Fix #9521: Don't load at just removed docks that were part of a multi-dock station...
[openttd-github.git] / src / vehicle_base.h
bloba5549b4441fa52d0eae4975a1d155a1b1106c9c6
1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
8 /** @file vehicle_base.h Base class for all vehicles. */
10 #ifndef VEHICLE_BASE_H
11 #define VEHICLE_BASE_H
13 #include "core/smallmap_type.hpp"
14 #include "track_type.h"
15 #include "command_type.h"
16 #include "order_base.h"
17 #include "cargopacket.h"
18 #include "texteff.hpp"
19 #include "engine_type.h"
20 #include "order_func.h"
21 #include "transport_type.h"
22 #include "group_type.h"
23 #include "base_consist.h"
24 #include "network/network.h"
25 #include "saveload/saveload.h"
26 #include <list>
27 #include <map>
29 /** Vehicle status bits in #Vehicle::vehstatus. */
30 enum VehStatus {
31 VS_HIDDEN = 0x01, ///< Vehicle is not visible.
32 VS_STOPPED = 0x02, ///< Vehicle is stopped by the player.
33 VS_UNCLICKABLE = 0x04, ///< Vehicle is not clickable by the user (shadow vehicles).
34 VS_DEFPAL = 0x08, ///< Use default vehicle palette. @see DoDrawVehicle
35 VS_TRAIN_SLOWING = 0x10, ///< Train is slowing down.
36 VS_SHADOW = 0x20, ///< Vehicle is a shadow vehicle.
37 VS_AIRCRAFT_BROKEN = 0x40, ///< Aircraft is broken down.
38 VS_CRASHED = 0x80, ///< Vehicle is crashed.
41 /** Bit numbers in #Vehicle::vehicle_flags. */
42 enum VehicleFlags {
43 VF_LOADING_FINISHED, ///< Vehicle has finished loading.
44 VF_CARGO_UNLOADING, ///< Vehicle is unloading cargo.
45 VF_BUILT_AS_PROTOTYPE, ///< Vehicle is a prototype (accepted as exclusive preview).
46 VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet.
47 VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically.
48 VF_AUTOFILL_PRES_WAIT_TIME, ///< Whether non-destructive auto-fill should preserve waiting times
49 VF_STOP_LOADING, ///< Don't load anymore during the next load cycle.
50 VF_PATHFINDER_LOST, ///< Vehicle's pathfinder is lost.
51 VF_SERVINT_IS_CUSTOM, ///< Service interval is custom.
52 VF_SERVINT_IS_PERCENT, ///< Service interval is percent.
55 /** Bit numbers used to indicate which of the #NewGRFCache values are valid. */
56 enum NewGRFCacheValidValues {
57 NCVV_POSITION_CONSIST_LENGTH = 0, ///< This bit will be set if the NewGRF var 40 currently stored is valid.
58 NCVV_POSITION_SAME_ID_LENGTH = 1, ///< This bit will be set if the NewGRF var 41 currently stored is valid.
59 NCVV_CONSIST_CARGO_INFORMATION = 2, ///< This bit will be set if the NewGRF var 42 currently stored is valid.
60 NCVV_COMPANY_INFORMATION = 3, ///< This bit will be set if the NewGRF var 43 currently stored is valid.
61 NCVV_POSITION_IN_VEHICLE = 4, ///< This bit will be set if the NewGRF var 4D currently stored is valid.
62 NCVV_END, ///< End of the bits.
65 /** Cached often queried (NewGRF) values */
66 struct NewGRFCache {
67 /* Values calculated when they are requested for the first time after invalidating the NewGRF cache. */
68 uint32 position_consist_length; ///< Cache for NewGRF var 40.
69 uint32 position_same_id_length; ///< Cache for NewGRF var 41.
70 uint32 consist_cargo_information; ///< Cache for NewGRF var 42. (Note: The cargotype is untranslated in the cache because the accessing GRF is yet unknown.)
71 uint32 company_information; ///< Cache for NewGRF var 43.
72 uint32 position_in_vehicle; ///< Cache for NewGRF var 4D.
73 uint8 cache_valid; ///< Bitset that indicates which cache values are valid.
76 /** Meaning of the various bits of the visual effect. */
77 enum VisualEffect {
78 VE_OFFSET_START = 0, ///< First bit that contains the offset (0 = front, 8 = centre, 15 = rear)
79 VE_OFFSET_COUNT = 4, ///< Number of bits used for the offset
80 VE_OFFSET_CENTRE = 8, ///< Value of offset corresponding to a position above the centre of the vehicle
82 VE_TYPE_START = 4, ///< First bit used for the type of effect
83 VE_TYPE_COUNT = 2, ///< Number of bits used for the effect type
84 VE_TYPE_DEFAULT = 0, ///< Use default from engine class
85 VE_TYPE_STEAM = 1, ///< Steam plumes
86 VE_TYPE_DIESEL = 2, ///< Diesel fumes
87 VE_TYPE_ELECTRIC = 3, ///< Electric sparks
89 VE_DISABLE_EFFECT = 6, ///< Flag to disable visual effect
90 VE_ADVANCED_EFFECT = VE_DISABLE_EFFECT, ///< Flag for advanced effects
91 VE_DISABLE_WAGON_POWER = 7, ///< Flag to disable wagon power
93 VE_DEFAULT = 0xFF, ///< Default value to indicate that visual effect should be based on engine class
96 /** Models for spawning visual effects. */
97 enum VisualEffectSpawnModel {
98 VESM_NONE = 0, ///< No visual effect
99 VESM_STEAM, ///< Steam model
100 VESM_DIESEL, ///< Diesel model
101 VESM_ELECTRIC, ///< Electric model
103 VESM_END
107 * Enum to handle ground vehicle subtypes.
