/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file vehicle_base.h Base class for all vehicles. */ #ifndef VEHICLE_BASE_H #define VEHICLE_BASE_H #include "track_type.h" #include "direction_type.h" #include "command_type.h" #include "order_base.h" #include "cargopacket.h" #include "texteff.hpp" #include "engine_type.h" #include "order_func.h" #include "transport_type.h" #include "group_type.h" enum VehStatus { VS_HIDDEN = 0x01, VS_STOPPED = 0x02, VS_UNCLICKABLE = 0x04, VS_DEFPAL = 0x08, VS_TRAIN_SLOWING = 0x10, VS_SHADOW = 0x20, VS_AIRCRAFT_BROKEN = 0x40, VS_CRASHED = 0x80, }; enum VehicleFlags { VF_LOADING_FINISHED, VF_CARGO_UNLOADING, VF_BUILT_AS_PROTOTYPE, VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet. VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically. VF_AUTOFILL_PRES_WAIT_TIME, ///< Whether non-destructive auto-fill should preserve waiting times VF_STOP_LOADING, ///< Don't load anymore during the next load cycle. }; /** Cached oftenly queried (NewGRF) values */ struct VehicleCache { uint8 cache_valid; ///< Whether the caches are valid uint32 cached_var40; ///< Cache for NewGRF var 40 uint32 cached_var41; ///< Cache for NewGRF var 41 uint32 cached_var42; ///< Cache for NewGRF var 42 uint32 cached_var43; ///< Cache for NewGRF var 43 }; /** A vehicle pool for a little over 1 million vehicles. */ typedef Pool VehiclePool; extern VehiclePool _vehicle_pool; /* Some declarations of functions, so we can make them friendly */ struct SaveLoad; extern const SaveLoad *GetVehicleDescription(VehicleType vt); struct LoadgameState; extern bool LoadOldVehicle(LoadgameState *ls, int num); extern bool AfterLoadGame(); extern void FixOldVehicles(); struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle { private: Vehicle *next; ///< pointer to the next vehicle in the chain Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain Vehicle *next_shared; ///< pointer to the next vehicle that shares the order Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain public: friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code friend bool AfterLoadGame(); friend void FixOldVehicles(); friend void AfterLoadVehicles(bool part_of_load); ///< So we can set the previous and first pointers while loading friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading char *name; ///< Name of vehicle TileIndex tile; ///< Current tile index /** * Heading for this tile. * For airports and train stations this tile does not necessarily belong to the destination station, * but it can be used for heuristical purposes to estimate the distance. */ TileIndex dest_tile; Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract Money value; ///< Value of the vehicle CargoPayment *cargo_payment; ///< The cargo payment we're currently in /* Used for timetabling. */ uint32 current_order_time; ///< How many ticks have passed since this order started. int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is. Date timetable_start; ///< When the vehicle is supposed to start the timetable. /* Boundaries for the current position in the world and a next hash link. * NOSAVE: All of those can be updated with VehiclePositionChanged() */ Rect coord; Vehicle *next_hash, **prev_hash; Vehicle *next_new_hash, **prev_new_hash; Vehicle **old_new_hash; SpriteID colourmap; // NOSAVE: cached colour mapping /* Related to age and service time */ Year build_year; Date age; // Age in days Date max_age; // Maximum age Date date_of_last_service; Date service_interval; uint16 reliability; uint16 reliability_spd_dec; byte breakdown_ctr; byte breakdown_delay; byte breakdowns_since_last_service; byte breakdown_chance; int32 x_pos; // coordinates int32 y_pos; byte z_pos; DirectionByte direction; // facing OwnerByte owner; // which company owns the vehicle? byte spritenum; // currently displayed sprite index // 0xfd == custom sprite, 0xfe == custom second head sprite // 0xff == reserved for another custom sprite uint16 cur_image; // sprite number for this vehicle byte x_extent; // x-extent of vehicle bounding box byte y_extent; // y-extent of vehicle bounding box byte z_extent; // z-extent of vehicle bounding box int8 x_offs; // x offset for vehicle sprite int8 y_offs; // y offset for vehicle sprite EngineID engine_type; TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object UnitID unitnumber; // unit number, for display purposes only uint16 max_speed; ///< maximum speed uint16 cur_speed; ///< current speed byte subspeed; ///< fractional speed byte acceleration; ///< used by train & aircraft uint32 motion_counter; byte progress; /* for randomized variational