(svn r27950) -Merge: Documentation updates from 1.7 branch
[openttd.git] / src / vehicle_base.h
blobfc40f22a62feede7c284b409d6eb282e1648604e
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 */
10 /** @file vehicle_base.h Base class for all vehicles. */
12 #ifndef VEHICLE_BASE_H
13 #define VEHICLE_BASE_H
15 #include "core/smallmap_type.hpp"
16 #include "track_type.h"
17 #include "command_type.h"
18 #include "order_base.h"
19 #include "cargopacket.h"
20 #include "texteff.hpp"
21 #include "engine_type.h"
22 #include "order_func.h"
23 #include "transport_type.h"
24 #include "group_type.h"
25 #include "base_consist.h"
26 #include "network/network.h"
27 #include <list>
28 #include <map>
30 /** Vehicle status bits in #Vehicle::vehstatus. */
31 enum VehStatus {
32 VS_HIDDEN = 0x01, ///< Vehicle is not visible.
33 VS_STOPPED = 0x02, ///< Vehicle is stopped by the player.
34 VS_UNCLICKABLE = 0x04, ///< Vehicle is not clickable by the user (shadow vehicles).
35 VS_DEFPAL = 0x08, ///< Use default vehicle palette. @see DoDrawVehicle
36 VS_TRAIN_SLOWING = 0x10, ///< Train is slowing down.
37 VS_SHADOW = 0x20, ///< Vehicle is a shadow vehicle.
38 VS_AIRCRAFT_BROKEN = 0x40, ///< Aircraft is broken down.
39 VS_CRASHED = 0x80, ///< Vehicle is crashed.
42 /** Bit numbers in #Vehicle::vehicle_flags. */
43 enum VehicleFlags {
44 VF_LOADING_FINISHED, ///< Vehicle has finished loading.
45 VF_CARGO_UNLOADING, ///< Vehicle is unloading cargo.
46 VF_BUILT_AS_PROTOTYPE, ///< Vehicle is a prototype (accepted as exclusive preview).
47 VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet.
48 VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically.
49 VF_AUTOFILL_PRES_WAIT_TIME, ///< Whether non-destructive auto-fill should preserve waiting times
50 VF_STOP_LOADING, ///< Don't load anymore during the next load cycle.
51 VF_PATHFINDER_LOST, ///< Vehicle's pathfinder is lost.
52 VF_SERVINT_IS_CUSTOM, ///< Service interval is custom.
53 VF_SERVINT_IS_PERCENT, ///< Service interval is percent.
56 /** Bit numbers used to indicate which of the #NewGRFCache values are valid. */
57 enum NewGRFCacheValidValues {
58 NCVV_POSITION_CONSIST_LENGTH = 0, ///< This bit will be set if the NewGRF var 40 currently stored is valid.
59 NCVV_POSITION_SAME_ID_LENGTH = 1, ///< This bit will be set if the NewGRF var 41 currently stored is valid.
60 NCVV_CONSIST_CARGO_INFORMATION = 2, ///< This bit will be set if the NewGRF var 42 currently stored is valid.
61 NCVV_COMPANY_INFORMATION = 3, ///< This bit will be set if the NewGRF var 43 currently stored is valid.
62 NCVV_POSITION_IN_VEHICLE = 4, ///< This bit will be set if the NewGRF var 4D currently stored is valid.
63 NCVV_END, ///< End of the bits.
66 /** Cached often queried (NewGRF) values */
67 struct NewGRFCache {
68 /* Values calculated when they are requested for the first time after invalidating the NewGRF cache. */
69 uint32 position_consist_length; ///< Cache for NewGRF var 40.
70 uint32 position_same_id_length; ///< Cache for NewGRF var 41.
71 uint32 consist_cargo_information; ///< Cache for NewGRF var 42. (Note: The cargotype is untranslated in the cache because the accessing GRF is yet unknown.)
72 uint32 company_information; ///< Cache for NewGRF var 43.
73 uint32 position_in_vehicle; ///< Cache for NewGRF var 4D.
74 uint8 cache_valid; ///< Bitset that indicates which cache values are valid.