108 * This is defined here instead of at #GroundVehicle because some common function require access to these flags.
109 * Do not access it directly unless you have to. Use the subtype access functions.
111 enum GroundVehicleSubtypeFlags {
112 GVSF_FRONT = 0, ///< Leading engine of a consist.
113 GVSF_ARTICULATED_PART = 1, ///< Articulated part of an engine.
114 GVSF_WAGON = 2, ///< Wagon (not used for road vehicles).
115 GVSF_ENGINE = 3, ///< Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).
116 GVSF_FREE_WAGON = 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
117 GVSF_MULTIHEADED = 5, ///< Engine is multiheaded (not used for road vehicles).
120 /** Cached often queried values common to all vehicles. */
121 struct VehicleCache {
122 uint16 cached_max_speed; ///< Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
123 uint16 cached_cargo_age_period; ///< Number of ticks before carried cargo is aged.
125 byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
128 /** Sprite sequence for a vehicle part. */
129 struct VehicleSpriteSeq {
130 PalSpriteID seq[4];
131 uint count;
133 bool operator==(const VehicleSpriteSeq &other) const
135 return this->count == other.count && MemCmpT<PalSpriteID>(this->seq, other.seq, this->count) == 0;
138 bool operator!=(const VehicleSpriteSeq &other) const
140 return !this->operator==(other);
144 * Check whether the sequence contains any sprites.
146 bool IsValid() const
148 return this->count != 0;
152 * Clear all information.
154 void Clear()
156 this->count = 0;
160 * Assign a single sprite to the sequence.
162 void Set(SpriteID sprite)
164 this->count = 1;
165 this->seq[0].sprite = sprite;
166 this->seq[0].pal = 0;
170 * Copy data from another sprite sequence, while dropping all recolouring information.
172 void CopyWithoutPalette(const VehicleSpriteSeq &src)
174 this->count = src.count;
175 for (uint i = 0; i < src.count; ++i) {
176 this->seq[i].sprite = src.seq[i].sprite;
177 this->seq[i].pal = 0;
181 void GetBounds(Rect *bounds) const;
182 void Draw(int x, int y, PaletteID default_pal, bool force_pal) const;
186 * Cache for vehicle sprites and values relating to whether they should be updated before drawing,
187 * or calculating the viewport.
189 struct MutableSpriteCache {
190 Direction last_direction; ///< Last direction we obtained sprites for
191 bool revalidate_before_draw; ///< We need to do a GetImage() and check bounds before drawing this sprite
192 Rect old_coord; ///< Co-ordinates from the last valid bounding box
193 bool is_viewport_candidate; ///< This vehicle can potentially be drawn on a viewport
194 VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
197 /** A vehicle pool for a little over 1 million vehicles. */
198 typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
199 extern VehiclePool _vehicle_pool;
201 /* Some declarations of functions, so we can make them friendly */
202 struct GroundVehicleCache;
203 struct LoadgameState;
204 extern bool LoadOldVehicle(LoadgameState *ls, int num);
205 extern void FixOldVehicles();
207 struct GRFFile;
210 * Simulated cargo type and capacity for prediction of future links.
212 struct RefitDesc {
213 CargoID cargo; ///< Cargo type the vehicle will be carrying.
214 uint16 capacity; ///< Capacity the vehicle will have.
215 uint16 remaining; ///< Capacity remaining from before the previous refit.
216 RefitDesc(CargoID cargo, uint16 capacity, uint16 remaining) :
217 cargo(cargo), capacity(capacity), remaining(remaining) {}
220 /** %Vehicle data structure. */
221 struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle, BaseConsist {
222 private:
223 typedef std::list<RefitDesc> RefitList;
224 typedef std::map<CargoID, uint> CapacitiesMap;
226 Vehicle *next; ///< pointer to the next vehicle in the chain
227 Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain
228 Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain
230 Vehicle *next_shared; ///< pointer to the next vehicle that shares the order
231 Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
233 public:
234 friend void FixOldVehicles();
235 friend void AfterLoadVehicles(bool part_of_load); ///< So we can set the #previous and #first pointers while loading
236 friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading
237 /* So we can use private/protected variables in the saveload code */
238 friend class SlVehicleCommon;
239 friend class SlVehicleDisaster;
240 friend void Ptrs_VEHS();
242 TileIndex tile; ///< Current tile index
245 * Heading for this tile.
246 * For airports and train stations this tile does not necessarily belong to the destination station,
247 * but it can be used for heuristic purposes to estimate the distance.
