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Location: cpp/openttd-patchpack/source/src/vehicle.cpp
r28820:ac82714dfd1e
111.8 KiB
text/x-c
Fix e38c3c5: Added missing return statement (#12185)
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3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 | /*
* 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.cpp Base implementations of all vehicles. */
#include "stdafx.h"
#include "error.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "timetable.h"
#include "viewport_func.h"
#include "news_func.h"
#include "command_func.h"
#include "company_func.h"
#include "train.h"
#include "aircraft.h"
#include "newgrf_debug.h"
#include "newgrf_sound.h"
#include "newgrf_station.h"
#include "group_gui.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "vehicle_func.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "station_base.h"
#include "ai/ai.hpp"
#include "depot_func.h"
#include "network/network.h"
#include "core/pool_func.hpp"
#include "economy_base.h"
#include "articulated_vehicles.h"
#include "roadstop_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "core/container_func.hpp"
#include "order_backup.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "vehiclelist.h"
#include "bridge_map.h"
#include "tunnel_map.h"
#include "depot_map.h"
#include "gamelog.h"
#include "linkgraph/linkgraph.h"
#include "linkgraph/refresh.h"
#include "framerate_type.h"
#include "autoreplace_cmd.h"
#include "misc_cmd.h"
#include "train_cmd.h"
#include "vehicle_cmd.h"
#include "newgrf_roadstop.h"
#include "timer/timer.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_economy.h"
#include "timer/timer_game_tick.h"
#include "table/strings.h"
#include "safeguards.h"
/* Number of bits in the hash to use from each vehicle coord */
static const uint GEN_HASHX_BITS = 6;
static const uint GEN_HASHY_BITS = 6;
/* Size of each hash bucket */
static const uint GEN_HASHX_BUCKET_BITS = 7;
static const uint GEN_HASHY_BUCKET_BITS = 6;
/* Compute hash for vehicle coord */
#define GEN_HASHX(x) GB((x), GEN_HASHX_BUCKET_BITS + ZOOM_LVL_SHIFT, GEN_HASHX_BITS)
#define GEN_HASHY(y) (GB((y), GEN_HASHY_BUCKET_BITS + ZOOM_LVL_SHIFT, GEN_HASHY_BITS) << GEN_HASHX_BITS)
#define GEN_HASH(x, y) (GEN_HASHY(y) + GEN_HASHX(x))
/* Maximum size until hash repeats */
static const int GEN_HASHX_SIZE = 1 << (GEN_HASHX_BUCKET_BITS + GEN_HASHX_BITS + ZOOM_LVL_SHIFT);
static const int GEN_HASHY_SIZE = 1 << (GEN_HASHY_BUCKET_BITS + GEN_HASHY_BITS + ZOOM_LVL_SHIFT);
/* Increments to reach next bucket in hash table */
static const int GEN_HASHX_INC = 1;
static const int GEN_HASHY_INC = 1 << GEN_HASHX_BITS;
/* Mask to wrap-around buckets */
static const uint GEN_HASHX_MASK = (1 << GEN_HASHX_BITS) - 1;
static const uint GEN_HASHY_MASK = ((1 << GEN_HASHY_BITS) - 1) << GEN_HASHX_BITS;
/** The pool with all our precious vehicles. */
VehiclePool _vehicle_pool("Vehicle");
INSTANTIATE_POOL_METHODS(Vehicle)
/**
* Determine shared bounds of all sprites.
* @param[out] bounds Shared bounds.
*/
void VehicleSpriteSeq::GetBounds(Rect *bounds) const
{
bounds->left = bounds->top = bounds->right = bounds->bottom = 0;
for (uint i = 0; i < this->count; ++i) {
const Sprite *spr = GetSprite(this->seq[i].sprite, SpriteType::Normal);
if (i == 0) {
bounds->left = spr->x_offs;
bounds->top = spr->y_offs;
bounds->right = spr->width + spr->x_offs - 1;
bounds->bottom = spr->height + spr->y_offs - 1;
} else {
if (spr->x_offs < bounds->left) bounds->left = spr->x_offs;
if (spr->y_offs < bounds->top) bounds->top = spr->y_offs;
int right = spr->width + spr->x_offs - 1;
int bottom = spr->height + spr->y_offs - 1;
if (right > bounds->right) bounds->right = right;
if (bottom > bounds->bottom) bounds->bottom = bottom;
}
}
}
/**
* Draw the sprite sequence.
* @param x X position
* @param y Y position
* @param default_pal Vehicle palette
* @param force_pal Whether to ignore individual palettes, and draw everything with \a default_pal.
*/
void VehicleSpriteSeq::Draw(int x, int y, PaletteID default_pal, bool force_pal) const
{
for (uint i = 0; i < this->count; ++i) {
PaletteID pal = force_pal || !this->seq[i].pal ? default_pal : this->seq[i].pal;
DrawSprite(this->seq[i].sprite, pal, x, y);
}
}
/**
* Function to tell if a vehicle needs to be autorenewed
* @param *c The vehicle owner
* @param use_renew_setting Should the company renew setting be considered?
* @return true if the vehicle is old enough for replacement
*/
bool Vehicle::NeedsAutorenewing(const Company *c, bool use_renew_setting) const
{
/* We can always generate the Company pointer when we have the vehicle.
* However this takes time and since the Company pointer is often present
* when this function is called then it's faster to pass the pointer as an
* argument rather than finding it again. */
assert(c == Company::Get(this->owner));
if (use_renew_setting && !c->settings.engine_renew) return false;
if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false;
/* Only engines need renewing */
if (this->type == VEH_TRAIN && !Train::From(this)->IsEngine()) return false;
return true;
}
/**
* Service a vehicle and all subsequent vehicles in the consist
*
* @param *v The vehicle or vehicle chain being serviced
*/
void VehicleServiceInDepot(Vehicle *v)
{
assert(v != nullptr);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
do {
v->date_of_last_service = TimerGameEconomy::date;
v->date_of_last_service_newgrf = TimerGameCalendar::date;
v->breakdowns_since_last_service = 0;
v->reliability = v->GetEngine()->reliability;
/* Prevent vehicles from breaking down directly after exiting the depot. */
v->breakdown_chance /= 4;
if (_settings_game.difficulty.vehicle_breakdowns == 1) v->breakdown_chance = 0; // on reduced breakdown
v = v->Next();
} while (v != nullptr && v->HasEngineType());
}
/**
* 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 Vehicle::NeedsServicing() const
{
/* Stopped or crashed vehicles will not move, as such making unmovable
* vehicles to go for service is lame. */
if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
/* Are we ready for the next service cycle? */
const Company *c = Company::Get(this->owner);
/* Service intervals can be measured in different units, which we handle individually. */
if (this->ServiceIntervalIsPercent()) {
/* Service interval is in percents. */
if (this->reliability >= this->GetEngine()->reliability * (100 - this->GetServiceInterval()) / 100) return false;
} else if (TimerGameEconomy::UsingWallclockUnits()) {
/* Service interval is in minutes. */
if (this->date_of_last_service + (this->GetServiceInterval() * EconomyTime::DAYS_IN_ECONOMY_MONTH) >= TimerGameEconomy::date) return false;
} else {
/* Service interval is in days. */
if (this->date_of_last_service + this->GetServiceInterval() >= TimerGameEconomy::date) return false;
}
/* If we're servicing anyway, because we have not disabled servicing when
* there are no breakdowns or we are playing with breakdowns, bail out. */
if (!_settings_game.order.no_servicing_if_no_breakdowns ||
_settings_game.difficulty.vehicle_breakdowns != 0) {
return true;
}
/* Test whether there is some pending autoreplace.
