OpenTTD/src/vehicle_base.h
Jonathan G Rennison f19829d029 Fix #12831: Delay vehicle cache init to after map upgrades in load
Split AfterLoadVehicles into two functions.
Vehicle cache init and other functionality requiring an upgraded and
valid map is now performed later in the load process.
2024-10-25 17:05:59 +02:00

1291 lines
44 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file vehicle_base.h Base class for all vehicles. */
#ifndef VEHICLE_BASE_H
#define VEHICLE_BASE_H
#include "track_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"
#include "base_consist.h"
#include "network/network.h"
#include "saveload/saveload.h"
#include "timer/timer_game_calendar.h"
#include "core/mem_func.hpp"
const uint TILE_AXIAL_DISTANCE = 192; // Logical length of the tile in any DiagDirection used in vehicle movement.
const uint TILE_CORNER_DISTANCE = 128; // Logical length of the tile corner crossing in any non-diagonal direction used in vehicle movement.
/** Vehicle status bits in #Vehicle::vehstatus. */
enum VehStatus {
VS_HIDDEN = 0x01, ///< Vehicle is not visible.
VS_STOPPED = 0x02, ///< Vehicle is stopped by the player.
VS_UNCLICKABLE = 0x04, ///< Vehicle is not clickable by the user (shadow vehicles).
VS_DEFPAL = 0x08, ///< Use default vehicle palette. @see DoDrawVehicle
VS_TRAIN_SLOWING = 0x10, ///< Train is slowing down.
VS_SHADOW = 0x20, ///< Vehicle is a shadow vehicle.
VS_AIRCRAFT_BROKEN = 0x40, ///< Aircraft is broken down.
VS_CRASHED = 0x80, ///< Vehicle is crashed.
};
/** Bit numbers in #Vehicle::vehicle_flags. */
enum VehicleFlags {
VF_LOADING_FINISHED, ///< Vehicle has finished loading.
VF_CARGO_UNLOADING, ///< Vehicle is unloading cargo.
VF_BUILT_AS_PROTOTYPE, ///< Vehicle is a prototype (accepted as exclusive preview).
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.
VF_PATHFINDER_LOST, ///< Vehicle's pathfinder is lost.
VF_SERVINT_IS_CUSTOM, ///< Service interval is custom.
VF_SERVINT_IS_PERCENT, ///< Service interval is percent.
};
/** Bit numbers used to indicate which of the #NewGRFCache values are valid. */
enum NewGRFCacheValidValues {
NCVV_POSITION_CONSIST_LENGTH = 0, ///< This bit will be set if the NewGRF var 40 currently stored is valid.
NCVV_POSITION_SAME_ID_LENGTH = 1, ///< This bit will be set if the NewGRF var 41 currently stored is valid.
NCVV_CONSIST_CARGO_INFORMATION = 2, ///< This bit will be set if the NewGRF var 42 currently stored is valid.
NCVV_COMPANY_INFORMATION = 3, ///< This bit will be set if the NewGRF var 43 currently stored is valid.
NCVV_POSITION_IN_VEHICLE = 4, ///< This bit will be set if the NewGRF var 4D currently stored is valid.
NCVV_END, ///< End of the bits.
};
/** Cached often queried (NewGRF) values */
struct NewGRFCache {
/* Values calculated when they are requested for the first time after invalidating the NewGRF cache. */
uint32_t position_consist_length; ///< Cache for NewGRF var 40.
uint32_t position_same_id_length; ///< Cache for NewGRF var 41.
uint32_t consist_cargo_information; ///< Cache for NewGRF var 42. (Note: The cargotype is untranslated in the cache because the accessing GRF is yet unknown.)
uint32_t company_information; ///< Cache for NewGRF var 43.
uint32_t position_in_vehicle; ///< Cache for NewGRF var 4D.
uint8_t cache_valid; ///< Bitset that indicates which cache values are valid.
