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/>.
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"
28 /** Vehicle status bits in #Vehicle::vehstatus. */
30 VS_HIDDEN
= 0x01, ///< Vehicle is not visible.
31 VS_STOPPED
= 0x02, ///< Vehicle is stopped by the player.
32 VS_UNCLICKABLE
= 0x04, ///< Vehicle is not clickable by the user (shadow vehicles).
33 VS_DEFPAL
= 0x08, ///< Use default vehicle palette. @see DoDrawVehicle
34 VS_TRAIN_SLOWING
= 0x10, ///< Train is slowing down.
35 VS_SHADOW
= 0x20, ///< Vehicle is a shadow vehicle.
36 VS_AIRCRAFT_BROKEN
= 0x40, ///< Aircraft is broken down.
37 VS_CRASHED
= 0x80, ///< Vehicle is crashed.
40 /** Bit numbers in #Vehicle::vehicle_flags. */
42 VF_LOADING_FINISHED
, ///< Vehicle has finished loading.
43 VF_CARGO_UNLOADING
, ///< Vehicle is unloading cargo.
44 VF_BUILT_AS_PROTOTYPE
, ///< Vehicle is a prototype (accepted as exclusive preview).
45 VF_TIMETABLE_STARTED
, ///< Whether the vehicle has started running on the timetable yet.
46 VF_AUTOFILL_TIMETABLE
, ///< Whether the vehicle should fill in the timetable automatically.
47 VF_AUTOFILL_PRES_WAIT_TIME
, ///< Whether non-destructive auto-fill should preserve waiting times
48 VF_STOP_LOADING
, ///< Don't load anymore during the next load cycle.
49 VF_PATHFINDER_LOST
, ///< Vehicle's pathfinder is lost.
50 VF_SERVINT_IS_CUSTOM
, ///< Service interval is custom.
51 VF_SERVINT_IS_PERCENT
, ///< Service interval is percent.
54 /** Bit numbers used to indicate which of the #NewGRFCache values are valid. */
55 enum NewGRFCacheValidValues
{
56 NCVV_POSITION_CONSIST_LENGTH
= 0, ///< This bit will be set if the NewGRF var 40 currently stored is valid.
57 NCVV_POSITION_SAME_ID_LENGTH
= 1, ///< This bit will be set if the NewGRF var 41 currently stored is valid.
58 NCVV_CONSIST_CARGO_INFORMATION
= 2, ///< This bit will be set if the NewGRF var 42 currently stored is valid.
59 NCVV_COMPANY_INFORMATION
= 3, ///< This bit will be set if the NewGRF var 43 currently stored is valid.
60 NCVV_POSITION_IN_VEHICLE
= 4, ///< This bit will be set if the NewGRF var 4D currently stored is valid.
61 NCVV_END
, ///< End of the bits.
64 /** Cached often queried (NewGRF) values */
66 /* Values calculated when they are requested for the first time after invalidating the NewGRF cache. */
67 uint32 position_consist_length
; ///< Cache for NewGRF var 40.
68 uint32 position_same_id_length
; ///< Cache for NewGRF var 41.
69 uint32 consist_cargo_information
; ///< Cache for NewGRF var 42. (Note: The cargotype is untranslated in the cache because the accessing GRF is yet unknown.)
70 uint32 company_information
; ///< Cache for NewGRF var 43.
71 uint32 position_in_vehicle
; ///< Cache for NewGRF var 4D.
72 uint8 cache_valid
; ///< Bitset that indicates which cache values are valid.
75 /** Meaning of the various bits of the visual effect. */
77 VE_OFFSET_START
= 0, ///< First bit that contains the offset (0 = front, 8 = centre, 15 = rear)
78 VE_OFFSET_COUNT
= 4, ///< Number of bits used for the offset
79 VE_OFFSET_CENTRE
= 8, ///< Value of offset corresponding to a position above the centre of the vehicle
81 VE_TYPE_START
= 4, ///< First bit used for the type of effect
82 VE_TYPE_COUNT
= 2, ///< Number of bits used for the effect type
83 VE_TYPE_DEFAULT
= 0, ///< Use default from engine class
84 VE_TYPE_STEAM
= 1, ///< Steam plumes
85 VE_TYPE_DIESEL
= 2, ///< Diesel fumes
86 VE_TYPE_ELECTRIC
= 3, ///< Electric sparks
88 VE_DISABLE_EFFECT
= 6, ///< Flag to disable visual effect
89 VE_ADVANCED_EFFECT
= VE_DISABLE_EFFECT
, ///< Flag for advanced effects
90 VE_DISABLE_WAGON_POWER
= 7, ///< Flag to disable wagon power
92 VE_DEFAULT
= 0xFF, ///< Default value to indicate that visual effect should be based on engine class
95 /** Models for spawning visual effects. */
96 enum VisualEffectSpawnModel
{
97 VESM_NONE
= 0, ///< No visual effect
98 VESM_STEAM
, ///< Steam model
99 VESM_DIESEL
, ///< Diesel model
100 VESM_ELECTRIC
, ///< Electric model
106 * Enum to handle ground vehicle subtypes.
107 * This is defined here instead of at #GroundVehicle because some common function require access to these flags.
108 * Do not access it directly unless you have to. Use the subtype access functions.
110 enum GroundVehicleSubtypeFlags
{
111 GVSF_FRONT
= 0, ///< Leading engine of a consist.
112 GVSF_ARTICULATED_PART
= 1, ///< Articulated part of an engine.