* Note: We do this after the service-interval test.
* There are a lot more reasons for autoreplace to fail than we can test here reasonably. */
bool pending_replace = false;
Money needed_money = c->settings.engine_renew_money;
if (needed_money > GetAvailableMoney(c->index)) return false;
for (const Vehicle *v = this; v != nullptr; v = (v->type == VEH_TRAIN) ? Train::From(v)->GetNextUnit() : nullptr) {
bool replace_when_old = false;
EngineID new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id, &replace_when_old);
/* Check engine availability */
if (new_engine == INVALID_ENGINE || !HasBit(Engine::Get(new_engine)->company_avail, v->owner)) continue;
/* Is the vehicle old if we are not always replacing? */
if (replace_when_old && !v->NeedsAutorenewing(c, false)) continue;
/* Check refittability */
CargoTypes available_cargo_types, union_mask;
GetArticulatedRefitMasks(new_engine, true, &union_mask, &available_cargo_types);
/* Is there anything to refit? */
if (union_mask != 0) {
CargoID cargo_type;
CargoTypes cargo_mask = GetCargoTypesOfArticulatedVehicle(v, &cargo_type);
if (!HasAtMostOneBit(cargo_mask)) {
CargoTypes new_engine_default_cargoes = GetCargoTypesOfArticulatedParts(new_engine);
if ((cargo_mask & new_engine_default_cargoes) != cargo_mask) {
/* We cannot refit to mixed cargoes in an automated way */
continue;
}
/* engine_type is already a mixed cargo type which matches the incoming vehicle by default, no refit required */
} else {
/* Did the old vehicle carry anything? */
if (IsValidCargoID(cargo_type)) {
/* We can't refit the vehicle to carry the cargo we want */
if (!HasBit(available_cargo_types, cargo_type)) continue;
}
}
}
/* Check money.
* We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */
pending_replace = true;
needed_money += 2 * Engine::Get(new_engine)->GetCost();
if (needed_money > GetAvailableMoney(c->index)) return false;
}
return pending_replace;
}
/**
* Checks if the current order should be interrupted for a service-in-depot order.
* @see NeedsServicing()
* @return true if the current order should be interrupted.
*/
bool Vehicle::NeedsAutomaticServicing() const
{
if (this->HasDepotOrder()) return false;
if (this->current_order.IsType(OT_LOADING)) return false;
if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
return NeedsServicing();
}
uint Vehicle::Crash(bool)
{
assert((this->vehstatus & VS_CRASHED) == 0);
assert(this->Previous() == nullptr); // IsPrimaryVehicle fails for free-wagon-chains
uint pass = 0;
/* Stop the vehicle. */
if (this->IsPrimaryVehicle()) this->vehstatus |= VS_STOPPED;
/* crash all wagons, and count passengers */
for (Vehicle *v = this; v != nullptr; v = v->Next()) {
/* We do not transfer reserver cargo back, so TotalCount() instead of StoredCount() */
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.TotalCount();
v->vehstatus |= VS_CRASHED;
v->MarkAllViewportsDirty();
}
/* Dirty some windows */
InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowDirty(WC_VEHICLE_DEPOT, this->tile);
delete this->cargo_payment;
assert(this->cargo_payment == nullptr); // cleared by ~CargoPayment
return RandomRange(pass + 1); // Randomise deceased passengers.
}
/**
* Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.
* @param engine The engine that caused the problem
* @param part1 Part 1 of the error message, taking the grfname as parameter 1
* @param part2 Part 2 of the error message, taking the engine as parameter 2
* @param bug_type Flag to check and set in grfconfig
* @param critical Shall the "OpenTTD might crash"-message be shown when the player tries to unpause?
*/
void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical)
{
const Engine *e = Engine::Get(engine);
GRFConfig *grfconfig = GetGRFConfig(e->GetGRFID());
/* Missing GRF. Nothing useful can be done in this situation. */
if (grfconfig == nullptr) return;
if (!HasBit(grfconfig->grf_bugs, bug_type)) {
SetBit(grfconfig->grf_bugs, bug_type);
SetDParamStr(0, grfconfig->GetName());
SetDParam(1, engine);
ShowErrorMessage(part1, part2, WL_CRITICAL);
if (!_networking) Command<CMD_PAUSE>::Do(DC_EXEC, critical ? PM_PAUSED_ERROR : PM_PAUSED_NORMAL, true);
}
/* debug output */
SetDParamStr(0, grfconfig->GetName());
Debug(grf, 0, "{}", StrMakeValid(GetString(part1)));
SetDParam(1, engine);
Debug(grf, 0, "{}", StrMakeValid(GetString(part2)));
}
/**
* Logs a bug in GRF and shows a warning message if this
* is for the first time this happened.
* @param u first vehicle of chain
*/
void VehicleLengthChanged(const Vehicle *u)
{
/* show a warning once for each engine in whole game and once for each GRF after each game load */
const Engine *engine = u->GetEngine();
uint32_t grfid = engine->grf_prop.grffile->grfid;
GRFConfig *grfconfig = GetGRFConfig(grfid);
if (_gamelog.GRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
}
}
/**
* Vehicle constructor.
* @param type Type of the new vehicle.