spritegroups * bitmask used to resolve them; parts of it get reseeded when triggers * of corresponding spritegroups get matched */ byte random_bits; byte waiting_triggers; ///< triggers to be yet matched StationID last_station_visited; CargoID cargo_type; ///< type of cargo this vehicle is carrying byte cargo_subtype; ///< Used for livery refits (NewGRF variations) uint16 cargo_cap; ///< total capacity VehicleCargoList cargo; ///< The cargo this vehicle is carrying byte day_counter; ///< Increased by one for each day byte tick_counter; ///< Increased by one for each tick byte running_ticks; ///< Number of ticks this vehicle was not stopped this day byte vehstatus; ///< Status Order current_order; ///< The current order (+ status, like: loading) VehicleOrderID cur_order_index; ///< The index to the current order union { OrderList *list; ///< Pointer to the order list for this vehicle Order *old; ///< Only used during conversion of old save games } orders; byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum) /** Ticks to wait before starting next cycle. */ uint16 load_unload_ticks; GroupID group_id; ///< Index of group Pool array byte subtype; ///< subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes) VehicleCache vcache; ///< Cache of often used calculated values /** Create a new vehicle */ Vehicle(VehicleType type = VEH_INVALID); /** Destroy all stuff that (still) needs the virtual functions to work properly */ void PreDestructor(); /** We want to 'destruct' the right class. */ virtual ~Vehicle(); void BeginLoading(); void LeaveStation(); /** * Handle the loading of the vehicle; when not it skips through dummy * orders and does nothing in all other cases. * @param mode is the non-first call for this vehicle in this tick? */ void HandleLoading(bool mode = false); /** * Get a string 'representation' of the vehicle type. * @return the string representation. */ virtual const char *GetTypeString() const { return "base vehicle"; } /** * Marks the vehicles to be redrawn and updates cached variables * * This method marks the area of the vehicle on the screen as dirty. * It can be use to repaint the vehicle. * * @ingroup dirty */ virtual void MarkDirty() {} /** * Updates the x and y offsets and the size of the sprite used * for this vehicle. * @param direction the direction the vehicle is facing */ virtual void UpdateDeltaXY(Direction direction) {} /** * Determines the effective direction-specific vehicle movement speed. * * This method belongs to the old vehicle movement method: * A vehicle moves a step every 256 progress units. * The vehicle speed is scaled by 3/4 when moving in X or Y direction due to the longer distance. * * However, this method is slightly wrong in corners, as the leftover progress is not scaled correctly * when changing movement direction. #GetAdvanceSpeed() and #GetAdvanceDistance() are better wrt. this. * * @param speed Direction-independent unscaled speed. * @return speed scaled by movement direction. 256 units are required for each movement step. */ FORCEINLINE uint GetOldAdvanceSpeed(uint speed) { return (this->direction & 1) ? speed : speed * 3 / 4; } /** * Determines the effective vehicle movement speed. * * Together with #GetAdvanceDistance() this function is a replacement for #GetOldAdvanceSpeed(). * * A vehicle progresses independent of it's movement direction. * However different amounts of "progress" are needed for moving a step in a specific direction. * That way the leftover progress does not need any adaption when changing movement direction. * * @param speed Direction-independent unscaled speed. * @return speed, scaled to match #GetAdvanceDistance(). */ static FORCEINLINE uint GetAdvanceSpeed(uint speed) { return speed * 3 / 4; } /** * Determines the vehicle "progress" needed for moving a step. * * Together with #GetAdvanceSpeed() this function is a replacement for #GetOldAdvanceSpeed(). * * @return distance to drive for a movement step on the map. */ FORCEINLINE uint GetAdvanceDistance() { return (this->direction & 1) ? 