Files @ r2574:7236c646b1d7
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Location: cpp/openttd-patchpack/source/vehicle.h

bjarni
(svn r3111) -Fix: [autoreplace] [ 1341783 ] Assertion failure in vehicle.c line 378
running MaybeReplaceVehicle() is now delayed until after the loop in CallVehicleTicks()
This avoids selling the vehicle the loop currently works with (and continues to work with afterwards)
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/* $Id$ */

#ifndef VEHICLE_H
#define VEHICLE_H

#include "pool.h"
#include "order.h"
#include "rail.h"

enum {
	VEH_Train = 0x10,
	VEH_Road = 0x11,
	VEH_Ship = 0x12,
	VEH_Aircraft = 0x13,
	VEH_Special = 0x14,
	VEH_Disaster = 0x15,
} ;

enum VehStatus {
	VS_HIDDEN = 1,
	VS_STOPPED = 2,
	VS_UNCLICKABLE = 4,
	VS_DEFPAL = 0x8,
	VS_TRAIN_SLOWING = 0x10,
	VS_DISASTER = 0x20,
	VS_AIRCRAFT_BROKEN = 0x40,
	VS_CRASHED = 0x80,
};

// 1 and 3 do not appear to be used
typedef enum TrainSubtypes {
	TS_Front_Engine = 0, // Leading engine of a train
	TS_Not_First = 2,    // Wagon or additional engine
	TS_Free_Car = 4,     // First in a wagon chain (in depot)
} TrainSubtype;

/* Effect vehicle types */
typedef enum EffectVehicle {
	EV_CHIMNEY_SMOKE   = 0,
	EV_STEAM_SMOKE     = 1,
	EV_DIESEL_SMOKE    = 2,
	EV_ELECTRIC_SPARK  = 3,
	EV_SMOKE           = 4,
	EV_EXPLOSION_LARGE = 5,
	EV_BREAKDOWN_SMOKE = 6,
	EV_EXPLOSION_SMALL = 7,
	EV_BULLDOZER       = 8,
	EV_BUBBLE          = 9
} EffectVehicle;

typedef struct VehicleRail {
	uint16 last_speed;		// NOSAVE: only used in UI
	uint16 crash_anim_pos;
	uint16 days_since_order_progr;

	// cached values, recalculated on load and each time a vehicle is added to/removed from the consist.
	uint16 cached_max_speed;  // max speed of the consist. (minimum of the max speed of all vehicles in the consist)
	uint32 cached_power;      // total power of the consist.
	uint8 cached_veh_length;  // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
	// cached values, recalculated when the cargo on a train changes (in addition to the conditions above)
	uint16 cached_weight;     // total weight of the consist.
	uint16 cached_veh_weight; // weight of the vehicle.

	// NOSAVE: for wagon override - id of the first engine in train
	// 0xffff == not in train
	EngineID first_engine;

	byte track;
	byte force_proceed;
	byte railtype;

	byte flags;

	byte pbs_status;
	TileIndex pbs_end_tile;
	Trackdir pbs_end_trackdir;
} VehicleRail;

enum {
	VRF_REVERSING = 0,

	// used to calculate if train is going up or down
	VRF_GOINGUP   = 1,
	VRF_GOINGDOWN = 2,

	// used to store if a wagon is powered or not
	VRF_POWEREDWAGON = 3,
};

typedef struct VehicleAir {
	uint16 crashed_counter;
	byte pos;
  byte previous_pos;
	uint16 targetairport;
	byte state;
} VehicleAir;

typedef struct VehicleRoad {
	byte state;
	byte frame;
	uint16 unk2;
	byte overtaking;
	byte overtaking_ctr;
	uint16 crashed_ctr;
	byte reverse_ctr;
	struct RoadStop *slot;
	byte slotindex;
	byte slot_age;
} VehicleRoad;

typedef struct VehicleSpecial {
	uint16 unk0;
	byte unk2;
} VehicleSpecial;

typedef struct VehicleDisaster {
	uint16 image_override;
	uint16 unk2;
} VehicleDisaster;

typedef struct VehicleShip {
	byte state;
} VehicleShip;

// not used ATM
struct WorldSprite {
	struct WorldSprite *next;			// next sprite in hash chain
	uint16 image;			// sprite number for this vehicle

	// screen coordinates
	int16 left, top, right, bottom;

	// world coordinates
	int16 x;
	int16 y;
	byte z;

	int8 x_offs;			// x offset for vehicle sprite
	int8 y_offs;			// y offset for vehicle sprite

	byte width;				// width of vehicle sprite
	byte height;			// height of vehicle sprite
	byte depth;				// depth of vehicle sprite

	byte flags;				// draw flags
};

struct Vehicle {
	byte type;	// type, ie roadven,train,ship,aircraft,special
	byte subtype;     // subtype (Filled with values from EffectVehicles or TrainSubTypes)(Filled with values from EffectVehicles or TrainSubTypes)

	VehicleID index;	// NOSAVE: Index in vehicle array

	Vehicle *next;		// next
	Vehicle *first;   // NOSAVE: pointer to the first vehicle in the chain
	Vehicle *depot_list;	//NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace

	StringID string_id; // Displayed string

	UnitID unitnumber;	// unit number, for display purposes only
	PlayerID owner;				// which player owns the vehicle?