*/
Vehicle::Vehicle(VehicleType type)
{
this->type = type;
this->coord.left = INVALID_COORD;
this->sprite_cache.old_coord.left = INVALID_COORD;
this->group_id = DEFAULT_GROUP;
this->fill_percent_te_id = INVALID_TE_ID;
this->first = this;
this->colourmap = PAL_NONE;
this->cargo_age_counter = 1;
this->last_station_visited = INVALID_STATION;
this->last_loading_station = INVALID_STATION;
}
/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
* lookup times at the expense of memory usage. */
const int HASH_BITS = 7;
const int HASH_SIZE = 1 << HASH_BITS;
const int HASH_MASK = HASH_SIZE - 1;
const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;
/* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
* Profiling results show that 0 is fastest. */
const int HASH_RES = 0;
static Vehicle *_vehicle_tile_hash[TOTAL_HASH_SIZE];
static Vehicle *VehicleFromTileHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc, bool find_first)
{
for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
for (int x = xl; ; x = (x + 1) & HASH_MASK) {
Vehicle *v = _vehicle_tile_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != nullptr; v = v->hash_tile_next) {
Vehicle *a = proc(v, data);
if (find_first && a != nullptr) return a;
}
if (x == xu) break;
}
if (y == yu) break;
}
return nullptr;
}
/**
* Helper function for FindVehicleOnPos/HasVehicleOnPos.
* @note Do not call this function directly!
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @param find_first Whether to return on the first found or iterate over
* all vehicles
* @return the best matching or first vehicle (depending on find_first).
*/
static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first)
{
const int COLL_DIST = 6;
/* Hash area to scan is from xl,yl to xu,yu */
int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
return VehicleFromTileHash(xl, yl, xu, yu, data, proc, find_first);
}
/**
* Find a vehicle from a specific location. It will call proc for ALL vehicles
* on the tile and YOU must make SURE that the "best one" is stored in the
* data value and is ALWAYS the same regardless of the order of the vehicles
* where proc was called on!
* When you fail to do this properly you create an almost untraceable DESYNC!
* @note The return value of proc will be ignored.
* @note Use this when you have the intention that all vehicles
* should be iterated over.
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
*/
void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
VehicleFromPosXY(x, y, data, proc, false);
}
/**
* Checks whether a vehicle in on a specific location. It will call proc for
* vehicles until it returns non-nullptr.
* @note Use FindVehicleOnPosXY when you have the intention that all vehicles
* should be iterated over.
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @return True if proc returned non-nullptr.
*/
bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
return VehicleFromPosXY(x, y, data, proc, true) != nullptr;
}
/**
* Helper function for FindVehicleOnPos/HasVehicleOnPos.
* @note Do not call this function directly!
* @param tile The location on the map
* @param data Arbitrary data passed to \a proc.
* @param proc The proc that determines whether a vehicle will be "found".
* @param find_first Whether to return on the first found or iterate over
* all vehicles
* @return the best matching or first vehicle (depending on find_first).
*/
static Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc, bool find_first)
{
int x = GB(TileX(tile), HASH_RES, HASH_BITS);
int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
Vehicle *v = _vehicle_tile_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != nullptr; v = v->hash_tile_next) {
if (v->tile != tile) continue;
Vehicle *a = proc(v, data);
if (find_first && a != nullptr) return a;
}
return nullptr;
}
/**
* Find a vehicle from a specific location. It will call \a proc for ALL vehicles
* on the tile and YOU must make SURE that the "best one" is stored in the
* data value and is ALWAYS the same regardless of the order of the vehicles
* where proc was called on!
* When you fail to do this properly you create an almost untraceable DESYNC!
* @note The return value of \a proc will be ignored.
* @note Use this function when you have the intention that all vehicles
* should be iterated over.
* @param tile The location on the map
* @param data Arbitrary data passed to \a proc.
* @param proc The proc that determines whether a vehicle will be "found".
*/
void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
VehicleFromPos(tile, data, proc, false);
}
/**
* Checks whether a vehicle is on a specific location. It will call \a proc for
* vehicles until it returns non-nullptr.
* @note Use #FindVehicleOnPos when you have the intention that all vehicles
* should be iterated over.
* @param tile The location on the map
* @param data Arbitrary data passed to \a proc.
* @param proc The \a proc that determines whether a vehicle will be "found".
* @return True if proc returned non-nullptr.
*/
bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
return VehicleFromPos(tile, data, proc, true) != nullptr;
}
/**
* Callback that returns 'real' vehicles lower or at height \c *(int*)data .
* @param v Vehicle to examine.
* @param data Pointer to height data.
* @return \a v if conditions are met, else \c nullptr.
*/
static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
int z = *(int*)data;
if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return nullptr;
if (v->z_pos > z) return nullptr;
return v;
}
/**
* Ensure there is no vehicle at the ground at the given position.
* @param tile Position to examine.
* @return Succeeded command (ground is free) or failed command (a vehicle is found).
*/
CommandCost EnsureNoVehicleOnGround(TileIndex tile)
{
int z = GetTileMaxPixelZ(tile);
/* Value v is not safe in MP games, however, it is used to generate a local
* error message only (which may be different for different machines).
* Such a message does not affect MP synchronisation.
*/
Vehicle *v = VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ, true);
if (v != nullptr) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
return CommandCost();
}
/** Procedure called for every vehicle found in tunnel/bridge in the hash map */
static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
{
if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return nullptr;
if (v == (const Vehicle *)data) return nullptr;
return v;
}
/**
* Finds vehicle in tunnel / bridge
* @param tile first end
* @param endtile second end
* @param ignore Ignore this vehicle when searching
* @return Succeeded command (if tunnel/bridge is free) or failed command (if a vehicle is using the tunnel/bridge).
*/
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
{
/* Value v is not safe in MP games, however, it is used to generate a local
* error message only (which may be different for different machines).
* Such a message does not affect MP synchronisation.
*/
Vehicle *v = VehicleFromPos(tile, const_cast<Vehicle *>(ignore), &GetVehicleTunnelBridgeProc, true);
if (v == nullptr) v = VehicleFromPos(endtile, const_cast<Vehicle *>(ignore), &GetVehicleTunnelBridgeProc, true);
if (v != nullptr) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
return CommandCost();
}
static Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data)
{
TrackBits rail_bits = *(TrackBits *)data;
if (v->type != VEH_TRAIN) return nullptr;
Train *t = Train::From(v);
if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return nullptr;
return v;
}
/**
* Tests if a vehicle interacts with the specified track bits.
* All track bits interact except parallel #TRACK_BIT_HORZ or #TRACK_BIT_VERT.
*
* @param tile The tile.
* @param track_bits The track bits.
* @return \c true if no train that interacts, is found. \c false if a train is found.
*/
CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits)
{
/* Value v is not safe in MP games, however, it is used to generate a local
* error message only (which may be different for different machines).
* Such a message does not affect MP synchronisation.