249 TileIndex dest_tile;
251 Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract
252 Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract
253 Money value; ///< Value of the vehicle
255 CargoPayment *cargo_payment; ///< The cargo payment we're currently in
257 mutable Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
259 Vehicle *hash_viewport_next; ///< NOSAVE: Next vehicle in the visual location hash.
260 Vehicle **hash_viewport_prev; ///< NOSAVE: Previous vehicle in the visual location hash.
262 Vehicle *hash_tile_next; ///< NOSAVE: Next vehicle in the tile location hash.
263 Vehicle **hash_tile_prev; ///< NOSAVE: Previous vehicle in the tile location hash.
264 Vehicle **hash_tile_current; ///< NOSAVE: Cache of the current hash chain.
266 SpriteID colourmap; ///< NOSAVE: cached colour mapping
268 /* Related to age and service time */
269 Year build_year; ///< Year the vehicle has been built.
270 Date age; ///< Age in days
271 Date max_age; ///< Maximum age
272 Date date_of_last_service; ///< Last date the vehicle had a service at a depot.
273 uint16 reliability; ///< Reliability.
274 uint16 reliability_spd_dec; ///< Reliability decrease speed.
275 byte breakdown_ctr; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
276 byte breakdown_delay; ///< Counter for managing breakdown length.
277 byte breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
278 byte breakdown_chance; ///< Current chance of breakdowns.
280 int32 x_pos; ///< x coordinate.
281 int32 y_pos; ///< y coordinate.
282 int32 z_pos; ///< z coordinate.
283 Direction direction; ///< facing
285 Owner owner; ///< Which company owns the vehicle?
287 * currently displayed sprite index
288 * 0xfd == custom sprite, 0xfe == custom second head sprite
289 * 0xff == reserved for another custom sprite
291 byte spritenum;
292 byte x_extent; ///< x-extent of vehicle bounding box
293 byte y_extent; ///< y-extent of vehicle bounding box
294 byte z_extent; ///< z-extent of vehicle bounding box
295 int8 x_bb_offs; ///< x offset of vehicle bounding box
296 int8 y_bb_offs; ///< y offset of vehicle bounding box
297 int8 x_offs; ///< x offset for vehicle sprite
298 int8 y_offs; ///< y offset for vehicle sprite
299 EngineID engine_type; ///< The type of engine used for this vehicle.
301 TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
302 UnitID unitnumber; ///< unit number, for display purposes only
304 uint16 cur_speed; ///< current speed
305 byte subspeed; ///< fractional speed
306 byte acceleration; ///< used by train & aircraft
307 uint32 motion_counter; ///< counter to occasionally play a vehicle sound.
308 byte progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
310 byte random_bits; ///< Bits used for determining which randomized variational spritegroups to use when drawing.
311 byte waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
313 StationID last_station_visited; ///< The last station we stopped at.
314 StationID last_loading_station; ///< Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
316 CargoID cargo_type; ///< type of cargo this vehicle is carrying
317 byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
318 uint16 cargo_cap; ///< total capacity
319 uint16 refit_cap; ///< Capacity left over from before last refit.
320 VehicleCargoList cargo; ///< The cargo this vehicle is carrying
321 uint16 cargo_age_counter; ///< Ticks till cargo is aged next.
322 int8 trip_occupancy; ///< NOSAVE: Occupancy of vehicle of the current trip (updated after leaving a station).
324 byte day_counter; ///< Increased by one for each day
325 byte tick_counter; ///< Increased by one for each tick
326 byte running_ticks; ///< Number of ticks this vehicle was not stopped this day
328 byte vehstatus; ///< Status
329 Order current_order; ///< The current order (+ status, like: loading)
331 union {
332 OrderList *list; ///< Pointer to the order list for this vehicle
333 Order *old; ///< Only used during conversion of old save games
334 } orders; ///< The orders currently assigned to the vehicle.
336 uint16 load_unload_ticks; ///< Ticks to wait before starting next cycle.
337 GroupID group_id; ///< Index of group Pool array
338 byte subtype; ///< subtype (Filled with values from #AircraftSubType/#DisasterSubType/#EffectVehicleType/#GroundVehicleSubtypeFlags)
340 NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
341 VehicleCache vcache; ///< Cache of often used vehicle values.
343 mutable MutableSpriteCache sprite_cache; ///< Cache of sprites and values related to recalculating them, see #MutableSpriteCache
345 Vehicle(VehicleType type = VEH_INVALID);
347 void PreDestructor();
348 /** We want to 'destruct' the right class. */
349 virtual ~Vehicle();
351 void BeginLoading();
352 void CancelReservation(StationID next, Station *st);
353 void LeaveStation();
355 GroundVehicleCache *GetGroundVehicleCache();
356 const GroundVehicleCache *GetGroundVehicleCache() const;
358 uint16 &GetGroundVehicleFlags();
359 const uint16 &GetGroundVehicleFlags() const;
361 void DeleteUnreachedImplicitOrders();
363 void HandleLoading(bool mode = false);
365 void GetConsistFreeCapacities(SmallMap<CargoID, uint> &capacities) const;
367 uint GetConsistTotalCapacity() const;
370 * Marks the vehicles to be redrawn and updates cached variables
372 * This method marks the area of the vehicle on the screen as dirty.
