#ifndef VEHICLE_H #define VEHICLE_H #include "pool.h" #include "order.h" enum { VEH_Train = 0x10, VEH_Road = 0x11, VEH_Ship = 0x12, VEH_Aircraft = 0x13, VEH_Special = 0x14, VEH_Disaster = 0x15, } ; enum VehStatus { VS_HIDDEN = 1, VS_STOPPED = 2, VS_UNCLICKABLE = 4, VS_DEFPAL = 0x8, VS_TRAIN_SLOWING = 0x10, VS_DISASTER = 0x20, VS_AIRCRAFT_BROKEN = 0x40, VS_CRASHED = 0x80, }; // 1 and 3 do not appear to be used typedef enum TrainSubtypes { TS_Front_Engine = 0, // Leading engine of a train TS_Not_First = 2, // Wagon or additional engine TS_Free_Car = 4, // First in a wagon chain (in depot) } TrainSubtype; /* Effect vehicle types */ typedef enum EffectVehicle { EV_CHIMNEY_SMOKE = 0, EV_STEAM_SMOKE = 1, EV_DIESEL_SMOKE = 2, EV_ELECTRIC_SPARK = 3, EV_SMOKE = 4, EV_EXPLOSION_LARGE = 5, EV_BREAKDOWN_SMOKE = 6, EV_EXPLOSION_SMALL = 7, EV_BULLDOZER = 8, EV_BUBBLE = 9 } EffectVehicle; typedef struct VehicleRail { uint16 last_speed; // NOSAVE: only used in UI uint16 crash_anim_pos; uint16 days_since_order_progr; uint16 cached_weight; // cached power and weight for the vehicle. uint32 cached_power; // no need to save those, they are recomputed on load. // NOSAVE: for wagon override - id of the first engine in train // 0xffff == not in train EngineID first_engine; byte track; byte force_proceed; byte railtype; byte flags; } VehicleRail; enum { VRF_REVERSING = 0, // used to calculate if train is going up or down VRF_GOINGUP = 1, VRF_GOINGDOWN = 2, }; typedef struct VehicleAir { uint16 crashed_counter; byte pos; byte previous_pos; uint16 targetairport; byte state; } VehicleAir; typedef struct VehicleRoad { byte state; byte frame; uint16 unk2; byte overtaking; byte overtaking_ctr; uint16 crashed_ctr; byte reverse_ctr; struct RoadStop *slot; byte slotindex; byte slot_age; } VehicleRoad; typedef struct VehicleSpecial { uint16 unk0; byte unk2; } VehicleSpecial; typedef struct VehicleDisaster { uint16 image_override; uint16 unk2; } VehicleDisaster; typedef struct VehicleShip { byte state; } VehicleShip; // not used ATM struct WorldSprite { struct WorldSprite *next; // next sprite in hash chain uint16 image; // sprite number for this vehicle // screen coordinates int16 left, top, right, bottom; // world coordinates int16 x; int16 y; byte z; int8 x_offs; // x offset for vehicle sprite int8 y_offs; // y offset for vehicle sprite byte width; // width of vehicle sprite byte height; // height of vehicle sprite byte depth; // depth of vehicle sprite byte flags; // draw flags }; struct Vehicle { byte type; // type, ie roadven,train,ship,aircraft,special byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes)(Filled with values from EffectVehicles or TrainSubTypes) VehicleID index; // NOSAVE: Index in vehicle array Vehicle *next; // next Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain StringID string_id; // Displayed string UnitID unitnumber; // unit number, for display purposes only PlayerID owner; // which player owns the vehicle? TileIndex tile; // Current tile index TileIndex dest_tile; // Heading for this tile int32 x_pos; // coordinates int32 y_pos; byte z_pos; byte direction; // facing 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 sprite_width;// width of vehicle sprite byte sprite_height;// height of vehicle sprite byte z_height; // z-height of vehicle sprite int8 x_offs; // x offset for vehicle sprite int8 y_offs; // y offset for vehicle sprite EngineID engine_type; // 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 uint16 max_speed; // maximum speed uint16 cur_speed; // current speed byte subspeed; // fractional speed byte acceleration; // used by train & aircraft byte