113 GVSF_WAGON
= 2, ///< Wagon (not used for road vehicles).
114 GVSF_ENGINE
= 3, ///< Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).
115 GVSF_FREE_WAGON
= 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
116 GVSF_MULTIHEADED
= 5, ///< Engine is multiheaded (not used for road vehicles).
119 /** Cached often queried values common to all vehicles. */
120 struct VehicleCache
{
121 uint16 cached_max_speed
; ///< Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
122 uint16 cached_cargo_age_period
; ///< Number of ticks before carried cargo is aged.
124 byte cached_vis_effect
; ///< Visual effect to show (see #VisualEffect)
127 /** Sprite sequence for a vehicle part. */
128 struct VehicleSpriteSeq
{
132 bool operator==(const VehicleSpriteSeq
&other
) const
134 return this->count
== other
.count
&& MemCmpT
<PalSpriteID
>(this->seq
, other
.seq
, this->count
) == 0;
137 bool operator!=(const VehicleSpriteSeq
&other
) const
139 return !this->operator==(other
);
143 * Check whether the sequence contains any sprites.
147 return this->count
!= 0;
151 * Clear all information.
159 * Assign a single sprite to the sequence.
161 void Set(SpriteID sprite
)
164 this->seq
[0].sprite
= sprite
;
165 this->seq
[0].pal
= 0;
169 * Copy data from another sprite sequence, while dropping all recolouring information.
171 void CopyWithoutPalette(const VehicleSpriteSeq
&src
)
173 this->count
= src
.count
;
174 for (uint i
= 0; i
< src
.count
; ++i
) {
175 this->seq
[i
].sprite
= src
.seq
[i
].sprite
;
176 this->seq
[i
].pal
= 0;
180 void GetBounds(Rect
*bounds
) const;
181 void Draw(int x
, int y
, PaletteID default_pal
, bool force_pal
) const;
185 * Cache for vehicle sprites and values relating to whether they should be updated before drawing,
186 * or calculating the viewport.
188 struct MutableSpriteCache
{
189 Direction last_direction
; ///< Last direction we obtained sprites for
190 bool revalidate_before_draw
; ///< We need to do a GetImage() and check bounds before drawing this sprite
191 Rect old_coord
; ///< Co-ordinates from the last valid bounding box
192 bool is_viewport_candidate
; ///< This vehicle can potentially be drawn on a viewport
193 VehicleSpriteSeq sprite_seq
; ///< Vehicle appearance.
196 /** A vehicle pool for a little over 1 million vehicles. */
197 typedef Pool
<Vehicle
, VehicleID
, 512, 0xFF000> VehiclePool
;
198 extern VehiclePool _vehicle_pool
;
200 /* Some declarations of functions, so we can make them friendly */
202 struct GroundVehicleCache
;
203 extern const SaveLoad
*GetVehicleDescription(VehicleType vt
);
204 struct LoadgameState
;
205 extern bool LoadOldVehicle(LoadgameState
*ls
, int num
);
206 extern void FixOldVehicles();
211 * Simulated cargo type and capacity for prediction of future links.
214 CargoID cargo
; ///< Cargo type the vehicle will be carrying.
215 uint16 capacity
; ///< Capacity the vehicle will have.
216 uint16 remaining
; ///< Capacity remaining from before the previous refit.
217 RefitDesc(CargoID cargo
, uint16 capacity
, uint16 remaining
) :
218 cargo(cargo
), capacity(capacity
), remaining(remaining
) {}
221 /** %Vehicle data structure. */
222 struct Vehicle
: VehiclePool::PoolItem
<&_vehicle_pool
>, BaseVehicle
, BaseConsist
{
224 typedef std::list
<RefitDesc
> RefitList
;
225 typedef std::map
<CargoID
, uint
> CapacitiesMap
;
227 Vehicle
*next
; ///< pointer to the next vehicle in the chain
228 Vehicle
*previous
; ///< NOSAVE: pointer to the previous vehicle in the chain
229 Vehicle
*first
; ///< NOSAVE: pointer to the first vehicle in the chain
231 Vehicle
*next_shared
; ///< pointer to the next vehicle that shares the order
232 Vehicle
*previous_shared
; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
235 friend const SaveLoad
*GetVehicleDescription(VehicleType vt
); ///< So we can use private/protected variables in the saveload code
236 friend void FixOldVehicles();
237 friend void AfterLoadVehicles(bool part_of_load
); ///< So we can set the #previous and #first pointers while loading
238 friend bool LoadOldVehicle(LoadgameState
*ls
, int num
); ///< So we can set the proper next pointer while loading
240 TileIndex tile
; ///< Current tile index
243 * Heading for this tile.
244 * For airports and train stations this tile does not necessarily belong to the destination station,
245 * but it can be used for heuristic purposes to estimate the distance.
249 Money profit_this_year
; ///< Profit this year << 8, low 8 bits are fract
250 Money profit_last_year
; ///< Profit last year << 8, low 8 bits are fract
251 Money value
; ///< Value of the vehicle
253 CargoPayment
*cargo_payment
; ///< The cargo payment we're currently in
255 mutable Rect coord
; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
257 Vehicle
*hash_viewport_next
; ///< NOSAVE: Next vehicle in the visual location hash.
258 Vehicle
**hash_viewport_prev
; ///< NOSAVE: Previous vehicle in the visual location hash.
260 Vehicle
*hash_tile_next
; ///< NOSAVE: Next vehicle in the tile location hash.
