will be replaced with one that
|
|
* _really_ returns the highest index. Now it just returns
|
|
* the next safe value we are sure about everything is below.
|
|
*/
|
|
return GetVehiclePoolSize() - 1;
|
|
}
|
|
|
|
static inline uint GetNumVehicles()
|
|
{
|
|
return GetVehiclePoolSize();
|
|
}
|
|
|
|
#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (v->IsValid())
|
|
#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
|
|
|
|
/**
|
|
* Check if an index is a vehicle-index (so between 0 and max-vehicles)
|
|
* @param index of the vehicle to query
|
|
* @return Returns true if the vehicle-id is in range
|
|
*/
|
|
static inline bool IsValidVehicleID(uint index)
|
|
{
|
|
return index < GetVehiclePoolSize() && GetVehicle(index)->IsValid();
|
|
}
|
|
|
|
/* 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
|
|
* @param v Vehicle to query
|
|
* @return last order of a vehicle, if available
|
|
*/
|
|
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
|
|
* @param v Vehicle to query
|
|
* @return first vehicle of a shared-list
|
|
*/
|
|
static inline Vehicle *GetFirstVehicleFromSharedList(const Vehicle *v)
|
|
{
|
|
Vehicle *u = (Vehicle *)v;
|
|
while (u->prev_shared != NULL) u = u->prev_shared;
|
|
|
|
return u;
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
|
|
#endif /* VEHICLE_BASE_H */
|