	TileIndex tile;		// Current tile index
	TileIndex dest_tile; // Heading for this tile

	int32 x_pos;			// coordinates
	int32 y_pos;

	byte z_pos;
	byte direction;		// facing

	byte spritenum; // currently displayed sprite index
	                // 0xfd == custom sprite, 0xfe == custom second head sprite
	                // 0xff == reserved for another custom sprite
	uint16 cur_image; // sprite number for this vehicle
	byte sprite_width;// width of vehicle sprite
	byte sprite_height;// height of vehicle sprite
	byte z_height;		// z-height of vehicle sprite
	int8 x_offs;			// x offset for vehicle sprite
	int8 y_offs;			// y offset for vehicle sprite
	EngineID engine_type;

	// for randomized variational spritegroups
	// bitmask used to resolve them; parts of it get reseeded when triggers
	// of corresponding spritegroups get matched
	byte random_bits;
	byte waiting_triggers; // triggers to be yet matched

	uint16 max_speed;	// maximum speed
	uint16 cur_speed;	// current speed
	byte subspeed;		// fractional speed
	byte acceleration; // used by train & aircraft
	byte progress;

	byte vehstatus;		// Status
	uint16 last_station_visited;

	byte cargo_type;	// type of cargo this vehicle is carrying
	byte cargo_days; // how many days have the pieces been in transit
	uint16 cargo_source;// source of cargo
	uint16 cargo_cap;	// total capacity
	uint16 cargo_count;// how many pieces are used

	byte day_counter; // increased by one for each day
	byte tick_counter;// increased by one for each tick

	/* Begin Order-stuff */
	Order current_order;     //! The current order (+ status, like: loading)
	OrderID cur_order_index; //! The index to the current order

	Order *orders;           //! Pointer to the first order for this vehicle
	OrderID num_orders;      //! How many orders there are in the list

	Vehicle *next_shared;    //! If not NULL, this points to the next vehicle that shared the order
	Vehicle *prev_shared;    //! If not NULL, this points to the prev vehicle that shared the order
	/* End Order-stuff */

	// Boundaries for the current position in the world and a next hash link.
	// NOSAVE: All of those can be updated with VehiclePositionChanged()
	int32 left_coord;
	int32 top_coord;
	int32 right_coord;
	int32 bottom_coord;
	uint16 next_hash;

	// Related to age and service time
	uint16 age;				// Age in days
	uint16 max_age;		// Maximum age
	uint16 date_of_last_service;
	uint16 service_interval;
	uint16 reliability;
	uint16 reliability_spd_dec;
	byte breakdown_ctr;
	byte breakdown_delay;
	byte breakdowns_since_last_service;
	byte breakdown_chance;
	byte build_year;

	uint16 load_unload_time_rem;

	int32 profit_this_year;
	int32 profit_last_year;
	uint32 value;



	union {
		VehicleRail rail;
		VehicleAir air;
		VehicleRoad road;
		VehicleSpecial special;
		VehicleDisaster disaster;
		VehicleShip ship;
	} u;
};

#define is_custom_sprite(x) (x >= 0xFD)
#define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD)
#define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE)

typedef void VehicleTickProc(Vehicle *v);
typedef void *VehicleFromPosProc(Vehicle *v, void *data);

void VehicleServiceInDepot(Vehicle *v);
Vehicle *AllocateVehicle(void);
Vehicle *ForceAllocateVehicle(void);
Vehicle *ForceAllocateSpecialVehicle(void);
void UpdateVehiclePosHash(Vehicle *v, int x, int y);
void VehiclePositionChanged(Vehicle *v);
void AfterLoadVehicles(void);
Vehicle *GetLastVehicleInChain(Vehicle *v);
Vehicle *GetPrevVehicleInChain(const Vehicle *v);
Vehicle *GetFirstVehicleInChain(const Vehicle *v);
int CountVehiclesInChain(Vehicle *v);
void DeleteVehicle(Vehicle *v);
void DeleteVehicleChain(Vehicle *v);
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
void CallVehicleTicks(void);
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);

void InitializeTrains(void);

bool CanFillVehicle(Vehicle *v);
bool CanRefitTo(const Vehicle *v, CargoID cid_to);

void ViewportAddVehicles(DrawPixelInfo *dpi);

void TrainEnterDepot(Vehicle *v, TileIndex tile);

void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building) ;