*/
Vehicle *v = VehicleFromPos(tile, &track_bits, &EnsureNoTrainOnTrackProc, true);
if (v != nullptr) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
return CommandCost();
}
static void UpdateVehicleTileHash(Vehicle *v, bool remove)
{
Vehicle **old_hash = v->hash_tile_current;
Vehicle **new_hash;
if (remove) {
new_hash = nullptr;
} else {
int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
new_hash = &_vehicle_tile_hash[(x + y) & TOTAL_HASH_MASK];
}
if (old_hash == new_hash) return;
/* Remove from the old position in the hash table */
if (old_hash != nullptr) {
if (v->hash_tile_next != nullptr) v->hash_tile_next->hash_tile_prev = v->hash_tile_prev;
*v->hash_tile_prev = v->hash_tile_next;
}
/* Insert vehicle at beginning of the new position in the hash table */
if (new_hash != nullptr) {
v->hash_tile_next = *new_hash;
if (v->hash_tile_next != nullptr) v->hash_tile_next->hash_tile_prev = &v->hash_tile_next;
v->hash_tile_prev = new_hash;
*new_hash = v;
}
/* Remember current hash position */
v->hash_tile_current = new_hash;
}
static Vehicle *_vehicle_viewport_hash[1 << (GEN_HASHX_BITS + GEN_HASHY_BITS)];
static void UpdateVehicleViewportHash(Vehicle *v, int x, int y, int old_x, int old_y)
{
Vehicle **old_hash, **new_hash;
new_hash = (x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GEN_HASH(x, y)];
old_hash = (old_x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GEN_HASH(old_x, old_y)];
if (old_hash == new_hash) return;
/* remove from hash table? */
if (old_hash != nullptr) {
if (v->hash_viewport_next != nullptr) v->hash_viewport_next->hash_viewport_prev = v->hash_viewport_prev;
*v->hash_viewport_prev = v->hash_viewport_next;
}
/* insert into hash table? */
if (new_hash != nullptr) {
v->hash_viewport_next = *new_hash;
if (v->hash_viewport_next != nullptr) v->hash_viewport_next->hash_viewport_prev = &v->hash_viewport_next;
v->hash_viewport_prev = new_hash;
*new_hash = v;
}
}
void ResetVehicleHash()
{
for (Vehicle *v : Vehicle::Iterate()) { v->hash_tile_current = nullptr; }
memset(_vehicle_viewport_hash, 0, sizeof(_vehicle_viewport_hash));
memset(_vehicle_tile_hash, 0, sizeof(_vehicle_tile_hash));
}
void ResetVehicleColourMap()
{
for (Vehicle *v : Vehicle::Iterate()) { v->colourmap = PAL_NONE; }
}
/**
* List of vehicles that should check for autoreplace this tick.
* Mapping of vehicle -> leave depot immediately after autoreplace.
*/
using AutoreplaceMap = std::map<Vehicle *, bool>;
static AutoreplaceMap _vehicles_to_autoreplace;
void InitializeVehicles()
{
_vehicles_to_autoreplace.clear();
ResetVehicleHash();
}
uint CountVehiclesInChain(const Vehicle *v)
{
uint count = 0;
do count++; while ((v = v->Next()) != nullptr);
return count;
}
/**
* Check if a vehicle is counted in num_engines in each company struct
* @return true if the vehicle is counted in num_engines
*/
bool Vehicle::IsEngineCountable() const
{
switch (this->type) {
case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors
case VEH_TRAIN:
return !this->IsArticulatedPart() && // tenders and other articulated parts
!Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
case VEH_ROAD: return RoadVehicle::From(this)->IsFrontEngine();
case VEH_SHIP: return true;
default: return false; // Only count company buildable vehicles
}
}
/**
* Check whether Vehicle::engine_type has any meaning.
* @return true if the vehicle has a usable engine type.
*/
bool Vehicle::HasEngineType() const
{
switch (this->type) {
case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft();
case VEH_TRAIN:
case VEH_ROAD:
case VEH_SHIP: return true;
default: return false;
}
}
/**
* Retrieves the engine of the vehicle.
* @return Engine of the vehicle.
* @pre HasEngineType() == true
*/
const Engine *Vehicle::GetEngine() const
{
return Engine::Get(this->engine_type);
}
/**
* Retrieve the NewGRF the vehicle is tied to.
* This is the GRF providing the Action 3 for the engine type.
* @return NewGRF associated to the vehicle.
*/
const GRFFile *Vehicle::GetGRF() const
{
return this->GetEngine()->GetGRF();
}
/**
* Retrieve the GRF ID of the NewGRF the vehicle is tied to.
* This is the GRF providing the Action 3 for the engine type.
* @return GRF ID of the associated NewGRF.
*/
uint32_t Vehicle::GetGRFID() const
{
return this->GetEngine()->GetGRFID();
}
/**
* Shift all dates by given interval.
* This is useful if the date has been modified with the cheat menu.
* @param interval Number of days to be added or substracted.
*/
void Vehicle::ShiftDates(TimerGameEconomy::Date interval)
{
this->date_of_last_service = std::max(this->date_of_last_service + interval, TimerGameEconomy::Date(0));
/* date_of_last_service_newgrf is not updated here as it must stay stable
* for vehicles outside of a depot. */
}
/**
* Handle the pathfinding result, especially the lost status.
* If the vehicle is now lost and wasn't previously fire an
* event to the AIs and a news message to the user. If the
* vehicle is not lost anymore remove the news message.
* @param path_found Whether the vehicle has a path to its destination.