auto operator<=>(const NewGRFCache &) const = default;
};
/** Meaning of the various bits of the visual effect. */
enum VisualEffect {
VE_OFFSET_START = 0, ///< First bit that contains the offset (0 = front, 8 = centre, 15 = rear)
VE_OFFSET_COUNT = 4, ///< Number of bits used for the offset
VE_OFFSET_CENTRE = 8, ///< Value of offset corresponding to a position above the centre of the vehicle
VE_TYPE_START = 4, ///< First bit used for the type of effect
VE_TYPE_COUNT = 2, ///< Number of bits used for the effect type
VE_TYPE_DEFAULT = 0, ///< Use default from engine class
VE_TYPE_STEAM = 1, ///< Steam plumes
VE_TYPE_DIESEL = 2, ///< Diesel fumes
VE_TYPE_ELECTRIC = 3, ///< Electric sparks
VE_DISABLE_EFFECT = 6, ///< Flag to disable visual effect
VE_ADVANCED_EFFECT = VE_DISABLE_EFFECT, ///< Flag for advanced effects
VE_DISABLE_WAGON_POWER = 7, ///< Flag to disable wagon power
VE_DEFAULT = 0xFF, ///< Default value to indicate that visual effect should be based on engine class
};
/** Models for spawning visual effects. */
enum VisualEffectSpawnModel {
VESM_NONE = 0, ///< No visual effect
VESM_STEAM, ///< Steam model
VESM_DIESEL, ///< Diesel model
VESM_ELECTRIC, ///< Electric model
VESM_END
};
/**
* Enum to handle ground vehicle subtypes.
* This is defined here instead of at #GroundVehicle because some common function require access to these flags.
* Do not access it directly unless you have to. Use the subtype access functions.
*/
enum GroundVehicleSubtypeFlags {
GVSF_FRONT = 0, ///< Leading engine of a consist.
GVSF_ARTICULATED_PART = 1, ///< Articulated part of an engine.
GVSF_WAGON = 2, ///< Wagon (not used for road vehicles).
GVSF_ENGINE = 3, ///< Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).
GVSF_FREE_WAGON = 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
GVSF_MULTIHEADED = 5, ///< Engine is multiheaded (not used for road vehicles).
};
/** Cached often queried values common to all vehicles. */
struct VehicleCache {
uint16_t cached_max_speed; ///< Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
uint16_t cached_cargo_age_period; ///< Number of ticks before carried cargo is aged.
uint8_t cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
auto operator<=>(const VehicleCache &) const = default;
};
/** Sprite sequence for a vehicle part. */
struct VehicleSpriteSeq {
PalSpriteID seq[8];
uint count;
bool operator==(const VehicleSpriteSeq &other) const
{
return this->count == other.count && MemCmpT<PalSpriteID>(this->seq, other.seq, this->count) == 0;
}
bool operator!=(const VehicleSpriteSeq &other) const
{
return !this->operator==(other);
}
/**
* Check whether the sequence contains any sprites.
*/
bool IsValid() const
{
return this->count != 0;
}
/**
* Clear all information.
*/
void Clear()
{
this->count = 0;
}
/**
* Assign a single sprite to the sequence.
*/
void Set(SpriteID sprite)
{
this->count = 1;
this->seq[0].sprite = sprite;
this->seq[0].pal = 0;
}
/**
* Copy data from another sprite sequence, while dropping all recolouring information.
*/
void CopyWithoutPalette(const VehicleSpriteSeq &src)
{
this->count = src.count;
for (uint i = 0; i < src.count; ++i) {
this->seq[i].sprite = src.seq[i].sprite;
this->seq[i].pal = 0;
}
}
void GetBounds(Rect *bounds) const;
void Draw(int x, int y, PaletteID default_pal, bool force_pal) const;
};
/**
* Cache for vehicle sprites and values relating to whether they should be updated before drawing,
* or calculating the viewport.
*/
struct MutableSpriteCache {
Direction last_direction; ///< Last direction we obtained sprites for
bool revalidate_before_draw; ///< We need to do a GetImage() and check bounds before drawing this sprite
bool is_viewport_candidate; ///< This vehicle can potentially be drawn on a viewport
Rect old_coord; ///< Co-ordinates from the last valid bounding box
VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
};
/** A vehicle pool for a little over 1 million vehicles. */
typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool;
extern VehiclePool _vehicle_pool;
/* Some declarations of functions, so we can make them friendly */
struct GroundVehicleCache;
struct LoadgameState;
extern bool LoadOldVehicle(LoadgameState *ls, int num);
extern void FixOldVehicles();
struct GRFFile;
/**
* Simulated cargo type and capacity for prediction of future links.