77 /** Meaning of the various bits of the visual effect. */
78 enum VisualEffect {
79 VE_OFFSET_START = 0, ///< First bit that contains the offset (0 = front, 8 = centre, 15 = rear)
80 VE_OFFSET_COUNT = 4, ///< Number of bits used for the offset
81 VE_OFFSET_CENTRE = 8, ///< Value of offset corresponding to a position above the centre of the vehicle
83 VE_TYPE_START = 4, ///< First bit used for the type of effect
84 VE_TYPE_COUNT = 2, ///< Number of bits used for the effect type
85 VE_TYPE_DEFAULT = 0, ///< Use default from engine class
86 VE_TYPE_STEAM = 1, ///< Steam plumes
87 VE_TYPE_DIESEL = 2, ///< Diesel fumes
88 VE_TYPE_ELECTRIC = 3, ///< Electric sparks
90 VE_DISABLE_EFFECT = 6, ///< Flag to disable visual effect
91 VE_ADVANCED_EFFECT = VE_DISABLE_EFFECT, ///< Flag for advanced effects
92 VE_DISABLE_WAGON_POWER = 7, ///< Flag to disable wagon power
94 VE_DEFAULT = 0xFF, ///< Default value to indicate that visual effect should be based on engine class
97 /** Models for spawning visual effects. */
98 enum VisualEffectSpawnModel {
99 VESM_NONE = 0, ///< No visual effect
100 VESM_STEAM, ///< Steam model
101 VESM_DIESEL, ///< Diesel model
102 VESM_ELECTRIC, ///< Electric model
104 VESM_END
108 * Enum to handle ground vehicle subtypes.
109 * This is defined here instead of at #GroundVehicle because some common function require access to these flags.
110 * Do not access it directly unless you have to. Use the subtype access functions.
112 enum GroundVehicleSubtypeFlags {
113 GVSF_FRONT = 0, ///< Leading engine of a consist.
114 GVSF_ARTICULATED_PART = 1, ///< Articulated part of an engine.
115 GVSF_WAGON = 2, ///< Wagon (not used for road vehicles).
116 GVSF_ENGINE = 3, ///< Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).
117 GVSF_FREE_WAGON = 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
118 GVSF_MULTIHEADED = 5, ///< Engine is multiheaded (not used for road vehicles).
121 /** Cached often queried values common to all vehicles. */
122 struct VehicleCache {
123 uint16 cached_max_speed; ///< Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
124 uint16 cached_cargo_age_period; ///< Number of ticks before carried cargo is aged.
126 byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
129 /** Sprite sequence for a vehicle part. */
130 struct VehicleSpriteSeq {
131 PalSpriteID seq[4];
132 uint count;
134 bool operator==(const VehicleSpriteSeq &other) const
136 return this->count == other.count && MemCmpT<PalSpriteID>(this->seq, other.seq, this->count) == 0;
139 bool operator!=(const VehicleSpriteSeq &other) const
141 return !this->operator==(other);
145 * Check whether the sequence contains any sprites.
147 bool IsValid() const
149 return this->count != 0;
153 * Clear all information.
155 void Clear()
157 this->count = 0;
161 * Assign a single sprite to the sequence.
163 void Set(SpriteID sprite)
165 this->count = 1;
166 this->seq[0].sprite = sprite;
167 this->seq[0].pal = 0;
171 * Copy data from another sprite sequence, while dropping all recolouring information.
173 void CopyWithoutPalette(const VehicleSpriteSeq &src)
175 this->count = src.count;
176 for (uint i = 0; i < src.count; ++i) {
177 this->seq[i].sprite = src.seq[i].sprite;
178 this->seq[i].pal = 0;
182 void GetBounds(Rect *bounds) const;
183 void Draw(int x, int y, PaletteID default_pal, bool force_pal) const;
186 /** A vehicle pool for a little over 1 million vehicles. */
187 typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
188 extern VehiclePool _vehicle_pool;
190 /* Some declarations of functions, so we can make them friendly */
191 struct SaveLoad;
192 struct GroundVehicleCache;
193 extern const SaveLoad *GetVehicleDescription(VehicleType vt);
194 struct LoadgameState;
195 extern bool LoadOldVehicle(LoadgameState *ls, int num);
196 extern void FixOldVehicles();
198 struct GRFFile;
201 * Simulated cargo type and capacity for prediction of future links.
203 struct RefitDesc {
204 CargoID cargo; ///< Cargo type the vehicle will be carrying.
205 uint16 capacity; ///< Capacity the vehicle will have.
206 uint16 remaining; ///< Capacity remaining from before the previous refit.
207 RefitDesc(CargoID cargo, uint16 capacity, uint16 remaining) :
208 cargo(cargo), capacity(capacity), remaining(remaining) {}
211 /** %Vehicle data structure. */
212 struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle, BaseConsist {
213 private:
214 typedef std::list<RefitDesc> RefitList;
215 typedef std::map<CargoID, uint> CapacitiesMap;
217 Vehicle *next; ///< pointer to the next vehicle in the chain
218 Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain
219 Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain
221 Vehicle *next_shared; ///< pointer to the next vehicle that shares the order
222 Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
224 public:
225 friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
226 friend void FixOldVehicles();
227 friend void AfterLoadVehicles(bool part_of_load); ///< So we can set the #previous and #first pointers while loading
228 friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading
230 TileIndex tile; ///< Current tile index
233 * Heading for this tile.