373 * It can be use to repaint the vehicle.
375 * @ingroup dirty
377 virtual void MarkDirty() {}
380 * Updates the x and y offsets and the size of the sprite used
381 * for this vehicle.
383 virtual void UpdateDeltaXY() {}
386 * Determines the effective direction-specific vehicle movement speed.
388 * This method belongs to the old vehicle movement method:
389 * A vehicle moves a step every 256 progress units.
390 * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
392 * However, this method is slightly wrong in corners, as the leftover progress is not scaled correctly
393 * when changing movement direction. #GetAdvanceSpeed() and #GetAdvanceDistance() are better wrt. this.
395 * @param speed Direction-independent unscaled speed.
396 * @return speed scaled by movement direction. 256 units are required for each movement step.
398 inline uint GetOldAdvanceSpeed(uint speed)
400 return (this->direction & 1) ? speed : speed * 3 / 4;
404 * Determines the effective vehicle movement speed.
406 * Together with #GetAdvanceDistance() this function is a replacement for #GetOldAdvanceSpeed().
408 * A vehicle progresses independent of it's movement direction.
409 * However different amounts of "progress" are needed for moving a step in a specific direction.
410 * That way the leftover progress does not need any adaption when changing movement direction.
412 * @param speed Direction-independent unscaled speed.
413 * @return speed, scaled to match #GetAdvanceDistance().
415 static inline uint GetAdvanceSpeed(uint speed)
417 return speed * 3 / 4;
421 * Determines the vehicle "progress" needed for moving a step.
423 * Together with #GetAdvanceSpeed() this function is a replacement for #GetOldAdvanceSpeed().
425 * @return distance to drive for a movement step on the map.
427 inline uint GetAdvanceDistance()
429 return (this->direction & 1) ? 192 : 256;
433 * Sets the expense type associated to this vehicle type
434 * @param income whether this is income or (running) expenses of the vehicle
436 virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; }
439 * Play the sound associated with leaving the station
441 virtual void PlayLeaveStationSound() const {}
444 * Whether this is the primary vehicle in the chain.
446 virtual bool IsPrimaryVehicle() const { return false; }
448 const Engine *GetEngine() const;
451 * Gets the sprite to show for the given direction
452 * @param direction the direction the vehicle is facing
453 * @param[out] result Vehicle sprite sequence.
455 virtual void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const { result->Clear(); }
457 const GRFFile *GetGRF() const;
458 uint32 GetGRFID() const;
461 * Invalidates cached NewGRF variables
462 * @see InvalidateNewGRFCacheOfChain
464 inline void InvalidateNewGRFCache()
466 this->grf_cache.cache_valid = 0;
470 * Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
471 * @see InvalidateNewGRFCache
473 inline void InvalidateNewGRFCacheOfChain()
475 for (Vehicle *u = this; u != nullptr; u = u->Next()) {
476 u->InvalidateNewGRFCache();
481 * Check if the vehicle is a ground vehicle.
482 * @return True iff the vehicle is a train or a road vehicle.
484 inline bool IsGroundVehicle() const
486 return this->type == VEH_TRAIN || this->type == VEH_ROAD;
490 * Gets the speed in km-ish/h that can be sent into SetDParam for string processing.
491 * @return the vehicle's speed
493 virtual int GetDisplaySpeed() const { return 0; }
496 * Gets the maximum speed in km-ish/h that can be sent into SetDParam for string processing.
497 * @return the vehicle's maximum speed
499 virtual int GetDisplayMaxSpeed() const { return 0; }
502 * Calculates the maximum speed of the vehicle under its current conditions.
503 * @return Current maximum speed in native units.
505 virtual int GetCurrentMaxSpeed() const { return 0; }
508 * Gets the running cost of a vehicle
509 * @return the vehicle's running cost
511 virtual Money GetRunningCost() const { return 0; }
514 * Check whether the vehicle is in the depot.
515 * @return true if and only if the vehicle is in the depot.
517 virtual bool IsInDepot() const { return false; }
520 * Check whether the whole vehicle chain is in the depot.
521 * @return true if and only if the whole chain is in the depot.
523 virtual bool IsChainInDepot() const { return this->IsInDepot(); }
526 * Check whether the vehicle is in the depot *and* stopped.
527 * @return true if and only if the vehicle is in the depot and stopped.
529 bool IsStoppedInDepot() const
531 assert(this == this->First());
532 /* Free wagons have no VS_STOPPED state */
533 if (this->IsPrimaryVehicle() && !(this->vehstatus & VS_STOPPED)) return false;
534 return this->IsChainInDepot();
538 * Calls the tick handler of the vehicle
539 * @return is this vehicle still valid?
541 virtual bool Tick() { return true; };
544 * Calls the new day handler of the vehicle
546 virtual void OnNewDay() {};
549 * Crash the (whole) vehicle chain.
550 * @param flooded whether the cause of the crash is flooding or not.
551 * @return the number of lost souls.