*/
struct RefitDesc {
CargoID cargo; ///< Cargo type the vehicle will be carrying.
uint16_t capacity; ///< Capacity the vehicle will have.
uint16_t remaining; ///< Capacity remaining from before the previous refit.
RefitDesc(CargoID cargo, uint16_t capacity, uint16_t remaining) :
cargo(cargo), capacity(capacity), remaining(remaining) {}
};
/**
* Structure to return information about the closest depot location,
* and whether it could be found.
*/
struct ClosestDepot {
TileIndex location;
DestinationID destination; ///< The DestinationID as used for orders.
bool reverse;
bool found;
ClosestDepot() :
location(INVALID_TILE), destination(0), reverse(false), found(false) {}
ClosestDepot(TileIndex location, DestinationID destination, bool reverse = false) :
location(location), destination(destination), reverse(reverse), found(true) {}
};
/** %Vehicle data structure. */
struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle, BaseConsist {
private:
typedef std::list<RefitDesc> RefitList;
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 void FixOldVehicles();
friend void AfterLoadVehiclesPhase1(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
/* So we can use private/protected variables in the saveload code */
friend class SlVehicleCommon;
friend class SlVehicleDisaster;
friend void Ptrs_VEHS();
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 heuristic 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
mutable Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
Vehicle *hash_viewport_next; ///< NOSAVE: Next vehicle in the visual location hash.
Vehicle **hash_viewport_prev; ///< NOSAVE: Previous vehicle in the visual location hash.
Vehicle *hash_tile_next; ///< NOSAVE: Next vehicle in the tile location hash.
Vehicle **hash_tile_prev; ///< NOSAVE: Previous vehicle in the tile location hash.
Vehicle **hash_tile_current; ///< NOSAVE: Cache of the current hash chain.
SpriteID colourmap; ///< NOSAVE: cached colour mapping
/* Related to age and service time */
TimerGameCalendar::Year build_year; ///< Year the vehicle has been built.
TimerGameCalendar::Date age; ///< Age in calendar days.
TimerGameEconomy::Date economy_age; ///< Age in economy days.
TimerGameCalendar::Date max_age; ///< Maximum age
TimerGameEconomy::Date date_of_last_service; ///< Last economy date the vehicle had a service at a depot.
TimerGameCalendar::Date date_of_last_service_newgrf; ///< Last calendar date the vehicle had a service at a depot, unchanged by the date cheat to protect against unsafe NewGRF behavior.
uint16_t reliability; ///< Reliability.
uint16_t reliability_spd_dec; ///< Reliability decrease speed.
uint8_t breakdown_ctr; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
uint8_t breakdown_delay; ///< Counter for managing breakdown length.
uint8_t breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
uint8_t breakdown_chance; ///< Current chance of breakdowns.
int32_t x_pos; ///< x coordinate.
int32_t y_pos; ///< y coordinate.
int32_t z_pos; ///< z coordinate.
Direction direction; ///< facing
Owner owner; ///< Which company owns the vehicle?
/**
* currently displayed sprite index
* 0xfd == custom sprite, 0xfe == custom second head sprite
* 0xff == reserved for another custom sprite
*/
uint8_t spritenum;
uint8_t x_extent; ///< x-extent of vehicle bounding box
uint8_t y_extent; ///< y-extent of vehicle bounding box
uint8_t z_extent; ///< z-extent of vehicle bounding box
int8_t x_bb_offs; ///< x offset of vehicle bounding box
int8_t y_bb_offs; ///< y offset of vehicle bounding box
int8_t x_offs; ///< x offset for vehicle sprite
int8_t y_offs; ///< y offset for vehicle sprite
EngineID engine_type; ///< The type of engine used for this vehicle.
TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
UnitID unitnumber; ///< unit number, for display purposes only
uint16_t cur_speed; ///< current speed
uint8_t subspeed; ///< fractional speed
uint8_t acceleration; ///< used by train & aircraft
uint32_t motion_counter; ///< counter to occasionally play a vehicle sound.
uint8_t progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
uint8_t waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
uint16_t random_bits; ///< Bits used for randomized variational spritegroups.