234 * For airports and train stations this tile does not necessarily belong to the destination station,
235 * but it can be used for heuristic purposes to estimate the distance.
237 TileIndex dest_tile;
239 Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract
240 Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract
241 Money value; ///< Value of the vehicle
243 CargoPayment *cargo_payment; ///< The cargo payment we're currently in
245 Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
247 Vehicle *hash_viewport_next; ///< NOSAVE: Next vehicle in the visual location hash.
248 Vehicle **hash_viewport_prev; ///< NOSAVE: Previous vehicle in the visual location hash.
250 Vehicle *hash_tile_next; ///< NOSAVE: Next vehicle in the tile location hash.
251 Vehicle **hash_tile_prev; ///< NOSAVE: Previous vehicle in the tile location hash.
252 Vehicle **hash_tile_current; ///< NOSAVE: Cache of the current hash chain.
254 SpriteID colourmap; ///< NOSAVE: cached colour mapping
256 /* Related to age and service time */
257 Year build_year; ///< Year the vehicle has been built.
258 Date age; ///< Age in days
259 Date max_age; ///< Maximum age
260 Date date_of_last_service; ///< Last date the vehicle had a service at a depot.
261 uint16 reliability; ///< Reliability.
262 uint16 reliability_spd_dec; ///< Reliability decrease speed.
263 byte breakdown_ctr; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
264 byte breakdown_delay; ///< Counter for managing breakdown length.
265 byte breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
266 byte breakdown_chance; ///< Current chance of breakdowns.
268 int32 x_pos; ///< x coordinate.
269 int32 y_pos; ///< y coordinate.
270 int32 z_pos; ///< z coordinate.
271 DirectionByte direction; ///< facing
273 OwnerByte owner; ///< Which company owns the vehicle?
275 * currently displayed sprite index
276 * 0xfd == custom sprite, 0xfe == custom second head sprite
277 * 0xff == reserved for another custom sprite
279 byte spritenum;
280 VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
281 byte x_extent; ///< x-extent of vehicle bounding box
282 byte y_extent; ///< y-extent of vehicle bounding box
283 byte z_extent; ///< z-extent of vehicle bounding box
284 int8 x_bb_offs; ///< x offset of vehicle bounding box
285 int8 y_bb_offs; ///< y offset of vehicle bounding box
286 int8 x_offs; ///< x offset for vehicle sprite
287 int8 y_offs; ///< y offset for vehicle sprite
288 EngineID engine_type; ///< The type of engine used for this vehicle.
290 TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
291 UnitID unitnumber; ///< unit number, for display purposes only
293 uint16 cur_speed; ///< current speed
294 byte subspeed; ///< fractional speed
295 byte acceleration; ///< used by train & aircraft
296 uint32 motion_counter; ///< counter to occasionally play a vehicle sound.
297 byte progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
299 byte random_bits; ///< Bits used for determining which randomized variational spritegroups to use when drawing.
300 byte waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
302 StationID last_station_visited; ///< The last station we stopped at.
303 StationID last_loading_station; ///< Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
305 CargoID cargo_type; ///< type of cargo this vehicle is carrying
306 byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
307 uint16 cargo_cap; ///< total capacity
308 uint16 refit_cap; ///< Capacity left over from before last refit.
309 VehicleCargoList cargo; ///< The cargo this vehicle is carrying
310 uint16 cargo_age_counter; ///< Ticks till cargo is aged next.
311 int8 trip_occupancy; ///< NOSAVE: Occupancy of vehicle of the current trip (updated after leaving a station).
313 byte day_counter; ///< Increased by one for each day
314 byte tick_counter; ///< Increased by one for each tick
315 byte running_ticks; ///< Number of ticks this vehicle was not stopped this day
317 byte vehstatus; ///< Status
318 Order current_order; ///< The current order (+ status, like: loading)
320 union {
321 OrderList *list; ///< Pointer to the order list for this vehicle
322 Order *old; ///< Only used during conversion of old save games
323 } orders; ///< The orders currently assigned to the vehicle.
325 uint16 load_unload_ticks; ///< Ticks to wait before starting next cycle.