261 Vehicle
**hash_tile_prev
; ///< NOSAVE: Previous vehicle in the tile location hash.
262 Vehicle
**hash_tile_current
; ///< NOSAVE: Cache of the current hash chain.
264 SpriteID colourmap
; ///< NOSAVE: cached colour mapping
266 /* Related to age and service time */
267 Year build_year
; ///< Year the vehicle has been built.
268 Date age
; ///< Age in days
269 Date max_age
; ///< Maximum age
270 Date date_of_last_service
; ///< Last date the vehicle had a service at a depot.
271 uint16 reliability
; ///< Reliability.
272 uint16 reliability_spd_dec
; ///< Reliability decrease speed.
273 byte breakdown_ctr
; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
274 byte breakdown_delay
; ///< Counter for managing breakdown length.
275 byte breakdowns_since_last_service
; ///< Counter for the amount of breakdowns.
276 byte breakdown_chance
; ///< Current chance of breakdowns.
278 int32 x_pos
; ///< x coordinate.
279 int32 y_pos
; ///< y coordinate.
280 int32 z_pos
; ///< z coordinate.
281 Direction direction
; ///< facing
283 Owner owner
; ///< Which company owns the vehicle?
285 * currently displayed sprite index
286 * 0xfd == custom sprite, 0xfe == custom second head sprite
287 * 0xff == reserved for another custom sprite
290 byte x_extent
; ///< x-extent of vehicle bounding box
291 byte y_extent
; ///< y-extent of vehicle bounding box
292 byte z_extent
; ///< z-extent of vehicle bounding box
293 int8 x_bb_offs
; ///< x offset of vehicle bounding box
294 int8 y_bb_offs
; ///< y offset of vehicle bounding box
295 int8 x_offs
; ///< x offset for vehicle sprite
296 int8 y_offs
; ///< y offset for vehicle sprite
297 EngineID engine_type
; ///< The type of engine used for this vehicle.
299 TextEffectID fill_percent_te_id
; ///< a text-effect id to a loading indicator object
300 UnitID unitnumber
; ///< unit number, for display purposes only
302 uint16 cur_speed
; ///< current speed
303 byte subspeed
; ///< fractional speed
304 byte acceleration
; ///< used by train & aircraft
305 uint32 motion_counter
; ///< counter to occasionally play a vehicle sound.
306 byte progress
; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
308 byte random_bits
; ///< Bits used for determining which randomized variational spritegroups to use when drawing.
309 byte waiting_triggers
; ///< Triggers to be yet matched before rerandomizing the random bits.
311 StationID last_station_visited
; ///< The last station we stopped at.
312 StationID last_loading_station
; ///< Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
314 CargoID cargo_type
; ///< type of cargo this vehicle is carrying
315 byte cargo_subtype
; ///< Used for livery refits (NewGRF variations)
316 uint16 cargo_cap
; ///< total capacity
317 uint16 refit_cap
; ///< Capacity left over from before last refit.
318 VehicleCargoList cargo
; ///< The cargo this vehicle is carrying
319 uint16 cargo_age_counter
; ///< Ticks till cargo is aged next.
320 int8 trip_occupancy
; ///< NOSAVE: Occupancy of vehicle of the current trip (updated after leaving a station).
322 byte day_counter
; ///< Increased by one for each day
323 byte tick_counter
; ///< Increased by one for each tick
324 byte running_ticks
; ///< Number of ticks this vehicle was not stopped this day
326 byte vehstatus
; ///< Status
327 Order current_order
; ///< The current order (+ status, like: loading)
330 OrderList
*list
; ///< Pointer to the order list for this vehicle
331 Order
*old
; ///< Only used during conversion of old save games
332 } orders
; ///< The orders currently assigned to the vehicle.
334 uint16 load_unload_ticks
; ///< Ticks to wait before starting next cycle.
335 GroupID group_id
; ///< Index of group Pool array
336 byte subtype
; ///< subtype (Filled with values from #AircraftSubType/#DisasterSubType/#EffectVehicleType/#GroundVehicleSubtypeFlags)
338 NewGRFCache grf_cache
; ///< Cache of often used calculated NewGRF values
339 VehicleCache vcache
; ///< Cache of often used vehicle values.
341 mutable MutableSpriteCache sprite_cache
; ///< Cache of sprites and values related to recalculating them, see #MutableSpriteCache
343 Vehicle(VehicleType type
= VEH_INVALID
);
345 void PreDestructor();
346 /** We want to 'destruct' the right class. */
350 void CancelReservation(StationID next
, Station
*st
);
353 GroundVehicleCache
*GetGroundVehicleCache();
354 const GroundVehicleCache
*GetGroundVehicleCache() const;
356 uint16
&GetGroundVehicleFlags();
357 const uint16
&GetGroundVehicleFlags() const;
359 void DeleteUnreachedImplicitOrders();
361 void HandleLoading(bool mode
= false);
363 void GetConsistFreeCapacities(SmallMap
<CargoID
, uint
> &capacities
) const;
365 uint
GetConsistTotalCapacity() const;
368 * Marks the vehicles to be redrawn and updates cached variables
370 * This method marks the area of the vehicle on the screen as dirty.
371 * It can be use to repaint the vehicle.
375 virtual void MarkDirty() {}
378 * Updates the x and y offsets and the size of the sprite used
381 virtual void UpdateDeltaXY() {}
384 * Determines the effective direction-specific vehicle movement speed.
386 * This method belongs to the old vehicle movement method:
387 * A vehicle moves a step every 256 progress units.