*/
void Vehicle::HandlePathfindingResult(bool path_found)
{
if (path_found) {
/* Route found, is the vehicle marked with "lost" flag? */
if (!HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;
/* Clear the flag as the PF's problem was solved. */
ClrBit(this->vehicle_flags, VF_PATHFINDER_LOST);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type));
/* Delete the news item. */
DeleteVehicleNews(this->index, STR_NEWS_VEHICLE_IS_LOST);
return;
}
/* Were we already lost? */
if (HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;
/* It is first time the problem occurred, set the "lost" flag. */
SetBit(this->vehicle_flags, VF_PATHFINDER_LOST);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type));
/* Unbunching data is no longer valid. */
this->ResetDepotUnbunching();
/* Notify user about the event. */
AI::NewEvent(this->owner, new ScriptEventVehicleLost(this->index));
if (_settings_client.gui.lost_vehicle_warn && this->owner == _local_company) {
SetDParam(0, this->index);
AddVehicleAdviceNewsItem(STR_NEWS_VEHICLE_IS_LOST, this->index);
}
}
/** Destroy all stuff that (still) needs the virtual functions to work properly */
void Vehicle::PreDestructor()
{
if (CleaningPool()) return;
if (Station::IsValidID(this->last_station_visited)) {
Station *st = Station::Get(this->last_station_visited);
st->loading_vehicles.remove(this);
HideFillingPercent(&this->fill_percent_te_id);
this->CancelReservation(INVALID_STATION, st);
delete this->cargo_payment;
assert(this->cargo_payment == nullptr); // cleared by ~CargoPayment
}
if (this->IsEngineCountable()) {
GroupStatistics::CountEngine(this, -1);
if (this->IsPrimaryVehicle()) GroupStatistics::CountVehicle(this, -1);
GroupStatistics::UpdateAutoreplace(this->owner);
if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
DeleteGroupHighlightOfVehicle(this);
}
Company::Get(this->owner)->freeunits[this->type].ReleaseID(this->unitnumber);
if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
Aircraft *a = Aircraft::From(this);
Station *st = GetTargetAirportIfValid(a);
if (st != nullptr) {
const AirportFTA *layout = st->airport.GetFTA()->layout;
CLRBITS(st->airport.flags, layout[a->previous_pos].block | layout[a->pos].block);
}
}
if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) {
RoadVehicle *v = RoadVehicle::From(this);
if (!(v->vehstatus & VS_CRASHED) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
/* Leave the drive through roadstop, when you have not already left it. */
RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
}
if (v->disaster_vehicle != INVALID_VEHICLE) ReleaseDisasterVehicle(v->disaster_vehicle);
}
if (this->Previous() == nullptr) {
InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
}
if (this->IsPrimaryVehicle()) {
CloseWindowById(WC_VEHICLE_VIEW, this->index);
CloseWindowById(WC_VEHICLE_ORDERS, this->index);
CloseWindowById(WC_VEHICLE_REFIT, this->index);
CloseWindowById(WC_VEHICLE_DETAILS, this->index);
CloseWindowById(WC_VEHICLE_TIMETABLE, this->index);
SetWindowDirty(WC_COMPANY, this->owner);
OrderBackup::ClearVehicle(this);
}
InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
this->cargo.Truncate();
DeleteVehicleOrders(this);
DeleteDepotHighlightOfVehicle(this);
StopGlobalFollowVehicle(this);
}
Vehicle::~Vehicle()
{
if (CleaningPool()) {
this->cargo.OnCleanPool();
return;
}
/* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
* it may happen that vehicle chain is deleted when visible */
if (!(this->vehstatus & VS_HIDDEN)) this->MarkAllViewportsDirty();
Vehicle *v = this->Next();
this->SetNext(nullptr);
delete v;
UpdateVehicleTileHash(this, true);
UpdateVehicleViewportHash(this, INVALID_COORD, 0, this->sprite_cache.old_coord.left, this->sprite_cache.old_coord.top);
DeleteVehicleNews(this->index, INVALID_STRING_ID);
DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
}
/**
* Adds a vehicle to the list of vehicles that visited a depot this tick
* @param *v vehicle to add
*/
void VehicleEnteredDepotThisTick(Vehicle *v)
{
/* Vehicle should stop in the depot if it was in 'stopping' state */
_vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED);
/* We ALWAYS set the stopped state. Even when the vehicle does not plan on
* stopping in the depot, so we stop it to ensure that it will not reserve
* the path out of the depot before we might autoreplace it to a different
* engine. The new engine would not own the reserved path we store that we
* stopped the vehicle, so autoreplace can start it again */
v->vehstatus |= VS_STOPPED;
}
/**
* Age all vehicles, spreading out the action using the current TimerGameCalendar::date_fract.
*/
void RunVehicleCalendarDayProc()
{
if (_game_mode != GM_NORMAL) return;
/* Run the calendar day proc for every DAY_TICKS vehicle starting at TimerGameCalendar::date_fract. */
for (size_t i = TimerGameCalendar::date_fract; i < Vehicle::GetPoolSize(); i += Ticks::DAY_TICKS) {
Vehicle *v = Vehicle::Get(i);
if (v == nullptr) continue;
v->OnNewCalendarDay();
}
}
/**
* Increases the day counter for all vehicles and calls 1-day and 32-day handlers.
* Each tick, it processes vehicles with "index % DAY_TICKS == TimerGameEconomy::date_fract",
* so each day, all vehicles are processes in DAY_TICKS steps.
*/
static void RunEconomyVehicleDayProc()
{
if (_game_mode != GM_NORMAL) return;
/* Run the economy day proc for every DAY_TICKS vehicle starting at TimerGameEconomy::date_fract. */
for (size_t i = TimerGameEconomy::date_fract; i < Vehicle::GetPoolSize(); i += Ticks::DAY_TICKS) {
Vehicle *v = Vehicle::Get(i);
if (v == nullptr) continue;
/* Call the 32-day callback if needed */
if ((v->day_counter & 0x1F) == 0 && v->HasEngineType()) {
uint16_t callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED) {
if (HasBit(callback, 0)) {
TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
}
/* After a vehicle trigger, the graphics and properties of the vehicle could change.