326 GroupID group_id; ///< Index of group Pool array
327 byte subtype; ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
329 NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
330 VehicleCache vcache; ///< Cache of often used vehicle values.
332 Vehicle(VehicleType type = VEH_INVALID);
334 void PreDestructor();
335 /** We want to 'destruct' the right class. */
336 virtual ~Vehicle();
338 void BeginLoading();
339 void CancelReservation(StationID next, Station *st);
340 void LeaveStation();
342 GroundVehicleCache *GetGroundVehicleCache();
343 const GroundVehicleCache *GetGroundVehicleCache() const;
345 uint16 &GetGroundVehicleFlags();
346 const uint16 &GetGroundVehicleFlags() const;
348 void DeleteUnreachedImplicitOrders();
350 void HandleLoading(bool mode = false);
352 void GetConsistFreeCapacities(SmallMap<CargoID, uint> &capacities) const;
354 uint GetConsistTotalCapacity() const;
357 * Marks the vehicles to be redrawn and updates cached variables
359 * This method marks the area of the vehicle on the screen as dirty.
360 * It can be use to repaint the vehicle.
362 * @ingroup dirty
364 virtual void MarkDirty() {}
367 * Updates the x and y offsets and the size of the sprite used
368 * for this vehicle.
369 * @param direction the direction the vehicle is facing
371 virtual void UpdateDeltaXY(Direction direction) {}
374 * Determines the effective direction-specific vehicle movement speed.
376 * This method belongs to the old vehicle movement method:
377 * A vehicle moves a step every 256 progress units.
378 * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance.
380 * However, this method is slightly wrong in corners, as the leftover progress is not scaled correctly
381 * when changing movement direction. #GetAdvanceSpeed() and #GetAdvanceDistance() are better wrt. this.
383 * @param speed Direction-independent unscaled speed.
384 * @return speed scaled by movement direction. 256 units are required for each movement step.
386 inline uint GetOldAdvanceSpeed(uint speed)
388 return (this->direction & 1) ? speed : speed * 3 / 4;
392 * Determines the effective vehicle movement speed.
394 * Together with #GetAdvanceDistance() this function is a replacement for #GetOldAdvanceSpeed().
396 * A vehicle progresses independent of it's movement direction.
397 * However different amounts of "progress" are needed for moving a step in a specific direction.
398 * That way the leftover progress does not need any adaption when changing movement direction.
400 * @param speed Direction-independent unscaled speed.
401 * @return speed, scaled to match #GetAdvanceDistance().
403 static inline uint GetAdvanceSpeed(uint speed)
405 return speed * 3 / 4;
409 * Determines the vehicle "progress" needed for moving a step.
411 * Together with #GetAdvanceSpeed() this function is a replacement for #GetOldAdvanceSpeed().
413 * @return distance to drive for a movement step on the map.
415 inline uint GetAdvanceDistance()
417 return (this->direction & 1) ? 192 : 256;
421 * Sets the expense type associated to this vehicle type
422 * @param income whether this is income or (running) expenses of the vehicle
424 virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; }
427 * Play the sound associated with leaving the station
429 virtual void PlayLeaveStationSound() const {}
432 * Whether this is the primary vehicle in the chain.
434 virtual bool IsPrimaryVehicle() const { return false; }
436 const Engine *GetEngine() const;
439 * Gets the sprite to show for the given direction
440 * @param direction the direction the vehicle is facing
441 * @param [out] result Vehicle sprite sequence.
443 virtual void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const { result->Clear(); }
445 const GRFFile *GetGRF() const;
446 uint32 GetGRFID() const;
449 * Invalidates cached NewGRF variables
450 * @see InvalidateNewGRFCacheOfChain
452 inline void InvalidateNewGRFCache()
454 this->grf_cache.cache_valid = 0;
458 * Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
459 * @see InvalidateNewGRFCache
461 inline void InvalidateNewGRFCacheOfChain()
463 for (Vehicle *u = this; u != NULL; u = u->Next()) {
464 u->InvalidateNewGRFCache();
469 * Check if the vehicle is a ground vehicle.
470 * @return True iff the vehicle is a train or a road vehicle.
472 inline bool IsGroundVehicle() const
474 return this->type == VEH_TRAIN || this->type == VEH_ROAD;
478 * Gets the speed in km-ish/h that can be sent into SetDParam for string processing.
479 * @return the vehicle's speed
481 virtual int GetDisplaySpeed() const { return 0; }
484 * Gets the maximum speed in km-ish/h that can be sent into SetDParam for string processing.
485 * @return the vehicle's maximum speed
487 virtual int GetDisplayMaxSpeed() const { return 0; }
490 * Calculates the maximum speed of the vehicle under its current conditions.
491 * @return Current maximum speed in native units.
493 virtual int GetCurrentMaxSpeed() const { return 0; }
496 * Gets the running cost of a vehicle
497 * @return the vehicle's running cost
499 virtual Money GetRunningCost() const { return 0; }
502 * Check whether the vehicle is in the depot.
503 * @return true if and only if the vehicle is in the depot.