StationID last_station_visited; ///< The last station we stopped at.
StationID last_loading_station; ///< Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
TimerGameTick::TickCounter last_loading_tick; ///< Last TimerGameTick::counter tick that the vehicle has stopped at a station and could possibly leave with any cargo loaded.
VehicleCargoList cargo; ///< The cargo this vehicle is carrying
CargoID cargo_type; ///< type of cargo this vehicle is carrying
uint8_t cargo_subtype; ///< Used for livery refits (NewGRF variations)
uint16_t cargo_cap; ///< total capacity
uint16_t refit_cap; ///< Capacity left over from before last refit.
uint16_t cargo_age_counter; ///< Ticks till cargo is aged next.
int8_t trip_occupancy; ///< NOSAVE: Occupancy of vehicle of the current trip (updated after leaving a station).
uint8_t day_counter; ///< Increased by one for each day
uint8_t tick_counter; ///< Increased by one for each tick
uint8_t running_ticks; ///< Number of ticks this vehicle was not stopped this day
uint16_t load_unload_ticks; ///< Ticks to wait before starting next cycle.
uint8_t vehstatus; ///< Status
uint8_t subtype; ///< subtype (Filled with values from #AircraftSubType/#DisasterSubType/#EffectVehicleType/#GroundVehicleSubtypeFlags)
Order current_order; ///< The current order (+ status, like: loading)
union {
OrderList *orders; ///< Pointer to the order list for this vehicle
Order *old_orders; ///< Only used during conversion of old save games
};
NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
VehicleCache vcache; ///< Cache of often used vehicle values.
GroupID group_id; ///< Index of group Pool array
mutable MutableSpriteCache sprite_cache; ///< Cache of sprites and values related to recalculating them, see #MutableSpriteCache
/**
* Calculates the weight value that this vehicle will have when fully loaded with its current cargo.
* @return Weight value in tonnes.
*/
virtual uint16_t GetMaxWeight() const
{
return 0;
}
Vehicle(VehicleType type = VEH_INVALID);
void PreDestructor();
/** We want to 'destruct' the right class. */
virtual ~Vehicle();
void BeginLoading();
void CancelReservation(StationID next, Station *st);
void LeaveStation();
GroundVehicleCache *GetGroundVehicleCache();
const GroundVehicleCache *GetGroundVehicleCache() const;
uint16_t &GetGroundVehicleFlags();
const uint16_t &GetGroundVehicleFlags() const;
void DeleteUnreachedImplicitOrders();
void HandleLoading(bool mode = false);
/**
* 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.
*/
virtual void UpdateDeltaXY() {}
/**
* 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.
*/
inline 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 inline 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.
*/
inline uint GetAdvanceDistance()
{
return (this->direction & 1) ? TILE_AXIAL_DISTANCE : TILE_CORNER_DISTANCE * 2;
}
/**
* Sets the expense type associated to this vehicle type
* @param income whether this is income or (running) expenses of the vehicle
*/
virtual ExpensesType GetExpenseType([[maybe_unused]] bool income) const { return EXPENSES_OTHER; }
/**
* Play the sound associated with leaving the station
* @param force Should we play the sound even if sound effects are muted? (horn hotkey)
*/
virtual void PlayLeaveStationSound([[maybe_unused]] bool force = false) const {}
/**
* Whether this is the primary vehicle in the chain.
*/
virtual bool IsPrimaryVehicle() const { return false; }
const Engine *GetEngine() const;
/**
* Gets the sprite to show for the given direction
* @param direction the direction the vehicle is facing
* @param[out] result Vehicle sprite sequence.
*/
virtual void GetImage([[maybe_unused]] Direction direction, [[maybe_unused]] EngineImageType image_type, [[maybe_unused]] VehicleSpriteSeq *result) const { result->Clear(); }
const GRFFile *GetGRF() const;
uint32_t GetGRFID() const;
/**
* Invalidates cached NewGRF variables
* @see InvalidateNewGRFCacheOfChain
*/
inline void InvalidateNewGRFCache()
{
this->grf_cache.cache_valid = 0;
}
/**
* Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
* @see InvalidateNewGRFCache
*/
inline void InvalidateNewGRFCacheOfChain()
{
for (Vehicle *u = this; u != nullptr; u = u->Next()) {
u->InvalidateNewGRFCache();
}
}
/**
* Check if the vehicle is a ground vehicle.