* Note: MarkDirty also invalidates the palette, which is the meaning of bit 1. So, nothing special there. */
if (callback != 0) v->First()->MarkDirty();
if (callback & ~3) ErrorUnknownCallbackResult(v->GetGRFID(), CBID_VEHICLE_32DAY_CALLBACK, callback);
}
}
/* This is called once per day for each vehicle, but not in the first tick of the day */
v->OnNewEconomyDay();
}
}
void CallVehicleTicks()
{
_vehicles_to_autoreplace.clear();
RunEconomyVehicleDayProc();
{
PerformanceMeasurer framerate(PFE_GL_ECONOMY);
for (Station *st : Station::Iterate()) LoadUnloadStation(st);
}
PerformanceAccumulator::Reset(PFE_GL_TRAINS);
PerformanceAccumulator::Reset(PFE_GL_ROADVEHS);
PerformanceAccumulator::Reset(PFE_GL_SHIPS);
PerformanceAccumulator::Reset(PFE_GL_AIRCRAFT);
for (Vehicle *v : Vehicle::Iterate()) {
[[maybe_unused]] size_t vehicle_index = v->index;
/* Vehicle could be deleted in this tick */
if (!v->Tick()) {
assert(Vehicle::Get(vehicle_index) == nullptr);
continue;
}
assert(Vehicle::Get(vehicle_index) == v);
switch (v->type) {
default: break;
case VEH_TRAIN:
case VEH_ROAD:
case VEH_AIRCRAFT:
case VEH_SHIP: {
Vehicle *front = v->First();
if (v->vcache.cached_cargo_age_period != 0) {
v->cargo_age_counter = std::min(v->cargo_age_counter, v->vcache.cached_cargo_age_period);
if (--v->cargo_age_counter == 0) {
v->cargo.AgeCargo();
v->cargo_age_counter = v->vcache.cached_cargo_age_period;
}
}
/* Do not play any sound when crashed */
if (front->vehstatus & VS_CRASHED) continue;
/* Do not play any sound when in depot or tunnel */
if (v->vehstatus & VS_HIDDEN) continue;
/* Do not play any sound when stopped */
if ((front->vehstatus & VS_STOPPED) && (front->type != VEH_TRAIN || front->cur_speed == 0)) continue;
/* Check vehicle type specifics */
switch (v->type) {
case VEH_TRAIN:
if (Train::From(v)->IsWagon()) continue;
break;
case VEH_ROAD:
if (!RoadVehicle::From(v)->IsFrontEngine()) continue;
break;
case VEH_AIRCRAFT:
if (!Aircraft::From(v)->IsNormalAircraft()) continue;
break;
default:
break;
}
v->motion_counter += front->cur_speed;
/* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
if (GB(v->motion_counter, 0, 8) < front->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
/* Play an alternating running sound every 16 ticks */
if (GB(v->tick_counter, 0, 4) == 0) {
/* Play running sound when speed > 0 and not braking */
bool running = (front->cur_speed > 0) && !(front->vehstatus & (VS_STOPPED | VS_TRAIN_SLOWING));
PlayVehicleSound(v, running ? VSE_RUNNING_16 : VSE_STOPPED_16);
}
break;
}
}
}
Backup<CompanyID> cur_company(_current_company, FILE_LINE);
for (auto &it : _vehicles_to_autoreplace) {
Vehicle *v = it.first;
/* Autoreplace needs the current company set as the vehicle owner */
cur_company.Change(v->owner);
/* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
* We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
* they are already leaving the depot again before being replaced. */
if (it.second) v->vehstatus &= ~VS_STOPPED;
/* Store the position of the effect as the vehicle pointer will become invalid later */
int x = v->x_pos;
int y = v->y_pos;
int z = v->z_pos;
const Company *c = Company::Get(_current_company);
SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->settings.engine_renew_money));
CommandCost res = Command<CMD_AUTOREPLACE_VEHICLE>::Do(DC_EXEC, v->index);
SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->settings.engine_renew_money));
if (!IsLocalCompany()) continue;
if (res.Succeeded()) {
ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
continue;
}
StringID error_message = res.GetErrorMessage();
if (error_message == STR_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue;
if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;
StringID message;
if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
message = error_message;
} else {
message = STR_NEWS_VEHICLE_AUTORENEW_FAILED;
}
SetDParam(0, v->index);
SetDParam(1, error_message);
AddVehicleAdviceNewsItem(message, v->index);
}
cur_company.Restore();
}
/**
* Add vehicle sprite for drawing to the screen.
* @param v Vehicle to draw.
*/
static void DoDrawVehicle(const Vehicle *v)
{
PaletteID pal = PAL_NONE;
if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
/* Check whether the vehicle shall be transparent due to the game state */
bool shadowed = (v->vehstatus & VS_SHADOW) != 0;
if (v->type == VEH_EFFECT) {
/* Check whether the vehicle shall be transparent/invisible due to GUI settings.
* However, transparent smoke and bubbles look weird, so always hide them. */
TransparencyOption to = EffectVehicle::From(v)->GetTransparencyOption();
if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
}
StartSpriteCombine();
for (uint i = 0; i < v->sprite_cache.sprite_seq.count; ++i) {
PaletteID pal2 = v->sprite_cache.sprite_seq.seq[i].pal;
if (!pal2 || (v->vehstatus & VS_CRASHED)) pal2 = pal;
AddSortableSpriteToDraw(v->sprite_cache.sprite_seq.seq[i].sprite, pal2, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
v->x_extent, v->y_extent, v->z_extent, v->z_pos, shadowed, v->x_bb_offs, v->y_bb_offs);
}
EndSpriteCombine();
}
/**
* Add the vehicle sprites that should be drawn at a part of the screen.
* @param dpi Rectangle being drawn.
*/
void ViewportAddVehicles(DrawPixelInfo *dpi)
{
/* The bounding rectangle */
const int l = dpi->left;
const int r = dpi->left + dpi->width;
const int t = dpi->top;
const int b = dpi->top + dpi->height;
/* Border size of MAX_VEHICLE_PIXEL_xy */
const int xb = MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE;
const int yb = MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE;
/* The hash area to scan */
int xl, xu, yl, yu;
if (dpi->width + xb < GEN_HASHX_SIZE) {
xl = GEN_HASHX(l - xb);
xu = GEN_HASHX(r);
} else {
/* scan whole hash row */
xl = 0;
xu = GEN_HASHX_MASK;
}
if (dpi->height + yb < GEN_HASHY_SIZE) {
yl = GEN_HASHY(t - yb);
yu = GEN_HASHY(b);
} else {
/* scan whole column */
yl = 0;
yu = GEN_HASHY_MASK;
}
for (int y = yl;; y = (y + GEN_HASHY_INC) & GEN_HASHY_MASK) {
for (int x = xl;; x = (x + GEN_HASHX_INC) & GEN_HASHX_MASK) {
const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF
while (v != nullptr) {
if (!(v->vehstatus & VS_HIDDEN) &&
l <= v->coord.right + xb &&
t <= v->coord.bottom + yb &&
r >= v->coord.left - xb &&
b >= v->coord.top - yb)
{
/*
* This vehicle can potentially be drawn as part of this viewport and
* needs to be revalidated, as the sprite may not be correct.
*/
if (v->sprite_cache.revalidate_before_draw) {
VehicleSpriteSeq seq;
v->GetImage(v->direction, EIT_ON_MAP, &seq);
if (seq.IsValid() && v->sprite_cache.sprite_seq != seq) {
v->sprite_cache.sprite_seq = seq;
/*
* A sprite change may also result in a bounding box change,
* so we need to update the bounding box again before we
* check to see if the vehicle should be drawn. Note that
* we can't interfere with the viewport hash at this point,
* so we keep the original hash on the assumption there will
* not be a significant change in the top and left coordinates
* of the vehicle.
*/
v->UpdateBoundingBoxCoordinates(false);
}
v->sprite_cache.revalidate_before_draw = false;
}
if (l <= v->coord.right &&
t <= v->coord.bottom &&
r >= v->coord.left &&
b >= v->coord.top) DoDrawVehicle(v);
}
v = v->hash_viewport_next;
}
if (x == xu) break;
}
if (y == yu) break;
}
}
/**
* Find the vehicle close to the clicked coordinates.