388 * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
390 * However, this method is slightly wrong in corners, as the leftover progress is not scaled correctly
391 * when changing movement direction. #GetAdvanceSpeed() and #GetAdvanceDistance() are better wrt. this.
393 * @param speed Direction-independent unscaled speed.
394 * @return speed scaled by movement direction. 256 units are required for each movement step.
396 inline uint
GetOldAdvanceSpeed(uint speed
)
398 return (this->direction
& 1) ? speed
: speed
* 3 / 4;
402 * Determines the effective vehicle movement speed.
404 * Together with #GetAdvanceDistance() this function is a replacement for #GetOldAdvanceSpeed().
406 * A vehicle progresses independent of it's movement direction.
407 * However different amounts of "progress" are needed for moving a step in a specific direction.
408 * That way the leftover progress does not need any adaption when changing movement direction.
410 * @param speed Direction-independent unscaled speed.
411 * @return speed, scaled to match #GetAdvanceDistance().
413 static inline uint
GetAdvanceSpeed(uint speed
)
415 return speed
* 3 / 4;
419 * Determines the vehicle "progress" needed for moving a step.
421 * Together with #GetAdvanceSpeed() this function is a replacement for #GetOldAdvanceSpeed().
423 * @return distance to drive for a movement step on the map.
425 inline uint
GetAdvanceDistance()
427 return (this->direction
& 1) ? 192 : 256;
431 * Sets the expense type associated to this vehicle type
432 * @param income whether this is income or (running) expenses of the vehicle
434 virtual ExpensesType
GetExpenseType(bool income
) const { return EXPENSES_OTHER
; }
437 * Play the sound associated with leaving the station
439 virtual void PlayLeaveStationSound() const {}
442 * Whether this is the primary vehicle in the chain.
444 virtual bool IsPrimaryVehicle() const { return false; }
446 const Engine
*GetEngine() const;
449 * Gets the sprite to show for the given direction
450 * @param direction the direction the vehicle is facing
451 * @param[out] result Vehicle sprite sequence.
453 virtual void GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const { result
->Clear(); }
455 const GRFFile
*GetGRF() const;
456 uint32
GetGRFID() const;
459 * Invalidates cached NewGRF variables
460 * @see InvalidateNewGRFCacheOfChain
462 inline void InvalidateNewGRFCache()
464 this->grf_cache
.cache_valid
= 0;
468 * Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
469 * @see InvalidateNewGRFCache
471 inline void InvalidateNewGRFCacheOfChain()
473 for (Vehicle
*u
= this; u
!= nullptr; u
= u
->Next()) {
474 u
->InvalidateNewGRFCache();
479 * Check if the vehicle is a ground vehicle.
480 * @return True iff the vehicle is a train or a road vehicle.
482 inline bool IsGroundVehicle() const
484 return this->type
== VEH_TRAIN
|| this->type
== VEH_ROAD
;
488 * Gets the speed in km-ish/h that can be sent into SetDParam for string processing.
489 * @return the vehicle's speed
491 virtual int GetDisplaySpeed() const { return 0; }
494 * Gets the maximum speed in km-ish/h that can be sent into SetDParam for string processing.
495 * @return the vehicle's maximum speed
497 virtual int GetDisplayMaxSpeed() const { return 0; }
500 * Calculates the maximum speed of the vehicle under its current conditions.
501 * @return Current maximum speed in native units.
503 virtual int GetCurrentMaxSpeed() const { return 0; }
506 * Gets the running cost of a vehicle
507 * @return the vehicle's running cost
509 virtual Money
GetRunningCost() const { return 0; }
512 * Check whether the vehicle is in the depot.
513 * @return true if and only if the vehicle is in the depot.
515 virtual bool IsInDepot() const { return false; }
518 * Check whether the whole vehicle chain is in the depot.
519 * @return true if and only if the whole chain is in the depot.
521 virtual bool IsChainInDepot() const { return this->IsInDepot(); }
524 * Check whether the vehicle is in the depot *and* stopped.
525 * @return true if and only if the vehicle is in the depot and stopped.
527 bool IsStoppedInDepot() const
529 assert(this == this->First());
530 /* Free wagons have no VS_STOPPED state */
531 if (this->IsPrimaryVehicle() && !(this->vehstatus
& VS_STOPPED
)) return false;
532 return this->IsChainInDepot();
536 * Calls the tick handler of the vehicle
537 * @return is this vehicle still valid?
539 virtual bool Tick() { return true; };
542 * Calls the new day handler of the vehicle
544 virtual void OnNewDay() {};
547 * Crash the (whole) vehicle chain.
548 * @param flooded whether the cause of the crash is flooding or not.
549 * @return the number of lost souls.
551 virtual uint
Crash(bool flooded
= false);
554 * Returns the Trackdir on which the vehicle is currently located.
555 * Works for trains and ships.
556 * Currently works only sortof for road vehicles, since they have a fuzzy
557 * concept of being "on" a trackdir. Dunno really what it returns for a road
558 * vehicle that is halfway a tile, never really understood that part. For road
559 * vehicles that are at the beginning or end of the tile, should just return
560 * the diagonal trackdir on which they are driving. I _think_.
561 * For other vehicles types, or vehicles with no clear trackdir (such as those
562 * in depots), returns 0xFF.
563 * @return the trackdir of the vehicle
565 virtual Trackdir
GetVehicleTrackdir() const { return INVALID_TRACKDIR
; }
568 * Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
569 * @return the vehicle's running cost
571 Money
GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
574 * Gets the profit vehicle had this year. It can be sent into SetDParam for string processing.