553 virtual uint Crash(bool flooded = false);
556 * Returns the Trackdir on which the vehicle is currently located.
557 * Works for trains and ships.
558 * Currently works only sortof for road vehicles, since they have a fuzzy
559 * concept of being "on" a trackdir. Dunno really what it returns for a road
560 * vehicle that is halfway a tile, never really understood that part. For road
561 * vehicles that are at the beginning or end of the tile, should just return
562 * the diagonal trackdir on which they are driving. I _think_.
563 * For other vehicles types, or vehicles with no clear trackdir (such as those
564 * in depots), returns 0xFF.
565 * @return the trackdir of the vehicle
567 virtual Trackdir GetVehicleTrackdir() const { return INVALID_TRACKDIR; }
570 * Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
571 * @return the vehicle's running cost
573 Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
576 * Gets the profit vehicle had this year. It can be sent into SetDParam for string processing.
577 * @return the vehicle's profit this year
579 Money GetDisplayProfitThisYear() const { return (this->profit_this_year >> 8); }
582 * Gets the profit vehicle had last year. It can be sent into SetDParam for string processing.
583 * @return the vehicle's profit last year
585 Money GetDisplayProfitLastYear() const { return (this->profit_last_year >> 8); }
587 void SetNext(Vehicle *next);
590 * Get the next vehicle of this vehicle.
591 * @note articulated parts are also counted as vehicles.
592 * @return the next vehicle or nullptr when there isn't a next vehicle.
594 inline Vehicle *Next() const { return this->next; }
597 * Get the previous vehicle of this vehicle.
598 * @note articulated parts are also counted as vehicles.
599 * @return the previous vehicle or nullptr when there isn't a previous vehicle.
601 inline Vehicle *Previous() const { return this->previous; }
604 * Get the first vehicle of this vehicle chain.
605 * @return the first vehicle of the chain.
607 inline Vehicle *First() const { return this->first; }
610 * Get the last vehicle of this vehicle chain.
611 * @return the last vehicle of the chain.
613 inline Vehicle *Last()
615 Vehicle *v = this;
616 while (v->Next() != nullptr) v = v->Next();
617 return v;
621 * Get the last vehicle of this vehicle chain.
622 * @return the last vehicle of the chain.
624 inline const Vehicle *Last() const
626 const Vehicle *v = this;
627 while (v->Next() != nullptr) v = v->Next();
628 return v;
632 * Get the vehicle at offset \a n of this vehicle chain.
633 * @param n Offset from the current vehicle.
634 * @return The new vehicle or nullptr if the offset is out-of-bounds.
636 inline Vehicle *Move(int n)
638 Vehicle *v = this;
639 if (n < 0) {
640 for (int i = 0; i != n && v != nullptr; i--) v = v->Previous();
641 } else {
642 for (int i = 0; i != n && v != nullptr; i++) v = v->Next();
644 return v;
648 * Get the vehicle at offset \a n of this vehicle chain.
649 * @param n Offset from the current vehicle.
650 * @return The new vehicle or nullptr if the offset is out-of-bounds.
652 inline const Vehicle *Move(int n) const
654 const Vehicle *v = this;
655 if (n < 0) {
656 for (int i = 0; i != n && v != nullptr; i--) v = v->Previous();
657 } else {
658 for (int i = 0; i != n && v != nullptr; i++) v = v->Next();
660 return v;
664 * Get the first order of the vehicles order list.
665 * @return first order of order list.
667 inline Order *GetFirstOrder() const { return (this->orders.list == nullptr) ? nullptr : this->orders.list->GetFirstOrder(); }
669 void AddToShared(Vehicle *shared_chain);
670 void RemoveFromShared();
673 * Get the next vehicle of the shared vehicle chain.
674 * @return the next shared vehicle or nullptr when there isn't a next vehicle.
676 inline Vehicle *NextShared() const { return this->next_shared; }
679 * Get the previous vehicle of the shared vehicle chain
680 * @return the previous shared vehicle or nullptr when there isn't a previous vehicle.
682 inline Vehicle *PreviousShared() const { return this->previous_shared; }
685 * Get the first vehicle of this vehicle chain.
686 * @return the first vehicle of the chain.
688 inline Vehicle *FirstShared() const { return (this->orders.list == nullptr) ? this->First() : this->orders.list->GetFirstSharedVehicle(); }
691 * Check if we share our orders with another vehicle.
692 * @return true if there are other vehicles sharing the same order
694 inline bool IsOrderListShared() const { return this->orders.list != nullptr && this->orders.list->IsShared(); }
697 * Get the number of orders this vehicle has.
698 * @return the number of orders this vehicle has.
700 inline VehicleOrderID GetNumOrders() const { return (this->orders.list == nullptr) ? 0 : this->orders.list->GetNumOrders(); }
703 * Get the number of manually added orders this vehicle has.
704 * @return the number of manually added orders this vehicle has.
706 inline VehicleOrderID GetNumManualOrders() const { return (this->orders.list == nullptr) ? 0 : this->orders.list->GetNumManualOrders(); }
709 * Get the next station the vehicle will stop at.
710 * @return ID of the next station the vehicle will stop at or INVALID_STATION.