* @param vp Viewport clicked in.
* @param x X coordinate in the viewport.
* @param y Y coordinate in the viewport.
* @return Closest vehicle, or \c nullptr if none found.
*/
Vehicle *CheckClickOnVehicle(const Viewport *vp, int x, int y)
{
Vehicle *found = nullptr;
uint dist, best_dist = UINT_MAX;
if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return nullptr;
x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
/* Border size of MAX_VEHICLE_PIXEL_xy */
const int xb = MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE;
const int yb = MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE;
/* The hash area to scan */
int xl = GEN_HASHX(x - xb);
int xu = GEN_HASHX(x);
int yl = GEN_HASHY(y - yb);
int yu = GEN_HASHY(y);
for (int hy = yl;; hy = (hy + GEN_HASHY_INC) & GEN_HASHY_MASK) {
for (int hx = xl;; hx = (hx + GEN_HASHX_INC) & GEN_HASHX_MASK) {
Vehicle *v = _vehicle_viewport_hash[hx + hy]; // already masked & 0xFFF
while (v != nullptr) {
if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 &&
x >= v->coord.left && x <= v->coord.right &&
y >= v->coord.top && y <= v->coord.bottom) {
dist = std::max(
abs(((v->coord.left + v->coord.right) >> 1) - x),
abs(((v->coord.top + v->coord.bottom) >> 1) - y)
);
if (dist < best_dist) {
found = v;
best_dist = dist;
}
}
v = v->hash_viewport_next;
}
if (hx == xu) break;
}
if (hy == yu) break;
}
return found;
}
/**
* Decrease the value of a vehicle.
* @param v %Vehicle to devaluate.
*/
void DecreaseVehicleValue(Vehicle *v)
{
v->value -= v->value >> 8;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
static const byte _breakdown_chance[64] = {
3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 5, 5, 6, 6, 7, 7,
8, 8, 9, 9, 10, 10, 11, 11,
12, 13, 13, 13, 13, 14, 15, 16,
17, 19, 21, 25, 28, 31, 34, 37,
40, 44, 48, 52, 56, 60, 64, 68,
72, 80, 90, 100, 110, 120, 130, 140,
150, 170, 190, 210, 230, 250, 250, 250,
};
void CheckVehicleBreakdown(Vehicle *v)
{
int rel, rel_old;
/* decrease reliability */
if (!_settings_game.order.no_servicing_if_no_breakdowns ||
_settings_game.difficulty.vehicle_breakdowns != 0) {
v->reliability = rel = std::max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
if (v->breakdown_ctr != 0 || (v->vehstatus & VS_STOPPED) ||
_settings_game.difficulty.vehicle_breakdowns < 1 ||
v->cur_speed < 5 || _game_mode == GM_MENU) {
return;
}
uint32_t r = Random();
/* increase chance of failure */
int chance = v->breakdown_chance + 1;
if (Chance16I(1, 25, r)) chance += 25;
v->breakdown_chance = ClampTo<uint8_t>(chance);
/* calculate reliability value to use in comparison */
rel = v->reliability;
if (v->type == VEH_SHIP) rel += 0x6666;
/* reduced breakdowns? */
if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
/* check if to break down */
if (_breakdown_chance[ClampTo<uint16_t>(rel) >> 10] <= v->breakdown_chance) {
v->breakdown_ctr = GB(r, 16, 6) + 0x3F;
v->breakdown_delay = GB(r, 24, 7) + 0x80;
v->breakdown_chance = 0;
}
}
/**
* Handle all of the aspects of a vehicle breakdown
* This includes adding smoke and sounds, and ending the breakdown when appropriate.
* @return true iff the vehicle is stopped because of a breakdown
* @note This function always returns false for aircraft, since these never stop for breakdowns
*/
bool Vehicle::HandleBreakdown()
{
/* Possible states for Vehicle::breakdown_ctr
* 0 - vehicle is running normally
* 1 - vehicle is currently broken down
* 2 - vehicle is going to break down now
* >2 - vehicle is counting down to the actual breakdown event */
switch (this->breakdown_ctr) {
case 0:
return false;
case 2:
this->breakdown_ctr = 1;
if (this->breakdowns_since_last_service != 255) {
this->breakdowns_since_last_service++;
}
if (this->type == VEH_AIRCRAFT) {
/* Aircraft just need this flag, the rest is handled elsewhere */
this->vehstatus |= VS_AIRCRAFT_BROKEN;
} else {
this->cur_speed = 0;
if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
bool train_or_ship = this->type == VEH_TRAIN || this->type == VEH_SHIP;
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
(train_or_ship ? SND_10_BREAKDOWN_TRAIN_SHIP : SND_0F_BREAKDOWN_ROADVEHICLE) :
(train_or_ship ? SND_3A_BREAKDOWN_TRAIN_SHIP_TOYLAND : SND_35_BREAKDOWN_ROADVEHICLE_TOYLAND), this);
}
if (!(this->vehstatus & VS_HIDDEN) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_NO_BREAKDOWN_SMOKE)) {
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != nullptr) u->animation_state = this->breakdown_delay * 2;
}
}
this->MarkDirty(); // Update graphics after speed is zeroed
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
[[fallthrough]];
case 1:
/* Aircraft breakdowns end only when arriving at the airport */
if (this->type == VEH_AIRCRAFT) return false;
/* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
if (--this->breakdown_delay == 0) {
this->breakdown_ctr = 0;
this->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
}
}
return true;
default:
if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
return false;
}
}
/**
* Update age of a vehicle.
* @param v Vehicle to update.