505 virtual bool IsInDepot() const { return false; }
508 * Check whether the whole vehicle chain is in the depot.
509 * @return true if and only if the whole chain is in the depot.
511 virtual bool IsChainInDepot() const { return this->IsInDepot(); }
514 * Check whether the vehicle is in the depot *and* stopped.
515 * @return true if and only if the vehicle is in the depot and stopped.
517 bool IsStoppedInDepot() const
519 assert(this == this->First());
520 /* Free wagons have no VS_STOPPED state */
521 if (this->IsPrimaryVehicle() && !(this->vehstatus & VS_STOPPED)) return false;
522 return this->IsChainInDepot();
526 * Calls the tick handler of the vehicle
527 * @return is this vehicle still valid?
529 virtual bool Tick() { return true; };
532 * Calls the new day handler of the vehicle
534 virtual void OnNewDay() {};
537 * Crash the (whole) vehicle chain.
538 * @param flooded whether the cause of the crash is flooding or not.
539 * @return the number of lost souls.
541 virtual uint Crash(bool flooded = false);
544 * Returns the Trackdir on which the vehicle is currently located.
545 * Works for trains and ships.
546 * Currently works only sortof for road vehicles, since they have a fuzzy
547 * concept of being "on" a trackdir. Dunno really what it returns for a road
548 * vehicle that is halfway a tile, never really understood that part. For road
549 * vehicles that are at the beginning or end of the tile, should just return
550 * the diagonal trackdir on which they are driving. I _think_.
551 * For other vehicles types, or vehicles with no clear trackdir (such as those
552 * in depots), returns 0xFF.
553 * @return the trackdir of the vehicle
555 virtual Trackdir GetVehicleTrackdir() const { return INVALID_TRACKDIR; }
558 * Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
559 * @return the vehicle's running cost
561 Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
564 * Gets the profit vehicle had this year. It can be sent into SetDParam for string processing.
565 * @return the vehicle's profit this year
567 Money GetDisplayProfitThisYear() const { return (this->profit_this_year >> 8); }
570 * Gets the profit vehicle had last year. It can be sent into SetDParam for string processing.
571 * @return the vehicle's profit last year
573 Money GetDisplayProfitLastYear() const { return (this->profit_last_year >> 8); }
575 void SetNext(Vehicle *next);
578 * Get the next vehicle of this vehicle.
579 * @note articulated parts are also counted as vehicles.
580 * @return the next vehicle or NULL when there isn't a next vehicle.
582 inline Vehicle *Next() const { return this->next; }
585 * Get the previous vehicle of this vehicle.
586 * @note articulated parts are also counted as vehicles.
587 * @return the previous vehicle or NULL when there isn't a previous vehicle.
589 inline Vehicle *Previous() const { return this->previous; }
592 * Get the first vehicle of this vehicle chain.
593 * @return the first vehicle of the chain.
595 inline Vehicle *First() const { return this->first; }
598 * Get the last vehicle of this vehicle chain.
599 * @return the last vehicle of the chain.
601 inline Vehicle *Last()
603 Vehicle *v = this;
604 while (v->Next() != NULL) v = v->Next();
605 return v;
609 * Get the last vehicle of this vehicle chain.
610 * @return the last vehicle of the chain.
612 inline const Vehicle *Last() const
614 const Vehicle *v = this;
615 while (v->Next() != NULL) v = v->Next();
616 return v;
620 * Get the vehicle at offset \a n of this vehicle chain.
621 * @param n Offset from the current vehicle.
622 * @return The new vehicle or NULL if the offset is out-of-bounds.
624 inline Vehicle *Move(int n)
626 Vehicle *v = this;
627 if (n < 0) {
628 for (int i = 0; i != n && v != NULL; i--) v = v->Previous();
629 } else {
630 for (int i = 0; i != n && v != NULL; i++) v = v->Next();
632 return v;
636 * Get the vehicle at offset \a n of this vehicle chain.
637 * @param n Offset from the current vehicle.
638 * @return The new vehicle or NULL if the offset is out-of-bounds.
640 inline const Vehicle *Move(int n) const
642 const Vehicle *v = this;
643 if (n < 0) {
644 for (int i = 0; i != n && v != NULL; i--) v = v->Previous();
645 } else {
646 for (int i = 0; i != n && v != NULL; i++) v = v->Next();
648 return v;
652 * Get the first order of the vehicles order list.
653 * @return first order of order list.
655 inline Order *GetFirstOrder() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetFirstOrder(); }
657 void AddToShared(Vehicle *shared_chain);
658 void RemoveFromShared();
661 * Get the next vehicle of the shared vehicle chain.
662 * @return the next shared vehicle or NULL when there isn't a next vehicle.