* @return True iff the vehicle is a train or a road vehicle.
*/
debug_inline bool IsGroundVehicle() const
{
return this->type == VEH_TRAIN || this->type == VEH_ROAD;
}
/**
* 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; }
/**
* Calculates the maximum speed of the vehicle under its current conditions.
* @return Current maximum speed in native units.
*/
virtual int GetCurrentMaxSpeed() 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 whole vehicle chain is in the depot.
* @return true if and only if the whole chain is in the depot.
*/
virtual bool IsChainInDepot() const { return this->IsInDepot(); }
/**
* Check whether the vehicle is in the depot *and* stopped.
* @return true if and only if the vehicle is in the depot and stopped.
*/
bool IsStoppedInDepot() const
{
assert(this == this->First());
/* Free wagons have no VS_STOPPED state */
if (this->IsPrimaryVehicle() && !(this->vehstatus & VS_STOPPED)) return false;
return this->IsChainInDepot();
}
/**
* Calls the tick handler of the vehicle
* @return is this vehicle still valid?
*/
virtual bool Tick() { return true; };
/**
* Calls the new calendar day handler of the vehicle.
*/
virtual void OnNewCalendarDay() {};
/**
* Calls the new economy day handler of the vehicle.
*/
virtual void OnNewEconomyDay() {};
void ShiftDates(TimerGameEconomy::Date interval);
/**
* 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); }
void SetNext(Vehicle *next);
/**
* Get the next vehicle of this vehicle.
* @note articulated parts are also counted as vehicles.
* @return the next vehicle or nullptr 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 nullptr 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() != nullptr) 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() != nullptr) v = v->Next();
return v;
}
/**
* Get the vehicle at offset \a n of this vehicle chain.
* @param n Offset from the current vehicle.
* @return The new vehicle or nullptr if the offset is out-of-bounds.
*/
inline Vehicle *Move(int n)
{
Vehicle *v = this;
if (n < 0) {
for (int i = 0; i != n && v != nullptr; i--) v = v->Previous();
} else {
for (int i = 0; i != n && v != nullptr; i++) v = v->Next();
}
return v;
}
/**
* Get the vehicle at offset \a n of this vehicle chain.
* @param n Offset from the current vehicle.
* @return The new vehicle or nullptr if the offset is out-of-bounds.
*/
inline const Vehicle *Move(int n) const
{
const Vehicle *v = this;
if (n < 0) {
for (int i = 0; i != n && v != nullptr; i--) v = v->Previous();
} else {
for (int i = 0; i != n && v != nullptr; i++) 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 == nullptr) ? nullptr : this->orders->GetFirstOrder(); }
void AddToShared(Vehicle *shared_chain);
void RemoveFromShared();
/**
* Get the next vehicle of the shared vehicle chain.
* @return the next shared vehicle or nullptr 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 nullptr 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 == nullptr) ? this->First() : this->orders->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 != nullptr && this->orders->IsShared(); }
/**
* Get the number of orders this vehicle has.
* @return the number of orders this vehicle has.
*/
inline VehicleOrderID GetNumOrders() const { return (this->orders == nullptr) ? 0 : this->orders->GetNumOrders(); }
/**
* Get the number of manually added orders this vehicle has.
* @return the number of manually added orders this vehicle has.
*/
inline VehicleOrderID GetNumManualOrders() const { return (this->orders == nullptr) ? 0 : this->orders->GetNumManualOrders(); }
/**
* Get the next station the vehicle will stop at.
* @return ID of the next station the vehicle will stop at or INVALID_STATION.