575 * @return the vehicle's profit this year
577 Money
GetDisplayProfitThisYear() const { return (this->profit_this_year
>> 8); }
580 * Gets the profit vehicle had last year. It can be sent into SetDParam for string processing.
581 * @return the vehicle's profit last year
583 Money
GetDisplayProfitLastYear() const { return (this->profit_last_year
>> 8); }
585 void SetNext(Vehicle
*next
);
588 * Get the next vehicle of this vehicle.
589 * @note articulated parts are also counted as vehicles.
590 * @return the next vehicle or nullptr when there isn't a next vehicle.
592 inline Vehicle
*Next() const { return this->next
; }
595 * Get the previous vehicle of this vehicle.
596 * @note articulated parts are also counted as vehicles.
597 * @return the previous vehicle or nullptr when there isn't a previous vehicle.
599 inline Vehicle
*Previous() const { return this->previous
; }
602 * Get the first vehicle of this vehicle chain.
603 * @return the first vehicle of the chain.
605 inline Vehicle
*First() const { return this->first
; }
608 * Get the last vehicle of this vehicle chain.
609 * @return the last vehicle of the chain.
611 inline Vehicle
*Last()
614 while (v
->Next() != nullptr) v
= v
->Next();
619 * Get the last vehicle of this vehicle chain.
620 * @return the last vehicle of the chain.
622 inline const Vehicle
*Last() const
624 const Vehicle
*v
= this;
625 while (v
->Next() != nullptr) v
= v
->Next();
630 * Get the vehicle at offset \a n of this vehicle chain.
631 * @param n Offset from the current vehicle.
632 * @return The new vehicle or nullptr if the offset is out-of-bounds.
634 inline Vehicle
*Move(int n
)
638 for (int i
= 0; i
!= n
&& v
!= nullptr; i
--) v
= v
->Previous();
640 for (int i
= 0; i
!= n
&& v
!= nullptr; i
++) v
= v
->Next();
646 * Get the vehicle at offset \a n of this vehicle chain.
647 * @param n Offset from the current vehicle.
648 * @return The new vehicle or nullptr if the offset is out-of-bounds.
650 inline const Vehicle
*Move(int n
) const
652 const Vehicle
*v
= this;
654 for (int i
= 0; i
!= n
&& v
!= nullptr; i
--) v
= v
->Previous();
656 for (int i
= 0; i
!= n
&& v
!= nullptr; i
++) v
= v
->Next();
662 * Get the first order of the vehicles order list.
663 * @return first order of order list.
665 inline Order
*GetFirstOrder() const { return (this->orders
.list
== nullptr) ? nullptr : this->orders
.list
->GetFirstOrder(); }
667 void AddToShared(Vehicle
*shared_chain
);
668 void RemoveFromShared();
671 * Get the next vehicle of the shared vehicle chain.
672 * @return the next shared vehicle or nullptr when there isn't a next vehicle.
674 inline Vehicle
*NextShared() const { return this->next_shared
; }
677 * Get the previous vehicle of the shared vehicle chain
678 * @return the previous shared vehicle or nullptr when there isn't a previous vehicle.
680 inline Vehicle
*PreviousShared() const { return this->previous_shared
; }
683 * Get the first vehicle of this vehicle chain.
684 * @return the first vehicle of the chain.
686 inline Vehicle
*FirstShared() const { return (this->orders
.list
== nullptr) ? this->First() : this->orders
.list
->GetFirstSharedVehicle(); }
689 * Check if we share our orders with another vehicle.
690 * @return true if there are other vehicles sharing the same order
692 inline bool IsOrderListShared() const { return this->orders
.list
!= nullptr && this->orders
.list
->IsShared(); }
695 * Get the number of orders this vehicle has.
696 * @return the number of orders this vehicle has.
698 inline VehicleOrderID
GetNumOrders() const { return (this->orders
.list
== nullptr) ? 0 : this->orders
.list
->GetNumOrders(); }
701 * Get the number of manually added orders this vehicle has.
702 * @return the number of manually added orders this vehicle has.
704 inline VehicleOrderID
GetNumManualOrders() const { return (this->orders
.list
== nullptr) ? 0 : this->orders
.list
->GetNumManualOrders(); }
707 * Get the next station the vehicle will stop at.
708 * @return ID of the next station the vehicle will stop at or INVALID_STATION.
710 inline StationIDStack
GetNextStoppingStation() const
712 return (this->orders
.list
== nullptr) ? INVALID_STATION
: this->orders
.list
->GetNextStoppingStation(this);
715 void ResetRefitCaps();
718 * Copy certain configurations and statistics of a vehicle after successful autoreplace/renew
719 * The function shall copy everything that cannot be copied by a command (like orders / group etc),
720 * and that shall not be resetted for the new vehicle.
721 * @param src The old vehicle
723 inline void CopyVehicleConfigAndStatistics(const Vehicle
*src
)
725 this->CopyConsistPropertiesFrom(src
);
727 this->unitnumber
= src
->unitnumber
;
729 this->current_order
= src
->current_order
;
730 this->dest_tile
= src
->dest_tile
;
732 this->profit_this_year
= src
->profit_this_year
;
733 this->profit_last_year
= src
->profit_last_year
;
737 bool HandleBreakdown();
739 bool NeedsAutorenewing(const Company
*c
, bool use_renew_setting
= true) const;
741 bool NeedsServicing() const;
742 bool NeedsAutomaticServicing() const;
745 * Determine the location for the station where the vehicle goes to next.