664 inline Vehicle *NextShared() const { return this->next_shared; }
667 * Get the previous vehicle of the shared vehicle chain
668 * @return the previous shared vehicle or NULL when there isn't a previous vehicle.
670 inline Vehicle *PreviousShared() const { return this->previous_shared; }
673 * Get the first vehicle of this vehicle chain.
674 * @return the first vehicle of the chain.
676 inline Vehicle *FirstShared() const { return (this->orders.list == NULL) ? this->First() : this->orders.list->GetFirstSharedVehicle(); }
679 * Check if we share our orders with another vehicle.
680 * @return true if there are other vehicles sharing the same order
682 inline bool IsOrderListShared() const { return this->orders.list != NULL && this->orders.list->IsShared(); }
685 * Get the number of orders this vehicle has.
686 * @return the number of orders this vehicle has.
688 inline VehicleOrderID GetNumOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumOrders(); }
691 * Get the number of manually added orders this vehicle has.
692 * @return the number of manually added orders this vehicle has.
694 inline VehicleOrderID GetNumManualOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumManualOrders(); }
697 * Get the next station the vehicle will stop at.
698 * @return ID of the next station the vehicle will stop at or INVALID_STATION.
700 inline StationIDStack GetNextStoppingStation() const
702 return (this->orders.list == NULL) ? INVALID_STATION : this->orders.list->GetNextStoppingStation(this);
705 void ResetRefitCaps();
708 * Copy certain configurations and statistics of a vehicle after successful autoreplace/renew
709 * The function shall copy everything that cannot be copied by a command (like orders / group etc),
710 * and that shall not be resetted for the new vehicle.
711 * @param src The old vehicle
713 inline void CopyVehicleConfigAndStatistics(const Vehicle *src)
715 this->CopyConsistPropertiesFrom(src);
717 this->unitnumber = src->unitnumber;
719 this->current_order = src->current_order;
720 this->dest_tile = src->dest_tile;
722 this->profit_this_year = src->profit_this_year;
723 this->profit_last_year = src->profit_last_year;
727 bool HandleBreakdown();
729 bool NeedsAutorenewing(const Company *c, bool use_renew_setting = true) const;
731 bool NeedsServicing() const;
732 bool NeedsAutomaticServicing() const;
735 * Determine the location for the station where the vehicle goes to next.
736 * Things done for example are allocating slots in a road stop or exact
737 * location of the platform is determined for ships.
738 * @param station the station to make the next location of the vehicle.
739 * @return the location (tile) to aim for.
741 virtual TileIndex GetOrderStationLocation(StationID station) { return INVALID_TILE; }
744 * Find the closest depot for this vehicle and tell us the location,
745 * DestinationID and whether we should reverse.
746 * @param location where do we go to?
747 * @param destination what hangar do we go to?
748 * @param reverse should the vehicle be reversed?
749 * @return true if a depot could be found.
751 virtual bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { return false; }
753 CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);
755 void UpdateVisualEffect(bool allow_power_change = true);
756 void ShowVisualEffect() const;
758 void UpdatePosition();
759 void UpdateViewport(bool dirty);
760 void UpdatePositionAndViewport();
761 void MarkAllViewportsDirty() const;
763 inline uint16 GetServiceInterval() const { return this->service_interval; }
765 inline void SetServiceInterval(uint16 interval) { this->service_interval = interval; }
767 inline bool ServiceIntervalIsCustom() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_CUSTOM); }
769 inline bool ServiceIntervalIsPercent() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_PERCENT); }
771 inline void SetServiceIntervalIsCustom(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_CUSTOM, 1, on); }
773 inline void SetServiceIntervalIsPercent(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_PERCENT, 1, on); }
775 private:
777 * Advance cur_real_order_index to the next real order.
778 * cur_implicit_order_index is not touched.
780 void SkipToNextRealOrderIndex()
782 if (this->GetNumManualOrders() > 0) {
783 /* Advance to next real order */
784 do {
785 this->cur_real_order_index++;
786 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
787 } while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT));
788 } else {
789 this->cur_real_order_index = 0;
793 public:
795 * Increments cur_implicit_order_index, keeps care of the wrap-around and invalidates the GUI.
796 * cur_real_order_index is incremented as well, if needed.
797 * Note: current_order is not invalidated.
