Files
@ r14202:008944a6e34c
Branch filter:
Location: cpp/openttd-patchpack/source/src/vehicle_base.h
r14202:008944a6e34c
23.6 KiB
text/x-c
(svn r18763) -Feature [FS#3095]: rerandomise AIs on reloading (via the debug window) when they were randomly chosen
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 | /* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file vehicle_base.h Base class for all vehicles. */
#ifndef VEHICLE_BASE_H
#define VEHICLE_BASE_H
#include "vehicle_type.h"
#include "track_type.h"
#include "cargo_type.h"
#include "direction_type.h"
#include "gfx_type.h"
#include "command_type.h"
#include "date_type.h"
#include "company_base.h"
#include "company_type.h"
#include "core/pool_type.hpp"
#include "order_base.h"
#include "cargopacket.h"
#include "texteff.hpp"
#include "group_type.h"
#include "engine_type.h"
#include "order_func.h"
#include "transport_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
};
/** 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
};
typedef Pool<Vehicle, VehicleID, 512, 64000> 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)
/**
* Multi purpose variable used as counter for:
* - loading/unloading: ticks to wait before starting next cycle.
* - aircraft: ticks between each turn to prevent > 45 degree turns.
* - trains: ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through signals.
*/
uint16 time_counter;
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) {}
/**
* 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);
/**
* Update vehicle sprite- and position caches
* @param moved Was the vehicle moved?
* @param turned Did the vehicle direction change?
*/
inline void UpdateViewport(bool moved, bool turned)
{
extern void VehicleMove(Vehicle *v, bool update_viewport);
if (turned) this->UpdateDeltaXY(this->direction);
SpriteID old_image = this->cur_image;
this->cur_image = this->GetImage(this->direction);
if (moved || this->cur_image != old_image) VehicleMove(this, true);
}
/**
* 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;
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 <class T, VehicleType Type>
struct SpecializedVehicle : public Vehicle {
static const VehicleType EXPECTED_TYPE = Type; ///< Specialized type
/**
* Set vehicle type correctly
*/
FORCEINLINE SpecializedVehicle<T, Type>() : 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;
}
};
#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<DisasterVehicle, VEH_DISASTER> {
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<DisasterVehicle, VEH_DISASTER>() {}
/** 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 */
|