progress; byte vehstatus; // Status uint16 last_station_visited; byte cargo_type; // type of cargo this vehicle is carrying byte cargo_days; // how many days have the pieces been in transit uint16 cargo_source;// source of cargo uint16 cargo_cap; // total capacity uint16 cargo_count;// how many pieces are used byte day_counter; // increased by one for each day byte tick_counter;// increased by one for each tick /* Begin Order-stuff */ Order current_order; //! The current order (+ status, like: loading) OrderID cur_order_index; //! The index to the current order Order *orders; //! Pointer to the first order for this vehicle OrderID num_orders; //! How many orders there are in the list Vehicle *next_shared; //! If not NULL, this points to the next vehicle that shared the order Vehicle *prev_shared; //! If not NULL, this points to the prev vehicle that shared the order /* End Order-stuff */ // Boundaries for the current position in the world and a next hash link. // NOSAVE: All of those can be updated with VehiclePositionChanged() int32 left_coord; int32 top_coord; int32 right_coord; int32 bottom_coord; uint16 next_hash; // Related to age and service time uint16 age; // Age in days uint16 max_age; // Maximum age uint16 date_of_last_service; uint16 service_interval; uint16 reliability; uint16 reliability_spd_dec; byte breakdown_ctr; byte breakdown_delay; byte breakdowns_since_last_service; byte breakdown_chance; byte build_year; uint16 load_unload_time_rem; int32 profit_this_year; int32 profit_last_year; uint32 value; union { VehicleRail rail; VehicleAir air; VehicleRoad road; VehicleSpecial special; VehicleDisaster disaster; VehicleShip ship; } u; }; #define is_custom_sprite(x) (x >= 0xFD) #define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD) #define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE) typedef void VehicleTickProc(Vehicle *v); typedef void *VehicleFromPosProc(Vehicle *v, void *data); void VehicleServiceInDepot(Vehicle *v); Vehicle *AllocateVehicle(void); Vehicle *ForceAllocateVehicle(void); Vehicle *ForceAllocateSpecialVehicle(void); void UpdateVehiclePosHash(Vehicle *v, int x, int y); void VehiclePositionChanged(Vehicle *v); void AfterLoadVehicles(void); Vehicle *GetLastVehicleInChain(Vehicle *v); Vehicle *GetPrevVehicleInChain(const Vehicle *v); Vehicle *GetFirstVehicleInChain(const Vehicle *v); int CountVehiclesInChain(Vehicle *v); void DeleteVehicle(Vehicle *v); void DeleteVehicleChain(Vehicle *v); void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc); void CallVehicleTicks(void); Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z); void InitializeTrains(void); bool CanFillVehicle(Vehicle *v); bool CanRefitTo(const Vehicle *v, CargoID cid_to); void ViewportAddVehicles(DrawPixelInfo *dpi); void TrainEnterDepot(Vehicle *v, uint tile); void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building) ; /* train_cmd.h */ int GetTrainImage(const Vehicle *v, byte direction); int GetAircraftImage(const Vehicle *v, byte direction); int GetRoadVehImage(const Vehicle *v, byte direction); int GetShipImage(const Vehicle *v, byte direction); Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type); Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type); Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type); uint32 VehicleEnterTile(Vehicle *v, uint tile, int x, int y); void VehicleInTheWayErrMsg(Vehicle *v); Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z); TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v); bool UpdateSignalsOnSegment(uint tile, byte direction); void SetSignalsOnBothDir(uint tile, byte track); Vehicle *CheckClickOnVehicle(ViewPort *vp, int x, int y); //uint GetVehicleWeight(Vehicle *v); void DecreaseVehicleValue(Vehicle *v); void CheckVehicleBreakdown(Vehicle *v); void AgeVehicle(Vehicle *v); void MaybeReplaceVehicle(Vehicle *v); void BeginVehicleMove(Vehicle *v); void EndVehicleMove(Vehicle *v); bool IsAircraftHangarTile(TileIndex tile); void ShowAircraftViewWindow(Vehicle *v); UnitID GetFreeUnitNumber(byte type); int LoadUnloadVehicle(Vehicle *v); void UpdateTrainAcceleration(Vehicle *v); int32 GetTrainRunningCost(const Vehicle *v); int CheckTrainStoppedInDepot(const Vehicle *v); bool VehicleNeedsService(const Vehicle *v); typedef struct GetNewVehiclePosResult { int x,y; uint old_tile; uint new_tile; } GetNewVehiclePosResult; /** * 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. */ byte GetVehicleTrackdir(const Vehicle* v); /* returns true if staying in the same tile */ bool GetNewVehiclePos(Vehicle *v, GetNewVehiclePosResult *gp); byte GetDirectionTowards(Vehicle *v, int x, int y); #define BEGIN_ENUM_WAGONS(v) do { #define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL); /* vehicle.c */ VARDEF SortStruct *_vehicle_sort; extern MemoryPool _vehicle_pool; /** * Get the pointer to the vehicle with index 'index' */ static inline Vehicle *GetVehicle(VehicleID index) { return (Vehicle*)GetItemFromPool(&_vehicle_pool, index); } /** * Get the current size of the VehiclePool */ static inline uint16 GetVehiclePoolSize(void) { return _vehicle_pool.total_items; } #define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) #define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0) /** * Check if a Vehicle really exists. */ static inline bool IsValidVehicle(const Vehicle *v) { return v->type != 0; } /** * Check if an index is a vehicle-index (so between 0 and max-vehicles) * * @return Returns true if the vehicle-id is in range */ static inline bool IsVehicleIndex(uint index) { if (index < GetVehiclePoolSize()) return true; return false; } /* Returns order 'index' of a vehicle or NULL when it doesn't exists */ static inline Order *GetVehicleOrder(const Vehicle *v, int index) { Order *order = v->orders; if (index < 0) return NULL; while (order != NULL && index-- > 0) order = order->next; return order; } /* Returns the last order of a vehicle, or NULL if it doesn't exists */ static inline Order *GetLastVehicleOrder(const Vehicle *v) { Order *order = v->orders; if (order == NULL) return NULL; while (order->next != NULL) order = order->next; return order; } /* Get the first vehicle of a shared-list, so we only have to walk forwards */ static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v) { Vehicle *u = v; while (u->prev_shared != NULL) u = u->prev_shared; return u; } /* Validate functions for rail building */ static inline bool ValParamRailtype(uint32 rail) { return rail <= GetPlayer(_current_player)->max_railtype;} // NOSAVE: Can be regenerated by inspecting the vehicles. VARDEF VehicleID _vehicle_position_hash[0x1000]; // NOSAVE: Return values from various commands. VARDEF VehicleID _new_train_id; VARDEF VehicleID _new_wagon_id; VARDEF VehicleID _new_aircraft_id; VARDEF VehicleID _new_ship_id; VARDEF VehicleID _new_roadveh_id; VARDEF uint16 _aircraft_refit_capacity; VARDEF byte _cmd_build_rail_veh_score; VARDEF byte _cmd_build_rail_veh_var1; // for each player, for each vehicle type, keep a list of the vehicles. //VARDEF Vehicle *_vehicle_arr[8][4]; #define INVALID_VEHICLE 0xFFFF /* A lot of code calls for the invalidation of the status bar, which is widget 5. * Best is to have a virtual value for it when it needs to change again */ #define STATUS_BAR 5 #endif /* VEHICLE_H */