712 inline StationIDStack GetNextStoppingStation() const
714 return (this->orders.list == nullptr) ? INVALID_STATION : this->orders.list->GetNextStoppingStation(this);
717 void ResetRefitCaps();
720 * Copy certain configurations and statistics of a vehicle after successful autoreplace/renew
721 * The function shall copy everything that cannot be copied by a command (like orders / group etc),
722 * and that shall not be resetted for the new vehicle.
723 * @param src The old vehicle
725 inline void CopyVehicleConfigAndStatistics(const Vehicle *src)
727 this->CopyConsistPropertiesFrom(src);
729 this->unitnumber = src->unitnumber;
731 this->current_order = src->current_order;
732 this->dest_tile = src->dest_tile;
734 this->profit_this_year = src->profit_this_year;
735 this->profit_last_year = src->profit_last_year;
739 bool HandleBreakdown();
741 bool NeedsAutorenewing(const Company *c, bool use_renew_setting = true) const;
743 bool NeedsServicing() const;
744 bool NeedsAutomaticServicing() const;
747 * Determine the location for the station where the vehicle goes to next.
748 * Things done for example are allocating slots in a road stop or exact
749 * location of the platform is determined for ships.
750 * @param station the station to make the next location of the vehicle.
751 * @return the location (tile) to aim for.
753 virtual TileIndex GetOrderStationLocation(StationID station) { return INVALID_TILE; }
756 * Find the closest depot for this vehicle and tell us the location,
757 * DestinationID and whether we should reverse.
758 * @param location where do we go to?
759 * @param destination what hangar do we go to?
760 * @param reverse should the vehicle be reversed?
761 * @return true if a depot could be found.
763 virtual bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { return false; }
765 virtual void SetDestTile(TileIndex tile) { this->dest_tile = tile; }
767 CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);
769 void UpdateVisualEffect(bool allow_power_change = true);
770 void ShowVisualEffect() const;
772 void UpdatePosition();
773 void UpdateViewport(bool dirty);
774 void UpdateBoundingBoxCoordinates(bool update_cache) const;
775 void UpdatePositionAndViewport();
776 bool MarkAllViewportsDirty() const;
778 inline uint16 GetServiceInterval() const { return this->service_interval; }
780 inline void SetServiceInterval(uint16 interval) { this->service_interval = interval; }
782 inline bool ServiceIntervalIsCustom() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_CUSTOM); }
784 inline bool ServiceIntervalIsPercent() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_PERCENT); }
786 inline void SetServiceIntervalIsCustom(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_CUSTOM, 1, on); }
788 inline void SetServiceIntervalIsPercent(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_PERCENT, 1, on); }
790 private:
792 * Advance cur_real_order_index to the next real order.
793 * cur_implicit_order_index is not touched.
795 void SkipToNextRealOrderIndex()
797 if (this->GetNumManualOrders() > 0) {
798 /* Advance to next real order */
799 do {
800 this->cur_real_order_index++;
801 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
802 } while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT));
803 } else {
804 this->cur_real_order_index = 0;
808 public:
810 * Increments cur_implicit_order_index, keeps care of the wrap-around and invalidates the GUI.
811 * cur_real_order_index is incremented as well, if needed.
812 * Note: current_order is not invalidated.
814 void IncrementImplicitOrderIndex()
816 if (this->cur_implicit_order_index == this->cur_real_order_index) {
817 /* Increment real order index as well */
818 this->SkipToNextRealOrderIndex();
821 assert(this->cur_real_order_index == 0 || this->cur_real_order_index < this->GetNumOrders());
823 /* Advance to next implicit order */
824 do {
825 this->cur_implicit_order_index++;
826 if (this->cur_implicit_order_index >= this->GetNumOrders()) this->cur_implicit_order_index = 0;
827 } while (this->cur_implicit_order_index != this->cur_real_order_index && !this->GetOrder(this->cur_implicit_order_index)->IsType(OT_IMPLICIT));
829 InvalidateVehicleOrder(this, 0);
833 * Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
834 * cur_implicit_order_index is incremented as well, if it was equal to cur_real_order_index, i.e. cur_real_order_index is skipped
835 * but not any implicit orders.
836 * Note: current_order is not invalidated.
838 void IncrementRealOrderIndex()
840 if (this->cur_implicit_order_index == this->cur_real_order_index) {
841 /* Increment both real and implicit order */
842 this->IncrementImplicitOrderIndex();
843 } else {
844 /* Increment real order only */
845 this->SkipToNextRealOrderIndex();
846 InvalidateVehicleOrder(this, 0);
851 * Skip implicit orders until cur_real_order_index is a non-implicit order.