746 * Things done for example are allocating slots in a road stop or exact
747 * location of the platform is determined for ships.
748 * @param station the station to make the next location of the vehicle.
749 * @return the location (tile) to aim for.
751 virtual TileIndex
GetOrderStationLocation(StationID station
) { return INVALID_TILE
; }
754 * Find the closest depot for this vehicle and tell us the location,
755 * DestinationID and whether we should reverse.
756 * @param location where do we go to?
757 * @param destination what hangar do we go to?
758 * @param reverse should the vehicle be reversed?
759 * @return true if a depot could be found.
761 virtual bool FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
) { return false; }
763 virtual void SetDestTile(TileIndex tile
) { this->dest_tile
= tile
; }
765 CommandCost
SendToDepot(DoCommandFlag flags
, DepotCommand command
);
767 void UpdateVisualEffect(bool allow_power_change
= true);
768 void ShowVisualEffect() const;
770 void UpdatePosition();
771 void UpdateViewport(bool dirty
);
772 void UpdateBoundingBoxCoordinates(bool update_cache
) const;
773 void UpdatePositionAndViewport();
774 bool MarkAllViewportsDirty() const;
776 inline uint16
GetServiceInterval() const { return this->service_interval
; }
778 inline void SetServiceInterval(uint16 interval
) { this->service_interval
= interval
; }
780 inline bool ServiceIntervalIsCustom() const { return HasBit(this->vehicle_flags
, VF_SERVINT_IS_CUSTOM
); }
782 inline bool ServiceIntervalIsPercent() const { return HasBit(this->vehicle_flags
, VF_SERVINT_IS_PERCENT
); }
784 inline void SetServiceIntervalIsCustom(bool on
) { SB(this->vehicle_flags
, VF_SERVINT_IS_CUSTOM
, 1, on
); }
786 inline void SetServiceIntervalIsPercent(bool on
) { SB(this->vehicle_flags
, VF_SERVINT_IS_PERCENT
, 1, on
); }
790 * Advance cur_real_order_index to the next real order.
791 * cur_implicit_order_index is not touched.
793 void SkipToNextRealOrderIndex()
795 if (this->GetNumManualOrders() > 0) {
796 /* Advance to next real order */
798 this->cur_real_order_index
++;
799 if (this->cur_real_order_index
>= this->GetNumOrders()) this->cur_real_order_index
= 0;
800 } while (this->GetOrder(this->cur_real_order_index
)->IsType(OT_IMPLICIT
));
802 this->cur_real_order_index
= 0;
808 * Increments cur_implicit_order_index, keeps care of the wrap-around and invalidates the GUI.
809 * cur_real_order_index is incremented as well, if needed.
810 * Note: current_order is not invalidated.
812 void IncrementImplicitOrderIndex()
814 if (this->cur_implicit_order_index
== this->cur_real_order_index
) {
815 /* Increment real order index as well */
816 this->SkipToNextRealOrderIndex();
819 assert(this->cur_real_order_index
== 0 || this->cur_real_order_index
< this->GetNumOrders());
821 /* Advance to next implicit order */
823 this->cur_implicit_order_index
++;
824 if (this->cur_implicit_order_index
>= this->GetNumOrders()) this->cur_implicit_order_index
= 0;
825 } while (this->cur_implicit_order_index
!= this->cur_real_order_index
&& !this->GetOrder(this->cur_implicit_order_index
)->IsType(OT_IMPLICIT
));
827 InvalidateVehicleOrder(this, 0);
831 * Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
832 * 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
833 * but not any implicit orders.
834 * Note: current_order is not invalidated.
836 void IncrementRealOrderIndex()
838 if (this->cur_implicit_order_index
== this->cur_real_order_index
) {
839 /* Increment both real and implicit order */
840 this->IncrementImplicitOrderIndex();
842 /* Increment real order only */
843 this->SkipToNextRealOrderIndex();
844 InvalidateVehicleOrder(this, 0);
849 * Skip implicit orders until cur_real_order_index is a non-implicit order.
851 void UpdateRealOrderIndex()
853 /* Make sure the index is valid */
854 if (this->cur_real_order_index
>= this->GetNumOrders()) this->cur_real_order_index
= 0;
856 if (this->GetNumManualOrders() > 0) {
857 /* Advance to next real order */
858 while (this->GetOrder(this->cur_real_order_index
)->IsType(OT_IMPLICIT
)) {
859 this->cur_real_order_index
++;
860 if (this->cur_real_order_index
>= this->GetNumOrders()) this->cur_real_order_index
= 0;
863 this->cur_real_order_index
= 0;
868 * Returns order 'index' of a vehicle or nullptr when it doesn't exists
869 * @param index the order to fetch
870 * @return the found (or not) order
872 inline Order
*GetOrder(int index
) const
874 return (this->orders
.list
== nullptr) ? nullptr : this->orders
.list
->GetOrderAt(index
);
878 * Returns the last order of a vehicle, or nullptr if it doesn't exists
879 * @return last order of a vehicle, if available
881 inline Order
*GetLastOrder() const
883 return (this->orders
.list
== nullptr) ? nullptr : this->orders
.list
->GetLastOrder();
886 bool IsEngineCountable() const;
887 bool HasEngineType() const;
888 bool HasDepotOrder() const;
889 void HandlePathfindingResult(bool path_found
);
892 * Check if the vehicle is a front engine.