*/
inline StationIDStack GetNextStoppingStation() const
{
return (this->orders == nullptr) ? INVALID_STATION : this->orders->GetNextStoppingStation(this);
}
void ResetRefitCaps();
void ReleaseUnitNumber();
/**
* 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(Vehicle *src)
{
this->CopyConsistPropertiesFrom(src);
this->ReleaseUnitNumber();
this->unitnumber = src->unitnumber;
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;
src->unitnumber = 0;
}
bool HandleBreakdown();
bool NeedsAutorenewing(const Company *c, bool use_renew_setting = true) const;
bool NeedsServicing() const;
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([[maybe_unused]] StationID station) { return INVALID_TILE; }
virtual TileIndex GetCargoTile() const { return this->tile; }
/**
* Find the closest depot for this vehicle and tell us the location,
* DestinationID and whether we should reverse.
* @return A structure with information about the closest depot, if found.
*/
virtual ClosestDepot FindClosestDepot() { return {}; }
virtual void SetDestTile(TileIndex tile) { this->dest_tile = tile; }
CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);
void UpdateVisualEffect(bool allow_power_change = true);
void ShowVisualEffect() const;
void UpdatePosition();
void UpdateViewport(bool dirty);
void UpdateBoundingBoxCoordinates(bool update_cache) const;
void UpdatePositionAndViewport();
bool MarkAllViewportsDirty() const;
inline uint16_t GetServiceInterval() const { return this->service_interval; }
inline void SetServiceInterval(uint16_t interval) { this->service_interval = interval; }
inline bool ServiceIntervalIsCustom() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_CUSTOM); }
inline bool ServiceIntervalIsPercent() const { return HasBit(this->vehicle_flags, VF_SERVINT_IS_PERCENT); }
inline void SetServiceIntervalIsCustom(bool on) { AssignBit(this->vehicle_flags, VF_SERVINT_IS_CUSTOM, on); }
inline void SetServiceIntervalIsPercent(bool on) { AssignBit(this->vehicle_flags, VF_SERVINT_IS_PERCENT, on); }
bool HasFullLoadOrder() const;
bool HasConditionalOrder() const;
bool HasUnbunchingOrder() const;
void LeaveUnbunchingDepot();
bool IsWaitingForUnbunching() const;
private:
/**
* Advance cur_real_order_index to the next real order.
* cur_implicit_order_index is not touched.
*/
void SkipToNextRealOrderIndex()
{
if (this->GetNumManualOrders() > 0) {
/* Advance to next real order */
do {
this->cur_real_order_index++;
if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
} while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT));
} else {
this->cur_real_order_index = 0;
}
}
public:
/**
* Increments cur_implicit_order_index, keeps care of the wrap-around and invalidates the GUI.
* cur_real_order_index is incremented as well, if needed.
* Note: current_order is not invalidated.
*/
void IncrementImplicitOrderIndex()
{
if (this->cur_implicit_order_index == this->cur_real_order_index) {
/* Increment real order index as well */
this->SkipToNextRealOrderIndex();
}
assert(this->cur_real_order_index == 0 || this->cur_real_order_index < this->GetNumOrders());
/* Advance to next implicit order */
do {
this->cur_implicit_order_index++;
if (this->cur_implicit_order_index >= this->GetNumOrders()) this->cur_implicit_order_index = 0;
} while (this->cur_implicit_order_index != this->cur_real_order_index && !this->GetOrder(this->cur_implicit_order_index)->IsType(OT_IMPLICIT));
InvalidateVehicleOrder(this, 0);
}
/**
* Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates the GUI.
* 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
* but not any implicit orders.
* Note: current_order is not invalidated.
*/
void IncrementRealOrderIndex()
{
if (this->cur_implicit_order_index == this->cur_real_order_index) {
/* Increment both real and implicit order */
this->IncrementImplicitOrderIndex();
} else {
/* Increment real order only */
this->SkipToNextRealOrderIndex();
InvalidateVehicleOrder(this, 0);
}
}
/**
* Skip implicit orders until cur_real_order_index is a non-implicit order.