/* train_cmd.h */
int GetTrainImage(const Vehicle *v, byte direction);
int GetAircraftImage(const Vehicle *v, byte direction);
int GetRoadVehImage(const Vehicle *v, byte direction);
int GetShipImage(const Vehicle *v, byte direction);

Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type);
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type);
Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type);

uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y);

void VehicleInTheWayErrMsg(Vehicle *v);
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v);

bool UpdateSignalsOnSegment(TileIndex tile, byte direction);
void SetSignalsOnBothDir(TileIndex tile, byte track);

Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y);

void DecreaseVehicleValue(Vehicle *v);
void CheckVehicleBreakdown(Vehicle *v);
void AgeVehicle(Vehicle *v);
void VehicleEnteredDepotThisTick(Vehicle *v);

void BeginVehicleMove(Vehicle *v);
void EndVehicleMove(Vehicle *v);

bool IsAircraftHangarTile(TileIndex tile);
void ShowAircraftViewWindow(const Vehicle* v);

UnitID GetFreeUnitNumber(byte type);

int LoadUnloadVehicle(Vehicle *v);

void TrainConsistChanged(Vehicle *v);
void UpdateTrainAcceleration(Vehicle *v);
int32 GetTrainRunningCost(const Vehicle *v);

int CheckTrainStoppedInDepot(const Vehicle *v);

bool VehicleNeedsService(const Vehicle *v);

typedef struct GetNewVehiclePosResult {
	int x,y;
	TileIndex old_tile;
	TileIndex new_tile;
} GetNewVehiclePosResult;

/**
 * Returns the Trackdir on which the vehicle is currently located.
 * Works for trains and ships.
 * Currently works only sortof for road vehicles, since they have a fuzzy
 * concept of being "on" a trackdir. Dunno really what it returns for a road
 * vehicle that is halfway a tile, never really understood that part. For road
 * vehicles that are at the beginning or end of the tile, should just return
 * the diagonal trackdir on which they are driving. I _think_.
 * For other vehicles types, or vehicles with no clear trackdir (such as those
 * in depots), returns 0xFF.
 */
Trackdir GetVehicleTrackdir(const Vehicle* v);

/* returns true if staying in the same tile */
bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
byte GetDirectionTowards(const Vehicle *v, int x, int y);

#define BEGIN_ENUM_WAGONS(v) do {
#define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL);

/* vehicle.c */
VARDEF SortStruct *_vehicle_sort;

extern MemoryPool _vehicle_pool;

/**
 * Get the pointer to the vehicle with index 'index'
 */
static inline Vehicle *GetVehicle(VehicleID index)
{
	return (Vehicle*)GetItemFromPool(&_vehicle_pool, index);
}

/**
 * Get the current size of the VehiclePool
 */
static inline uint16 GetVehiclePoolSize(void)
{
	return _vehicle_pool.total_items;
}

#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL)
#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)

/**
 * Check if a Vehicle really exists.
 */
static inline bool IsValidVehicle(const Vehicle *v)
{
	return v->type != 0;
}

/**
 * Check if an index is a vehicle-index (so between 0 and max-vehicles)
 *
 * @return Returns true if the vehicle-id is in range
 */
static inline bool IsVehicleIndex(uint index)
{
	return index < GetVehiclePoolSize();
}

/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order *GetVehicleOrder(const Vehicle *v, int index)
{
	Order *order = v->orders;

	if (index < 0) return NULL;

	while (order != NULL && index-- > 0)
		order = order->next;

	return order;
}

/* Returns the last order of a vehicle, or NULL if it doesn't exists */
static inline Order *GetLastVehicleOrder(const Vehicle *v)
{
	Order *order = v->orders;

	if (order == NULL) return NULL;

	while (order->next != NULL)
		order = order->next;

	return order;
}

/* Get the first vehicle of a shared-list, so we only have to walk forwards */
static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v)
{
	Vehicle *u = v;
	while (u->prev_shared != NULL)
		u = u->prev_shared;

	return u;
}

// NOSAVE: Can be regenerated by inspecting the vehicles.
VARDEF VehicleID _vehicle_position_hash[0x1000];

// NOSAVE: Return values from various commands.
VARDEF VehicleID _new_train_id;
VARDEF VehicleID _new_wagon_id;
VARDEF VehicleID _new_aircraft_id;
VARDEF VehicleID _new_ship_id;
VARDEF VehicleID _new_roadveh_id;
VARDEF VehicleID _new_vehicle_id;
VARDEF uint16 _aircraft_refit_capacity;
VARDEF byte _cmd_build_rail_veh_score;

#define INVALID_VEHICLE 0xFFFF
#define INVALID_ENGINE 0xFFFF

/* A lot of code calls for the invalidation of the status bar, which is widget 5.
 * Best is to have a virtual value for it when it needs to change again */
#define STATUS_BAR 5

#endif /* VEHICLE_H */