893 * @return Returns true if the vehicle is a front engine.
895 inline bool IsFrontEngine() const
897 return this->IsGroundVehicle() && HasBit(this->subtype
, GVSF_FRONT
);
901 * Check if the vehicle is an articulated part of an engine.
902 * @return Returns true if the vehicle is an articulated part.
904 inline bool IsArticulatedPart() const
906 return this->IsGroundVehicle() && HasBit(this->subtype
, GVSF_ARTICULATED_PART
);
910 * Check if an engine has an articulated part.
911 * @return True if the engine has an articulated part.
913 inline bool HasArticulatedPart() const
915 return this->Next() != nullptr && this->Next()->IsArticulatedPart();
919 * Get the next part of an articulated engine.
920 * @return Next part of the articulated engine.
921 * @pre The vehicle is an articulated engine.
923 inline Vehicle
*GetNextArticulatedPart() const
925 assert(this->HasArticulatedPart());
930 * Get the first part of an articulated engine.
931 * @return First part of the engine.
933 inline Vehicle
*GetFirstEnginePart()
936 while (v
->IsArticulatedPart()) v
= v
->Previous();
941 * Get the first part of an articulated engine.
942 * @return First part of the engine.
944 inline const Vehicle
*GetFirstEnginePart() const
946 const Vehicle
*v
= this;
947 while (v
->IsArticulatedPart()) v
= v
->Previous();
952 * Get the last part of an articulated engine.
953 * @return Last part of the engine.
955 inline Vehicle
*GetLastEnginePart()
958 while (v
->HasArticulatedPart()) v
= v
->GetNextArticulatedPart();
963 * Get the next real (non-articulated part) vehicle in the consist.
964 * @return Next vehicle in the consist.
966 inline Vehicle
*GetNextVehicle() const
968 const Vehicle
*v
= this;
969 while (v
->HasArticulatedPart()) v
= v
->GetNextArticulatedPart();
971 /* v now contains the last articulated part in the engine */
976 * Get the previous real (non-articulated part) vehicle in the consist.
977 * @return Previous vehicle in the consist.
979 inline Vehicle
*GetPrevVehicle() const
981 Vehicle
*v
= this->Previous();
982 while (v
!= nullptr && v
->IsArticulatedPart()) v
= v
->Previous();
988 * Iterator to iterate orders
989 * Supports deletion of current order
991 struct OrderIterator
{
992 typedef Order value_type
;
993 typedef Order
* pointer
;
994 typedef Order
& reference
;
995 typedef size_t difference_type
;
996 typedef std::forward_iterator_tag iterator_category
;
998 explicit OrderIterator(OrderList
*list
) : list(list
), prev(nullptr)
1000 this->order
= (this->list
== nullptr) ? nullptr : this->list
->GetFirstOrder();
1003 bool operator==(const OrderIterator
&other
) const { return this->order
== other
.order
; }
1004 bool operator!=(const OrderIterator
&other
) const { return !(*this == other
); }
1005 Order
* operator*() const { return this->order
; }
1006 OrderIterator
& operator++()
1008 this->prev
= (this->prev
== nullptr) ? this->list
->GetFirstOrder() : this->prev
->next
;
1009 this->order
= (this->prev
== nullptr) ? nullptr : this->prev
->next
;
1020 * Iterable ensemble of orders
1022 struct IterateWrapper
{
1024 IterateWrapper(OrderList
*list
= nullptr) : list(list
) {}
1025 OrderIterator
begin() { return OrderIterator(this->list
); }
1026 OrderIterator
end() { return OrderIterator(nullptr); }
1027 bool empty() { return this->begin() == this->end(); }
1031 * Returns an iterable ensemble of orders of a vehicle
1032 * @return an iterable ensemble of orders of a vehicle
1034 IterateWrapper
Orders() const { return IterateWrapper(this->orders
.list
); }
1038 * Class defining several overloaded accessors so we don't
1039 * have to cast vehicle types that often
1041 template <class T
, VehicleType Type
>
1042 struct SpecializedVehicle
: public Vehicle
{
1043 static const VehicleType EXPECTED_TYPE
= Type
; ///< Specialized type
1045 typedef SpecializedVehicle
<T
, Type
> SpecializedVehicleBase
; ///< Our type
1048 * Set vehicle type correctly
1050 inline SpecializedVehicle
<T
, Type
>() : Vehicle(Type
)
1052 this->sprite_cache
.sprite_seq
.count
= 1;
1056 * Get the first vehicle in the chain
1057 * @return first vehicle in the chain
1059 inline T
*First() const { return (T
*)this->Vehicle::First(); }
1062 * Get the last vehicle in the chain
1063 * @return last vehicle in the chain
1065 inline T
*Last() { return (T
*)this->Vehicle::Last(); }
1068 * Get the last vehicle in the chain
1069 * @return last vehicle in the chain
1071 inline const T
*Last() const { return (const T
*)this->Vehicle::Last(); }
1074 * Get next vehicle in the chain
1075 * @return next vehicle in the chain
1077 inline T
*Next() const { return (T
*)this->Vehicle::Next(); }
1080 * Get previous vehicle in the chain
1081 * @return previous vehicle in the chain
1083 inline T
*Previous() const { return (T
*)this->Vehicle::Previous(); }
1086 * Get the next part of an articulated engine.
1087 * @return Next part of the articulated engine.
1088 * @pre The vehicle is an articulated engine.