853 void UpdateRealOrderIndex()
855 /* Make sure the index is valid */
856 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
858 if (this->GetNumManualOrders() > 0) {
859 /* Advance to next real order */
860 while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT)) {
861 this->cur_real_order_index++;
862 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
864 } else {
865 this->cur_real_order_index = 0;
870 * Returns order 'index' of a vehicle or nullptr when it doesn't exists
871 * @param index the order to fetch
872 * @return the found (or not) order
874 inline Order *GetOrder(int index) const
876 return (this->orders.list == nullptr) ? nullptr : this->orders.list->GetOrderAt(index);
880 * Returns the last order of a vehicle, or nullptr if it doesn't exists
881 * @return last order of a vehicle, if available
883 inline Order *GetLastOrder() const
885 return (this->orders.list == nullptr) ? nullptr : this->orders.list->GetLastOrder();
888 bool IsEngineCountable() const;
889 bool HasEngineType() const;
890 bool HasDepotOrder() const;
891 void HandlePathfindingResult(bool path_found);
894 * Check if the vehicle is a front engine.
895 * @return Returns true if the vehicle is a front engine.
897 inline bool IsFrontEngine() const
899 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_FRONT);
903 * Check if the vehicle is an articulated part of an engine.
904 * @return Returns true if the vehicle is an articulated part.
906 inline bool IsArticulatedPart() const
908 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_ARTICULATED_PART);
912 * Check if an engine has an articulated part.
913 * @return True if the engine has an articulated part.
915 inline bool HasArticulatedPart() const
917 return this->Next() != nullptr && this->Next()->IsArticulatedPart();
921 * Get the next part of an articulated engine.
922 * @return Next part of the articulated engine.
923 * @pre The vehicle is an articulated engine.
925 inline Vehicle *GetNextArticulatedPart() const
927 assert(this->HasArticulatedPart());
928 return this->Next();
932 * Get the first part of an articulated engine.
933 * @return First part of the engine.
935 inline Vehicle *GetFirstEnginePart()
937 Vehicle *v = this;
938 while (v->IsArticulatedPart()) v = v->Previous();
939 return v;
943 * Get the first part of an articulated engine.
944 * @return First part of the engine.
946 inline const Vehicle *GetFirstEnginePart() const
948 const Vehicle *v = this;
949 while (v->IsArticulatedPart()) v = v->Previous();
950 return v;
954 * Get the last part of an articulated engine.
955 * @return Last part of the engine.
957 inline Vehicle *GetLastEnginePart()
959 Vehicle *v = this;
960 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
961 return v;
965 * Get the next real (non-articulated part) vehicle in the consist.
966 * @return Next vehicle in the consist.
968 inline Vehicle *GetNextVehicle() const
970 const Vehicle *v = this;
971 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
973 /* v now contains the last articulated part in the engine */
974 return v->Next();
978 * Get the previous real (non-articulated part) vehicle in the consist.
979 * @return Previous vehicle in the consist.
981 inline Vehicle *GetPrevVehicle() const
983 Vehicle *v = this->Previous();
984 while (v != nullptr && v->IsArticulatedPart()) v = v->Previous();
986 return v;
990 * Iterator to iterate orders
991 * Supports deletion of current order
993 struct OrderIterator {
994 typedef Order value_type;
995 typedef Order* pointer;
996 typedef Order& reference;
997 typedef size_t difference_type;
998 typedef std::forward_iterator_tag iterator_category;
1000 explicit OrderIterator(OrderList *list) : list(list), prev(nullptr)
1002 this->order = (this->list == nullptr) ? nullptr : this->list->GetFirstOrder();
1005 bool operator==(const OrderIterator &other) const { return this->order == other.order; }
1006 bool operator!=(const OrderIterator &other) const { return !(*this == other); }
1007 Order * operator*() const { return this->order; }
1008 OrderIterator & operator++()
1010 this->prev = (this->prev == nullptr) ? this->list->GetFirstOrder() : this->prev->next;
1011 this->order = (this->prev == nullptr) ? nullptr : this->prev->next;
1012 return *this;
1015 private:
1016 OrderList *list;
1017 Order *order;
1018 Order *prev;
1022 * Iterable ensemble of orders
1024 struct IterateWrapper {
1025 OrderList *list;
1026 IterateWrapper(OrderList *list = nullptr) : list(list) {}
1027 OrderIterator begin() { return OrderIterator(this->list); }
1028 OrderIterator end() { return OrderIterator(nullptr); }
1029 bool empty() { return this->begin() == this->end(); }
1033 * Returns an iterable ensemble of orders of a vehicle
1034 * @return an iterable ensemble of orders of a vehicle
1036 IterateWrapper Orders() const { return IterateWrapper(this->orders.list); }
1040 * Class defining several overloaded accessors so we don't
1041 * have to cast vehicle types that often
1043 template <class T, VehicleType Type>
1044 struct SpecializedVehicle : public Vehicle {
1045 static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type
1047 typedef SpecializedVehicle<T, Type> SpecializedVehicleBase; ///< Our type
1050 * Set vehicle type correctly
1052 inline SpecializedVehicle<T, Type>() : Vehicle(Type)
1054 this->sprite_cache.sprite_seq.count = 1;
1058 * Get the first vehicle in the chain
1059 * @return first vehicle in the chain
1061 inline T *First() const { return (T *)this->Vehicle::First(); }
1064 * Get the last vehicle in the chain
1065 * @return last vehicle in the chain
1067 inline T *Last() { return (T *)this->Vehicle::Last(); }
1070 * Get the last vehicle in the chain
1071 * @return last vehicle in the chain
1073 inline const T *Last() const { return (const T *)this->Vehicle::Last(); }
1076 * Get next vehicle in the chain
1077 * @return next vehicle in the chain
1079 inline T *Next() const { return (T *)this->Vehicle::Next(); }
1082 * Get previous vehicle in the chain
1083 * @return previous vehicle in the chain
1085 inline T *Previous() const { return (T *)this->Vehicle::Previous(); }
1088 * Get the next part of an articulated engine.
