Files
@ r28060:53690f1ef210
Branch filter:
Location: cpp/openttd-patchpack/source/src/vehicle_base.h
r28060:53690f1ef210
44.1 KiB
text/x-c
Feature: Base graphics can offer parameters for additional settings.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 | /*
* 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.
};
/** 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.
byte cached_vis_effect; ///< Visual effect to show (see #VisualEffect)
};
/** 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
Rect old_coord; ///< Co-ordinates from the last valid bounding box
bool is_viewport_candidate; ///< This vehicle can potentially be drawn on a viewport
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 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
/* 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 days
TimerGameCalendar::Date max_age; ///< Maximum age
TimerGameCalendar::Date date_of_last_service; ///< Last date the vehicle had a service at a depot.
TimerGameCalendar::Date date_of_last_service_newgrf; ///< Last 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.
byte breakdown_ctr; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
byte breakdown_delay; ///< Counter for managing breakdown length.
byte breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
byte 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
*/
byte spritenum;
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_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
byte subspeed; ///< fractional speed
byte acceleration; ///< used by train & aircraft
uint32_t motion_counter; ///< counter to occasionally play a vehicle sound.
byte progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
uint16_t random_bits; ///< Bits used for randomized variational spritegroups.
byte waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
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.
uint64_t last_loading_tick; ///< Last time (based on TimerGameTick counter) the vehicle has stopped at a station and could possibly leave with any cargo loaded.
CargoID cargo_type; ///< type of cargo this vehicle is carrying
byte 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.
VehicleCargoList cargo; ///< The cargo this vehicle is carrying
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).
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)
union {
OrderList *orders; ///< Pointer to the order list for this vehicle
Order *old_orders; ///< Only used during conversion of old save games
};
uint16_t load_unload_ticks; ///< Ticks to wait before starting next cycle.
GroupID group_id; ///< Index of group Pool array
byte subtype; ///< subtype (Filled with values from #AircraftSubType/#DisasterSubType/#EffectVehicleType/#GroundVehicleSubtypeFlags)
NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
VehicleCache vcache; ///< Cache of often used vehicle values.
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);
void GetConsistFreeCapacities(std::map<CargoID, uint> &capacities) const;
uint GetConsistTotalCapacity() const;
/**
* 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 day handler of the vehicle
*/
virtual void OnNewDay() {};
void ShiftDates(TimerGameCalendar::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();
/**
* 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->CopyConsistPropertiesFrom(src);
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;
}
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; }
/**
* 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) { SB(this->vehicle_flags, VF_SERVINT_IS_CUSTOM, 1, on); }
inline void SetServiceIntervalIsPercent(bool on) { SB(this->vehicle_flags, VF_SERVINT_IS_PERCENT, 1, on); }
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<T, Type>() : 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); }
};
/** 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
FreeUnitIDGenerator(VehicleType type, CompanyID owner);
UnitID NextID();
/** Releases allocated memory */
~FreeUnitIDGenerator() { free(this->cache); }
};
/** Sentinel for an invalid coordinate. */
static const int32_t INVALID_COORD = 0x7fffffff;
#endif /* VEHICLE_BASE_H */
|