799 void IncrementImplicitOrderIndex()
801 if (this->cur_implicit_order_index == this->cur_real_order_index) {
802 /* Increment real order index as well */
803 this->SkipToNextRealOrderIndex();
806 assert(this->cur_real_order_index == 0 || this->cur_real_order_index < this->GetNumOrders());
808 /* Advance to next implicit order */
809 do {
810 this->cur_implicit_order_index++;
811 if (this->cur_implicit_order_index >= this->GetNumOrders()) this->cur_implicit_order_index = 0;
812 } while (this->cur_implicit_order_index != this->cur_real_order_index && !this->GetOrder(this->cur_implicit_order_index)->IsType(OT_IMPLICIT));
814 InvalidateVehicleOrder(this, 0);
818 * Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
819 * 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
820 * but not any implicit orders.
821 * Note: current_order is not invalidated.
823 void IncrementRealOrderIndex()
825 if (this->cur_implicit_order_index == this->cur_real_order_index) {
826 /* Increment both real and implicit order */
827 this->IncrementImplicitOrderIndex();
828 } else {
829 /* Increment real order only */
830 this->SkipToNextRealOrderIndex();
831 InvalidateVehicleOrder(this, 0);
836 * Skip implicit orders until cur_real_order_index is a non-implicit order.
838 void UpdateRealOrderIndex()
840 /* Make sure the index is valid */
841 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
843 if (this->GetNumManualOrders() > 0) {
844 /* Advance to next real order */
845 while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT)) {
846 this->cur_real_order_index++;
847 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
849 } else {
850 this->cur_real_order_index = 0;
855 * Returns order 'index' of a vehicle or NULL when it doesn't exists
856 * @param index the order to fetch
857 * @return the found (or not) order
859 inline Order *GetOrder(int index) const
861 return (this->orders.list == NULL) ? NULL : this->orders.list->GetOrderAt(index);
865 * Returns the last order of a vehicle, or NULL if it doesn't exists
866 * @return last order of a vehicle, if available
868 inline Order *GetLastOrder() const
870 return (this->orders.list == NULL) ? NULL : this->orders.list->GetLastOrder();
873 bool IsEngineCountable() const;
874 bool HasEngineType() const;
875 bool HasDepotOrder() const;
876 void HandlePathfindingResult(bool path_found);
879 * Check if the vehicle is a front engine.
880 * @return Returns true if the vehicle is a front engine.
882 inline bool IsFrontEngine() const
884 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_FRONT);
888 * Check if the vehicle is an articulated part of an engine.
889 * @return Returns true if the vehicle is an articulated part.
891 inline bool IsArticulatedPart() const
893 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_ARTICULATED_PART);
897 * Check if an engine has an articulated part.
898 * @return True if the engine has an articulated part.
900 inline bool HasArticulatedPart() const
902 return this->Next() != NULL && this->Next()->IsArticulatedPart();
906 * Get the next part of an articulated engine.
907 * @return Next part of the articulated engine.
908 * @pre The vehicle is an articulated engine.
910 inline Vehicle *GetNextArticulatedPart() const
912 assert(this->HasArticulatedPart());
913 return this->Next();
917 * Get the first part of an articulated engine.
918 * @return First part of the engine.
920 inline Vehicle *GetFirstEnginePart()
922 Vehicle *v = this;
923 while (v->IsArticulatedPart()) v = v->Previous();
924 return v;
928 * Get the first part of an articulated engine.
929 * @return First part of the engine.
931 inline const Vehicle *GetFirstEnginePart() const
933 const Vehicle *v = this;
934 while (v->IsArticulatedPart()) v = v->Previous();
935 return v;
939 * Get the last part of an articulated engine.
940 * @return Last part of the engine.
942 inline Vehicle *GetLastEnginePart()
944 Vehicle *v = this;
945 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
946 return v;
950 * Get the next real (non-articulated part) vehicle in the consist.
951 * @return Next vehicle in the consist.
953 inline Vehicle *GetNextVehicle() const
955 const Vehicle *v = this;
956 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
958 /* v now contains the last articulated part in the engine */
959 return v->Next();
963 * Get the previous real (non-articulated part) vehicle in the consist.
964 * @return Previous vehicle in the consist.
966 inline Vehicle *GetPrevVehicle() const
968 Vehicle *v = this->Previous();
969 while (v != NULL && v->IsArticulatedPart()) v = v->Previous();
971 return v;
976 * Iterate over all vehicles from a given point.
977 * @param var The variable used to iterate over.
978 * @param start The vehicle to start the iteration at.
980 #define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
983 * Iterate over all vehicles.
984 * @param var The variable used to iterate over.