1090 inline T
*GetNextArticulatedPart() { return (T
*)this->Vehicle::GetNextArticulatedPart(); }
1093 * Get the next part of an articulated engine.
1094 * @return Next part of the articulated engine.
1095 * @pre The vehicle is an articulated engine.
1097 inline T
*GetNextArticulatedPart() const { return (T
*)this->Vehicle::GetNextArticulatedPart(); }
1100 * Get the first part of an articulated engine.
1101 * @return First part of the engine.
1103 inline T
*GetFirstEnginePart() { return (T
*)this->Vehicle::GetFirstEnginePart(); }
1106 * Get the first part of an articulated engine.
1107 * @return First part of the engine.
1109 inline const T
*GetFirstEnginePart() const { return (const T
*)this->Vehicle::GetFirstEnginePart(); }
1112 * Get the last part of an articulated engine.
1113 * @return Last part of the engine.
1115 inline T
*GetLastEnginePart() { return (T
*)this->Vehicle::GetLastEnginePart(); }
1118 * Get the next real (non-articulated part) vehicle in the consist.
1119 * @return Next vehicle in the consist.
1121 inline T
*GetNextVehicle() const { return (T
*)this->Vehicle::GetNextVehicle(); }
1124 * Get the previous real (non-articulated part) vehicle in the consist.
1125 * @return Previous vehicle in the consist.
1127 inline T
*GetPrevVehicle() const { return (T
*)this->Vehicle::GetPrevVehicle(); }
1130 * Tests whether given index is a valid index for vehicle of this type
1131 * @param index tested index
1132 * @return is this index valid index of T?
1134 static inline bool IsValidID(size_t index
)
1136 return Vehicle::IsValidID(index
) && Vehicle::Get(index
)->type
== Type
;
1140 * Gets vehicle with given index
1141 * @return pointer to vehicle with given index casted to T *
1143 static inline T
*Get(size_t index
)
1145 return (T
*)Vehicle::Get(index
);
1149 * Returns vehicle if the index is a valid index for this vehicle type
1150 * @return pointer to vehicle with given index if it's a vehicle of this type
1152 static inline T
*GetIfValid(size_t index
)
1154 return IsValidID(index
) ? Get(index
) : nullptr;
1158 * Converts a Vehicle to SpecializedVehicle with type checking.
1159 * @param v Vehicle pointer
1160 * @return pointer to SpecializedVehicle
1162 static inline T
*From(Vehicle
*v
)
1164 assert(v
->type
== Type
);
1169 * Converts a const Vehicle to const SpecializedVehicle with type checking.
1170 * @param v Vehicle pointer
1171 * @return pointer to SpecializedVehicle
1173 static inline const T
*From(const Vehicle
*v
)
1175 assert(v
->type
== Type
);
1176 return (const T
*)v
;
1180 * Update vehicle sprite- and position caches
1181 * @param force_update Force updating the vehicle on the viewport.
1182 * @param update_delta Also update the delta?
1184 inline void UpdateViewport(bool force_update
, bool update_delta
)
1186 bool sprite_has_changed
= false;
1188 /* Skip updating sprites on dedicated servers without screen */
1189 if (_network_dedicated
) return;
1191 /* Explicitly choose method to call to prevent vtable dereference -
1192 * it gives ~3% runtime improvements in games with many vehicles */
1193 if (update_delta
) ((T
*)this)->T::UpdateDeltaXY();
1196 * Only check for a new sprite sequence if the vehicle direction
1197 * has changed since we last checked it, assuming that otherwise
1198 * there won't be enough change in bounding box or offsets to need
1199 * to resolve a new sprite.
1201 if (this->direction
!= this->sprite_cache
.last_direction
|| this->sprite_cache
.is_viewport_candidate
) {
1202 VehicleSpriteSeq seq
;
1204 ((T
*)this)->T::GetImage(this->direction
, EIT_ON_MAP
, &seq
);
1205 if (this->sprite_cache
.sprite_seq
!= seq
) {
1206 sprite_has_changed
= true;
1207 this->sprite_cache
.sprite_seq
= seq
;
1210 this->sprite_cache
.last_direction
= this->direction
;
1211 this->sprite_cache
.revalidate_before_draw
= false;
1214 * A change that could potentially invalidate the sprite has been
1215 * made, signal that we should still resolve it before drawing on a
1218 this->sprite_cache
.revalidate_before_draw
= true;
1221 if (force_update
|| sprite_has_changed
) {
1222 this->Vehicle::UpdateViewport(true);
1227 * Returns an iterable ensemble of all valid vehicles of type T
1228 * @param from index of the first vehicle to consider
1229 * @return an iterable ensemble of all valid vehicles of type T
1231 static Pool::IterateWrapper
<T
> Iterate(size_t from
= 0) { return Pool::IterateWrapper
<T
>(from
); }
1234 /** Generates sequence of free UnitID numbers */
1235 struct FreeUnitIDGenerator
{
1236 bool *cache
; ///< array of occupied unit id numbers
1237 UnitID maxid
; ///< maximum ID at the moment of constructor call
1238 UnitID curid
; ///< last ID returned; 0 if none
1240 FreeUnitIDGenerator(VehicleType type
, CompanyID owner
);
1243 /** Releases allocated memory */
1244 ~FreeUnitIDGenerator() { free(this->cache
); }
1247 /** Sentinel for an invalid coordinate. */
1248 static const int32 INVALID_COORD
= 0x7fffffff;
1250 #endif /* VEHICLE_BASE_H */