192 : 256; } /** * Sets the expense type associated to this vehicle type * @param income whether this is income or (running) expenses of the vehicle */ virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; } /** * Play the sound associated with leaving the station */ virtual void PlayLeaveStationSound() const {} /** * Whether this is the primary vehicle in the chain. */ virtual bool IsPrimaryVehicle() const { return false; } /** * Gets the sprite to show for the given direction * @param direction the direction the vehicle is facing * @return the sprite for the given vehicle in the given direction */ virtual SpriteID GetImage(Direction direction) const { return 0; } /** * Invalidates cached NewGRF variables * @see InvalidateNewGRFCacheOfChain */ FORCEINLINE void InvalidateNewGRFCache() { this->vcache.cache_valid = 0; } /** * Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle) * @see InvalidateNewGRFCache */ FORCEINLINE void InvalidateNewGRFCacheOfChain() { for (Vehicle *u = this; u != NULL; u = u->Next()) { u->InvalidateNewGRFCache(); } } /** * Gets the speed in km-ish/h that can be sent into SetDParam for string processing. * @return the vehicle's speed */ virtual int GetDisplaySpeed() const { return 0; } /** * Gets the maximum speed in km-ish/h that can be sent into SetDParam for string processing. * @return the vehicle's maximum speed */ virtual int GetDisplayMaxSpeed() const { return 0; } /** * Gets the running cost of a vehicle * @return the vehicle's running cost */ virtual Money GetRunningCost() const { return 0; } /** * Check whether the vehicle is in the depot. * @return true if and only if the vehicle is in the depot. */ virtual bool IsInDepot() const { return false; } /** * Check whether the vehicle is in the depot *and* stopped. * @return true if and only if the vehicle is in the depot and stopped. */ virtual bool IsStoppedInDepot() const { return this->IsInDepot() && (this->vehstatus & VS_STOPPED) != 0; } /** * Calls the tick handler of the vehicle * @return is this vehicle still valid? */ virtual bool Tick() { return true; }; /** * Calls the new day handler of the vehicle */ virtual void OnNewDay() {}; /** * Crash the (whole) vehicle chain. * @param flooded whether the cause of the crash is flooding or not. * @return the number of lost souls. */ virtual uint Crash(bool flooded = false); /** * Returns the Trackdir on which the vehicle is currently located. * Works for trains and ships. * Currently works only sortof for road vehicles, since they have a fuzzy * concept of being "on" a trackdir. Dunno really what it returns for a road * vehicle that is halfway a tile, never really understood that part. For road * vehicles that are at the beginning or end of the tile, should just return * the diagonal trackdir on which they are driving. I _think_. * For other vehicles types, or vehicles with no clear trackdir (such as those * in depots), returns 0xFF. * @return the trackdir of the vehicle */ virtual Trackdir GetVehicleTrackdir() const { return INVALID_TRACKDIR; } /** * Gets the running cost of a vehicle that can be sent into SetDParam for string processing. * @return the vehicle's running cost */ Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); } /** * Gets the profit vehicle had this year. It can be sent into SetDParam for string processing. * @return the vehicle's profit this year */ Money GetDisplayProfitThisYear() const { return (this->profit_this_year >> 8); } /** * Gets the profit vehicle had last year. It can be sent into SetDParam for string processing. * @return the vehicle's profit last year */ Money GetDisplayProfitLastYear() const { return (this->profit_last_year >> 8); } /** * Set the next vehicle of this vehicle. * @param next the next vehicle. NULL removes the next vehicle. */ void SetNext(Vehicle *next); /** * Get the next vehicle of this vehicle. * @note articulated parts are also counted as vehicles. * @return the next vehicle or NULL when there isn't a next vehicle. */ inline Vehicle *Next() const { return this->next; } /** * Get the previous vehicle of this vehicle. * @note articulated parts are also counted as vehicles. * @return the previous vehicle or NULL when there isn't a previous vehicle. */ inline Vehicle *Previous() const { return this->previous; } /** * Get the first vehicle of this vehicle chain. * @return the first vehicle of the chain. */ inline Vehicle *First() const { return this->first; } /** * Get the last vehicle of this vehicle chain. * @return the last vehicle of the chain. */ inline Vehicle *Last() { Vehicle *v = this; while (v->Next() != NULL) v = v->Next(); return v; } /** * Get the last vehicle of this vehicle chain. * @return the last vehicle of the chain. */ inline const Vehicle *Last() const { const Vehicle *v = this; while (v->Next() != NULL) v = v->Next(); return v; } /** * Get the first order of the vehicles order list. * @return first order of order list. */ inline Order *GetFirstOrder() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetFirstOrder(); } /** * Adds this vehicle to a shared vehicle chain. * @param shared_chain a vehicle of the chain with shared vehicles. * @pre !this->IsOrderListShared() */ void AddToShared(Vehicle *shared_chain); /** * Removes the vehicle from the shared order list. */ void RemoveFromShared(); /** * Get the next vehicle of the shared vehicle chain. * @return the next shared vehicle or NULL when there isn't a next vehicle. */ inline Vehicle *NextShared() const { return this->next_shared; } /** * Get the previous vehicle of the shared vehicle chain * @return the previous shared vehicle or NULL when there isn't a previous vehicle. */ inline Vehicle *PreviousShared() const { return this->previous_shared; } /** * Get the first vehicle of this vehicle chain. * @return the first vehicle of the chain. */ inline Vehicle *FirstShared() const { return (this->orders.list == NULL) ? this->First() : this->orders.list->GetFirstSharedVehicle(); } /** * Check if we share our orders with another vehicle. * @return true if there are other vehicles sharing the same order */ inline bool IsOrderListShared() const { return this->orders.list != NULL && this->orders.list->IsShared(); } /** * Get the number of orders this vehicle has. * @return the number of orders this vehicle has. */ inline VehicleOrderID GetNumOrders() const { return (this->orders.list == NULL) ? 0 : this->orders.list->GetNumOrders(); } /** * Copy certain configurations and statistics of a vehicle after successful autoreplace/renew * The function shall copy everything that cannot be copied by a command (like orders / group etc), * and that shall not be resetted for the new vehicle. * @param src The old vehicle */ inline void CopyVehicleConfigAndStatistics(const Vehicle *src) { this->unitnumber = src->unitnumber; this->cur_order_index = src->cur_order_index; this->current_order = src->current_order; this->dest_tile = src->dest_tile; this->profit_this_year = src->profit_this_year; this->profit_last_year = src->profit_last_year; this->current_order_time = src->current_order_time; this->lateness_counter = src->lateness_counter; this->timetable_start = src->timetable_start; if (HasBit(src->vehicle_flags, VF_TIMETABLE_STARTED)) SetBit(this->vehicle_flags, VF_TIMETABLE_STARTED); if (HasBit(src->vehicle_flags, VF_AUTOFILL_TIMETABLE)) SetBit(this->vehicle_flags, VF_AUTOFILL_TIMETABLE); if (HasBit(src->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME)) SetBit(this->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME); this->service_interval = src->service_interval; } bool NeedsAutorenewing(const Company *c) const; /** * Check if the vehicle needs to go to a depot in near future (if a opportunity presents itself) for service or replacement. * * @see NeedsAutomaticServicing() * @return true if the vehicle should go to a depot if a opportunity presents itself. */ bool NeedsServicing() const; /** * Checks if the current order should be interupted for a service-in-depot-order. * @see NeedsServicing() * @return true if the current order should be interupted. */ bool NeedsAutomaticServicing() const; /** * Determine the location for the station where the vehicle goes to next. * Things done for example are allocating slots in a road stop or exact * location of the platform is determined for ships. * @param station the station to make the next location of the vehicle. * @return the location (tile) to aim for. */ virtual TileIndex GetOrderStationLocation(StationID station) { return INVALID_TILE; } /** * Find the closest depot for this vehicle and tell us the location, * DestinationID and whether we should reverse. * @param location where do we go to? * @param destination what hangar do we go to? * @param reverse should the vehicle be reversed? * @return true if a depot could be found. */ virtual bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { return false; } /** * Send this vehicle to the depot using the given command(s). * @param flags the command flags (like execute and such). * @param command the command to execute. * @return the cost of the depot action. */ CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command); /** * Increments cur_order_index, keeps care of the wrap-around and invalidates the GUI. * Note: current_order is not invalidated. */ void IncrementOrderIndex() { this->cur_order_index++; if (this->cur_order_index >= this->GetNumOrders()) this->cur_order_index = 0; InvalidateVehicleOrder(this, 0); } /** * Returns order 'index' of a vehicle or NULL when it doesn't exists * @param index the order to fetch * @return the found (or not) order */ inline Order *GetOrder(int index) const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetOrderAt(index); } /** * Returns the last order of a vehicle, or NULL if it doesn't exists * @return last order of a vehicle, if available */ inline Order *GetLastOrder() const { return (this->orders.list == NULL) ? NULL : this->orders.list->GetLastOrder(); } bool IsEngineCountable() const; }; #define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start) #define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0) /** * Class defining several overloaded accessors so we don't * have to cast vehicle types that often */ template struct SpecializedVehicle : public Vehicle { static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type /** * Set vehicle type correctly */ FORCEINLINE SpecializedVehicle() : Vehicle(Type) { } /** * Get the first vehicle in the chain * @return first vehicle in the chain */ FORCEINLINE T *First() const { return (T *)this->Vehicle::First(); } /** * Get the last vehicle in the chain * @return last vehicle in the chain */ FORCEINLINE T *Last() { return (T *)this->Vehicle::Last(); } /** * Get the last vehicle in the chain * @return last vehicle in the chain */ FORCEINLINE const T *Last() const { return (const T *)this->Vehicle::Last(); } /** * Get next vehicle in the chain * @return next vehicle in the chain */ FORCEINLINE T *Next() const { return (T *)this->Vehicle::Next(); } /** * Get previous vehicle in the chain * @return previous vehicle in the chain */ FORCEINLINE T *Previous() const { return (T *)this->Vehicle::Previous(); } /** * Tests whether given index is a valid index for vehicle of this type * @param index tested index * @return is this index valid index of T? */ static FORCEINLINE bool IsValidID(size_t index) { return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type; } /** * Gets vehicle with given index * @return pointer to vehicle with given index casted to T * */ static FORCEINLINE T *Get(size_t index) { return (T *)Vehicle::Get(index); } /** * Returns vehicle if the index is a valid index for this vehicle type * @return pointer to vehicle with given index if it's a vehicle of this type */ static FORCEINLINE T *GetIfValid(size_t index) { return IsValidID(index) ? Get(index) : NULL; } /** * Converts a Vehicle to SpecializedVehicle with type checking. * @param v Vehicle pointer * @return pointer to SpecializedVehicle */ static FORCEINLINE T *From(Vehicle *v) { assert(v->type == Type); return (T *)v; } /** * Converts a const Vehicle to const SpecializedVehicle with type checking. * @param v Vehicle pointer * @return pointer to SpecializedVehicle */ static FORCEINLINE const T *From(const Vehicle *v) { assert(v->type == Type); return (const T *)v; } /** * Update vehicle sprite- and position caches * @param moved Was the vehicle moved? * @param turned Did the vehicle direction change? */ FORCEINLINE void UpdateViewport(bool moved, bool turned) { extern void VehicleMove(Vehicle *v, bool update_viewport); /* Explicitly choose method to call to prevent vtable dereference - * it gives ~3% runtime improvements in games with many vehicles */ if (turned) ((T *)this)->T::UpdateDeltaXY(this->direction); SpriteID old_image = this->cur_image; this->cur_image = ((T *)this)->T::GetImage(this->direction); if (moved || this->cur_image != old_image) VehicleMove(this, true); } }; #define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE) /** * Disasters, like submarines, skyrangers and their shadows, belong to this class. */ struct DisasterVehicle : public SpecializedVehicle { uint16 image_override; VehicleID big_ufo_destroyer_target; /** We don't want GCC to zero our struct! It already is zeroed and has an index! */ DisasterVehicle() : SpecializedVehicle() {} /** We want to 'destruct' the right class. */ virtual ~DisasterVehicle() {} const char *GetTypeString() const { return "disaster vehicle"; } void UpdateDeltaXY(Direction direction); bool Tick(); }; #define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var) /** Generates sequence of free UnitID numbers */ struct FreeUnitIDGenerator { bool *cache; ///< array of occupied unit id numbers UnitID maxid; ///< maximum ID at the moment of constructor call UnitID curid; ///< last ID returned; 0 if none /** * Initializes the structure. Vehicle unit numbers are supposed not to change after * struct initialization, except after each call to this->NextID() the returned value * is assigned to a vehicle. * @param type type of vehicle * @param owner owner of vehicles */ FreeUnitIDGenerator(VehicleType type, CompanyID owner); /** Returns next free UnitID. Supposes the last returned value was assigned to a vehicle. */ UnitID NextID(); /** Releases allocated memory */ ~FreeUnitIDGenerator() { free(this->cache); } }; static const int32 INVALID_COORD = 0x7fffffff; #endif /* VEHICLE_BASE_H */