*/
void UpdateRealOrderIndex()
{
/* Make sure the index is valid */
if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
if (this->GetNumManualOrders() > 0) {
/* Advance to next real order */
while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT)) {
this->cur_real_order_index++;
if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
}
} else {
this->cur_real_order_index = 0;
}
}
/**
* Returns order 'index' of a vehicle or nullptr 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 == nullptr) ? nullptr : this->orders->GetOrderAt(index);
}
/**
* Returns the last order of a vehicle, or nullptr if it doesn't exists
* @return last order of a vehicle, if available
*/
inline Order *GetLastOrder() const
{
return (this->orders == nullptr) ? nullptr : this->orders->GetLastOrder();
}
bool IsEngineCountable() const;
bool HasEngineType() const;
bool HasDepotOrder() const;
void HandlePathfindingResult(bool path_found);
/**
* Check if the vehicle is a front engine.
* @return Returns true if the vehicle is a front engine.
*/
debug_inline bool IsFrontEngine() const
{
return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_FRONT);
}
/**
* Check if the vehicle is an articulated part of an engine.
* @return Returns true if the vehicle is an articulated part.
*/
inline bool IsArticulatedPart() const
{
return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_ARTICULATED_PART);
}
/**
* Check if an engine has an articulated part.
* @return True if the engine has an articulated part.
*/
inline bool HasArticulatedPart() const
{
return this->Next() != nullptr && this->Next()->IsArticulatedPart();
}
/**
* Get the next part of an articulated engine.
* @return Next part of the articulated engine.
* @pre The vehicle is an articulated engine.
*/
inline Vehicle *GetNextArticulatedPart() const
{
assert(this->HasArticulatedPart());
return this->Next();
}
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
inline Vehicle *GetFirstEnginePart()
{
Vehicle *v = this;
while (v->IsArticulatedPart()) v = v->Previous();
return v;
}
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
inline const Vehicle *GetFirstEnginePart() const
{
const Vehicle *v = this;
while (v->IsArticulatedPart()) v = v->Previous();
return v;
}
/**
* Get the last part of an articulated engine.
* @return Last part of the engine.
*/
inline Vehicle *GetLastEnginePart()
{
Vehicle *v = this;
while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
return v;
}
/**
* Get the next real (non-articulated part) vehicle in the consist.
* @return Next vehicle in the consist.
*/
inline Vehicle *GetNextVehicle() const
{
const Vehicle *v = this;
while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
/* v now contains the last articulated part in the engine */
return v->Next();
}
/**
* Get the previous real (non-articulated part) vehicle in the consist.
* @return Previous vehicle in the consist.
*/
inline Vehicle *GetPrevVehicle() const
{
Vehicle *v = this->Previous();
while (v != nullptr && v->IsArticulatedPart()) v = v->Previous();
return v;
}
/**
* Iterator to iterate orders
* Supports deletion of current order
*/
struct OrderIterator {
typedef Order value_type;
typedef Order *pointer;
typedef Order &reference;
typedef size_t difference_type;
typedef std::forward_iterator_tag iterator_category;
explicit OrderIterator(OrderList *list) : list(list), prev(nullptr)
{
this->order = (this->list == nullptr) ? nullptr : this->list->GetFirstOrder();
}
bool operator==(const OrderIterator &other) const { return this->order == other.order; }
bool operator!=(const OrderIterator &other) const { return !(*this == other); }
Order * operator*() const { return this->order; }
OrderIterator & operator++()
{
this->prev = (this->prev == nullptr) ? this->list->GetFirstOrder() : this->prev->next;
this->order = (this->prev == nullptr) ? nullptr : this->prev->next;
return *this;
}
private:
OrderList *list;
Order *order;
Order *prev;
};
/**
* Iterable ensemble of orders
*/
struct IterateWrapper {
OrderList *list;
IterateWrapper(OrderList *list = nullptr) : list(list) {}
OrderIterator begin() { return OrderIterator(this->list); }
OrderIterator end() { return OrderIterator(nullptr); }
bool empty() { return this->begin() == this->end(); }
};
/**
* Returns an iterable ensemble of orders of a vehicle
* @return an iterable ensemble of orders of a vehicle
*/
IterateWrapper Orders() const { return IterateWrapper(this->orders); }
uint32_t GetDisplayMaxWeight() const;
uint32_t GetDisplayMinPowerToWeight() const;
};
/**
* Class defining several overloaded accessors so we don't
* have to cast vehicle types that often
*/
template <class T, VehicleType Type>
struct SpecializedVehicle : public Vehicle {
static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type
typedef SpecializedVehicle<T, Type> SpecializedVehicleBase; ///< Our type
/**
* Set vehicle type correctly
*/
inline SpecializedVehicle() : Vehicle(Type)
{
this->sprite_cache.sprite_seq.count = 1;
}
/**
* Get the first vehicle in the chain
* @return first vehicle in the chain
*/
inline T *First() const { return (T *)this->Vehicle::First(); }
/**
* Get the last vehicle in the chain
* @return last vehicle in the chain
*/
inline T *Last() { return (T *)this->Vehicle::Last(); }
/**
* Get the last vehicle in the chain
* @return last vehicle in the chain
*/
inline const T *Last() const { return (const T *)this->Vehicle::Last(); }
/**
* Get next vehicle in the chain
* @return next vehicle in the chain
*/
inline T *Next() const { return (T *)this->Vehicle::Next(); }
/**
* Get previous vehicle in the chain
* @return previous vehicle in the chain
*/
inline T *Previous() const { return (T *)this->Vehicle::Previous(); }
/**
* Get the next part of an articulated engine.