1089 * @return Next part of the articulated engine.
1090 * @pre The vehicle is an articulated engine.
1092 inline T *GetNextArticulatedPart() { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1095 * Get the next part of an articulated engine.
1096 * @return Next part of the articulated engine.
1097 * @pre The vehicle is an articulated engine.
1099 inline T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1102 * Get the first part of an articulated engine.
1103 * @return First part of the engine.
1105 inline T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
1108 * Get the first part of an articulated engine.
1109 * @return First part of the engine.
1111 inline const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
1114 * Get the last part of an articulated engine.
1115 * @return Last part of the engine.
1117 inline T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
1120 * Get the next real (non-articulated part) vehicle in the consist.
1121 * @return Next vehicle in the consist.
1123 inline T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }
1126 * Get the previous real (non-articulated part) vehicle in the consist.
1127 * @return Previous vehicle in the consist.
1129 inline T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }
1132 * Tests whether given index is a valid index for vehicle of this type
1133 * @param index tested index
1134 * @return is this index valid index of T?
1136 static inline bool IsValidID(size_t index)
1138 return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type;
1142 * Gets vehicle with given index
1143 * @return pointer to vehicle with given index casted to T *
1145 static inline T *Get(size_t index)
1147 return (T *)Vehicle::Get(index);
1151 * Returns vehicle if the index is a valid index for this vehicle type
1152 * @return pointer to vehicle with given index if it's a vehicle of this type
1154 static inline T *GetIfValid(size_t index)
1156 return IsValidID(index) ? Get(index) : nullptr;
1160 * Converts a Vehicle to SpecializedVehicle with type checking.
1161 * @param v Vehicle pointer
1162 * @return pointer to SpecializedVehicle
1164 static inline T *From(Vehicle *v)
1166 assert(v->type == Type);
1167 return (T *)v;
1171 * Converts a const Vehicle to const SpecializedVehicle with type checking.
1172 * @param v Vehicle pointer
1173 * @return pointer to SpecializedVehicle
1175 static inline const T *From(const Vehicle *v)
1177 assert(v->type == Type);
1178 return (const T *)v;
1182 * Update vehicle sprite- and position caches
1183 * @param force_update Force updating the vehicle on the viewport.
1184 * @param update_delta Also update the delta?
1186 inline void UpdateViewport(bool force_update, bool update_delta)
1188 bool sprite_has_changed = false;
1190 /* Skip updating sprites on dedicated servers without screen */
1191 if (_network_dedicated) return;
1193 /* Explicitly choose method to call to prevent vtable dereference -
1194 * it gives ~3% runtime improvements in games with many vehicles */
1195 if (update_delta) ((T *)this)->T::UpdateDeltaXY();
1198 * Only check for a new sprite sequence if the vehicle direction
1199 * has changed since we last checked it, assuming that otherwise
1200 * there won't be enough change in bounding box or offsets to need
1201 * to resolve a new sprite.
1203 if (this->direction != this->sprite_cache.last_direction || this->sprite_cache.is_viewport_candidate) {
1204 VehicleSpriteSeq seq;
1206 ((T*)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
1207 if (this->sprite_cache.sprite_seq != seq) {
1208 sprite_has_changed = true;
1209 this->sprite_cache.sprite_seq = seq;
1212 this->sprite_cache.last_direction = this->direction;
1213 this->sprite_cache.revalidate_before_draw = false;
1214 } else {
1216 * A change that could potentially invalidate the sprite has been
1217 * made, signal that we should still resolve it before drawing on a
1218 * viewport.
1220 this->sprite_cache.revalidate_before_draw = true;
1223 if (force_update || sprite_has_changed) {
1224 this->Vehicle::UpdateViewport(true);
1229 * Returns an iterable ensemble of all valid vehicles of type T
1230 * @param from index of the first vehicle to consider
1231 * @return an iterable ensemble of all valid vehicles of type T
1233 static Pool::IterateWrapper<T> Iterate(size_t from = 0) { return Pool::IterateWrapper<T>(from); }
1236 /** Generates sequence of free UnitID numbers */
1237 struct FreeUnitIDGenerator {
1238 bool *cache; ///< array of occupied unit id numbers
1239 UnitID maxid; ///< maximum ID at the moment of constructor call
1240 UnitID curid; ///< last ID returned; 0 if none
1242 FreeUnitIDGenerator(VehicleType type, CompanyID owner);
1243 UnitID NextID();
1245 /** Releases allocated memory */
1246 ~FreeUnitIDGenerator() { free(this->cache); }
1249 /** Sentinel for an invalid coordinate. */
1250 static const int32 INVALID_COORD = 0x7fffffff;
1252 #endif /* VEHICLE_BASE_H */