986 #define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0)
989 * Class defining several overloaded accessors so we don't
990 * have to cast vehicle types that often
992 template <class T, VehicleType Type>
993 struct SpecializedVehicle : public Vehicle {
994 static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type
996 typedef SpecializedVehicle<T, Type> SpecializedVehicleBase; ///< Our type
999 * Set vehicle type correctly
1001 inline SpecializedVehicle<T, Type>() : Vehicle(Type)
1003 this->sprite_seq.count = 1;
1007 * Get the first vehicle in the chain
1008 * @return first vehicle in the chain
1010 inline T *First() const { return (T *)this->Vehicle::First(); }
1013 * Get the last vehicle in the chain
1014 * @return last vehicle in the chain
1016 inline T *Last() { return (T *)this->Vehicle::Last(); }
1019 * Get the last vehicle in the chain
1020 * @return last vehicle in the chain
1022 inline const T *Last() const { return (const T *)this->Vehicle::Last(); }
1025 * Get next vehicle in the chain
1026 * @return next vehicle in the chain
1028 inline T *Next() const { return (T *)this->Vehicle::Next(); }
1031 * Get previous vehicle in the chain
1032 * @return previous vehicle in the chain
1034 inline T *Previous() const { return (T *)this->Vehicle::Previous(); }
1037 * Get the next part of an articulated engine.
1038 * @return Next part of the articulated engine.
1039 * @pre The vehicle is an articulated engine.
1041 inline T *GetNextArticulatedPart() { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1044 * Get the next part of an articulated engine.
1045 * @return Next part of the articulated engine.
1046 * @pre The vehicle is an articulated engine.
1048 inline T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1051 * Get the first part of an articulated engine.
1052 * @return First part of the engine.
1054 inline T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
1057 * Get the first part of an articulated engine.
1058 * @return First part of the engine.
1060 inline const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
1063 * Get the last part of an articulated engine.
1064 * @return Last part of the engine.
1066 inline T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
1069 * Get the next real (non-articulated part) vehicle in the consist.
1070 * @return Next vehicle in the consist.
1072 inline T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }
1075 * Get the previous real (non-articulated part) vehicle in the consist.
1076 * @return Previous vehicle in the consist.
1078 inline T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }
1081 * Tests whether given index is a valid index for vehicle of this type
1082 * @param index tested index
1083 * @return is this index valid index of T?
1085 static inline bool IsValidID(size_t index)
1087 return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type;
1091 * Gets vehicle with given index
1092 * @return pointer to vehicle with given index casted to T *
1094 static inline T *Get(size_t index)
1096 return (T *)Vehicle::Get(index);
1100 * Returns vehicle if the index is a valid index for this vehicle type
1101 * @return pointer to vehicle with given index if it's a vehicle of this type
1103 static inline T *GetIfValid(size_t index)
1105 return IsValidID(index) ? Get(index) : NULL;
1109 * Converts a Vehicle to SpecializedVehicle with type checking.
1110 * @param v Vehicle pointer
1111 * @return pointer to SpecializedVehicle
1113 static inline T *From(Vehicle *v)
1115 assert(v->type == Type);
1116 return (T *)v;
1120 * Converts a const Vehicle to const SpecializedVehicle with type checking.
1121 * @param v Vehicle pointer
1122 * @return pointer to SpecializedVehicle
1124 static inline const T *From(const Vehicle *v)
1126 assert(v->type == Type);
1127 return (const T *)v;
1131 * Update vehicle sprite- and position caches
1132 * @param force_update Force updating the vehicle on the viewport.
1133 * @param update_delta Also update the delta?
1135 inline void UpdateViewport(bool force_update, bool update_delta)
1137 /* Skip updating sprites on dedicated servers without screen */
1138 if (_network_dedicated) return;
1140 /* Explicitly choose method to call to prevent vtable dereference -
1141 * it gives ~3% runtime improvements in games with many vehicles */
1142 if (update_delta) ((T *)this)->T::UpdateDeltaXY(this->direction);
1143 VehicleSpriteSeq seq;
1144 ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
1145 if (force_update || this->sprite_seq != seq) {
1146 this->sprite_seq = seq;
1147 this->Vehicle::UpdateViewport(true);
1153 * Iterate over all vehicles of a particular type.
1154 * @param name The type of vehicle to iterate over.
1155 * @param var The variable used to iterate over.
1157 #define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
1159 /** Generates sequence of free UnitID numbers */
1160 struct FreeUnitIDGenerator {
1161 bool *cache; ///< array of occupied unit id numbers
1162 UnitID maxid; ///< maximum ID at the moment of constructor call
1163 UnitID curid; ///< last ID returned; 0 if none
1165 FreeUnitIDGenerator(VehicleType type, CompanyID owner);
1166 UnitID NextID();
1168 /** Releases allocated memory */
1169 ~FreeUnitIDGenerator() { free(this->cache); }
1172 /** Sentinel for an invalid coordinate. */
1173 static const int32 INVALID_COORD = 0x7fffffff;
1175 #endif /* VEHICLE_BASE_H */