* @return Next part of the articulated engine.
* @pre The vehicle is an articulated engine.
*/
inline T *GetNextArticulatedPart() { return (T *)this->Vehicle::GetNextArticulatedPart(); }
/**
* Get the next part of an articulated engine.
* @return Next part of the articulated engine.
* @pre The vehicle is an articulated engine.
*/
inline T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
inline T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
inline const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
/**
* Get the last part of an articulated engine.
* @return Last part of the engine.
*/
inline T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
/**
* Get the next real (non-articulated part) vehicle in the consist.
* @return Next vehicle in the consist.
*/
inline T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }
/**
* Get the previous real (non-articulated part) vehicle in the consist.
* @return Previous vehicle in the consist.
*/
inline T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }
/**
* 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 inline 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 inline 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 inline T *GetIfValid(size_t index)
{
return IsValidID(index) ? Get(index) : nullptr;
}
/**
* Converts a Vehicle to SpecializedVehicle with type checking.
* @param v Vehicle pointer
* @return pointer to SpecializedVehicle
*/
static inline 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 inline const T *From(const Vehicle *v)
{
assert(v->type == Type);
return (const T *)v;
}
/**
* Update vehicle sprite- and position caches
* @param force_update Force updating the vehicle on the viewport.
* @param update_delta Also update the delta?
*/
inline void UpdateViewport(bool force_update, bool update_delta)
{
bool sprite_has_changed = false;
/* Skip updating sprites on dedicated servers without screen */
if (_network_dedicated) return;
/* Explicitly choose method to call to prevent vtable dereference -
* it gives ~3% runtime improvements in games with many vehicles */
if (update_delta) ((T *)this)->T::UpdateDeltaXY();
/*
* Only check for a new sprite sequence if the vehicle direction
* has changed since we last checked it, assuming that otherwise
* there won't be enough change in bounding box or offsets to need
* to resolve a new sprite.
*/
if (this->direction != this->sprite_cache.last_direction || this->sprite_cache.is_viewport_candidate) {
VehicleSpriteSeq seq;
((T*)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
if (this->sprite_cache.sprite_seq != seq) {
sprite_has_changed = true;
this->sprite_cache.sprite_seq = seq;
}
this->sprite_cache.last_direction = this->direction;
this->sprite_cache.revalidate_before_draw = false;
} else {
/*
* A change that could potentially invalidate the sprite has been
* made, signal that we should still resolve it before drawing on a
* viewport.
*/
this->sprite_cache.revalidate_before_draw = true;
}
if (force_update || sprite_has_changed) {
this->Vehicle::UpdateViewport(true);
}
}
/**
* Returns an iterable ensemble of all valid vehicles of type T
* @param from index of the first vehicle to consider
* @return an iterable ensemble of all valid vehicles of type T
*/
static Pool::IterateWrapper<T> Iterate(size_t from = 0) { return Pool::IterateWrapper<T>(from); }
};
/** Sentinel for an invalid coordinate. */
static const int32_t INVALID_COORD = 0x7fffffff;
#endif /* VEHICLE_BASE_H */