*/
void AgeVehicle(Vehicle *v)
{
if (v->age < CalendarTime::MAX_DATE) {
v->age++;
if (v->IsPrimaryVehicle() && v->age == VEHICLE_PROFIT_MIN_AGE + 1) GroupStatistics::VehicleReachedMinAge(v);
}
if (!v->IsPrimaryVehicle() && (v->type != VEH_TRAIN || !Train::From(v)->IsEngine())) return;
auto age = v->age - v->max_age;
for (int32_t i = 0; i <= 4; i++) {
if (age == TimerGameCalendar::DateAtStartOfYear(i)) {
v->reliability_spd_dec <<= 1;
break;
}
}
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
/* Don't warn about vehicles which are non-primary (e.g., part of an articulated vehicle), don't belong to us, are crashed, or are stopped */
if (v->Previous() != nullptr || v->owner != _local_company || (v->vehstatus & VS_CRASHED) != 0 || (v->vehstatus & VS_STOPPED) != 0) return;
const Company *c = Company::Get(v->owner);
/* Don't warn if a renew is active */
if (c->settings.engine_renew && v->GetEngine()->company_avail != 0) return;
/* Don't warn if a replacement is active */
if (EngineHasReplacementForCompany(c, v->engine_type, v->group_id)) return;
StringID str;
if (age == TimerGameCalendar::DateAtStartOfYear(-1)) {
str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
} else if (age == TimerGameCalendar::DateAtStartOfYear(0)) {
str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
} else if (age > TimerGameCalendar::DateAtStartOfYear(0) && (age.base() % CalendarTime::DAYS_IN_LEAP_YEAR) == 0) {
str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
} else {
return;
}
SetDParam(0, v->index);
AddVehicleAdviceNewsItem(str, v->index);
}
/**
* Calculates how full a vehicle is.
* @param front The front vehicle of the consist to check.
* @param colour The string to show depending on if we are unloading or loading
* @return A percentage of how full the Vehicle is.
* Percentages are rounded towards 50%, so that 0% and 100% are only returned
* if the vehicle is completely empty or full.
* This is useful for both display and conditional orders.
*/
uint8_t CalcPercentVehicleFilled(const Vehicle *front, StringID *colour)
{
int count = 0;
int max = 0;
int cars = 0;
int unloading = 0;
bool loading = false;
bool is_loading = front->current_order.IsType(OT_LOADING);
/* The station may be nullptr when the (colour) string does not need to be set. */
const Station *st = Station::GetIfValid(front->last_station_visited);
assert(colour == nullptr || (st != nullptr && is_loading));
bool order_no_load = is_loading && (front->current_order.GetLoadType() & OLFB_NO_LOAD);
bool order_full_load = is_loading && (front->current_order.GetLoadType() & OLFB_FULL_LOAD);
/* Count up max and used */
for (const Vehicle *v = front; v != nullptr; v = v->Next()) {
count += v->cargo.StoredCount();
max += v->cargo_cap;
if (v->cargo_cap != 0 && colour != nullptr) {
unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
loading |= !order_no_load &&
(order_full_load || st->goods[v->cargo_type].HasRating()) &&
!HasBit(v->vehicle_flags, VF_LOADING_FINISHED) && !HasBit(v->vehicle_flags, VF_STOP_LOADING);
cars++;
}
}
if (colour != nullptr) {
if (unloading == 0 && loading) {
*colour = STR_PERCENT_UP;
} else if (unloading == 0 && !loading) {
*colour = STR_PERCENT_NONE;
} else if (cars == unloading || !loading) {
*colour = STR_PERCENT_DOWN;
} else {
*colour = STR_PERCENT_UP_DOWN;
}
}
/* Train without capacity */
if (max == 0) return 100;
/* Return the percentage */
if (count * 2 < max) {
/* Less than 50%; round up, so that 0% means really empty. */
return CeilDiv(count * 100, max);
} else {
/* More than 50%; round down, so that 100% means really full. */
return (count * 100) / max;
}
}
/**
* Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it, etc.
* @param v Vehicle that entered a depot.
*/
void VehicleEnterDepot(Vehicle *v)
{
/* Always work with the front of the vehicle */
assert(v == v->First());
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
SetWindowClassesDirty(WC_TRAINS_LIST);
/* Clear path reservation */
SetDepotReservation(t->tile, false);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
t->wait_counter = 0;
t->force_proceed = TFP_NONE;
ClrBit(t->flags, VRF_TOGGLE_REVERSE);
t->ConsistChanged(CCF_ARRANGE);
break;
}
case VEH_ROAD:
SetWindowClassesDirty(WC_ROADVEH_LIST);
break;
case VEH_SHIP: {
SetWindowClassesDirty(WC_SHIPS_LIST);
Ship *ship = Ship::From(v);
ship->state = TRACK_BIT_DEPOT;
ship->UpdateCache();
ship->UpdateViewport(true, true);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
break;
}
case VEH_AIRCRAFT:
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
HandleAircraftEnterHangar(Aircraft::From(v));
break;
default: NOT_REACHED();
}
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
if (v->type != VEH_TRAIN) {
/* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
* We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
v->vehstatus |= VS_HIDDEN;
v->cur_speed = 0;
VehicleServiceInDepot(v);
/* After a vehicle trigger, the graphics and properties of the vehicle could change. */
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
v->MarkDirty();
InvalidateWindowData(WC_VEHICLE_VIEW, v->index);
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
const Order *real_order = v->GetOrder(v->cur_real_order_index);
/* Test whether we are heading for this depot. If not, do nothing.
* Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
if ((v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
real_order != nullptr && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
(v->type == VEH_AIRCRAFT ? v->current_order.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
/* We are heading for another depot, keep driving. */
return;
}
if (v->current_order.IsRefit()) {
Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
CommandCost cost = std::get<0>(Command<CMD_REFIT_VEHICLE>::Do(DC_EXEC, v->index, v->current_order.GetRefitCargo(), 0xFF, false, false, 0));
cur_company.Restore();
if (cost.Failed()) {
_vehicles_to_autoreplace[v] = false;
if (v->owner == _local_company) {
/* Notify the user that we stopped the vehicle */
SetDParam(0, v->index);
AddVehicleAdviceNewsItem(STR_NEWS_ORDER_REFIT_FAILED, v->index);
}
} else if (cost.GetCost() != 0) {
v->profit_this_year -= cost.GetCost() << 8;
if (v->owner == _local_company) {
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
}
}
}
if (v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
/* Part of orders */
v->DeleteUnreachedImplicitOrders();
UpdateVehicleTimetable(v, true);
v->IncrementImplicitOrderIndex();
}
if (v->current_order.GetDepotActionType() & ODATFB_HALT) {
/* Vehicles are always stopped on entering depots. Do not restart this one. */
_vehicles_to_autoreplace[v] = false;
/* Invalidate last_loading_station. As the link from the station
* before the stop to the station after the stop can't be predicted
* we shouldn't construct it when the vehicle visits the next stop. */
v->last_loading_station = INVALID_STATION;
/* Clear unbunching data. */
v->ResetDepotUnbunching();
/* Announce that the vehicle is waiting to players and AIs. */
if (v->owner == _local_company) {
SetDParam(0, v->index);
AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, v->index);
}
AI::NewEvent(v->owner, new ScriptEventVehicleWaitingInDepot(v->index));
}
/* If we've entered our unbunching depot, record the round trip duration. */
if (v->current_order.GetDepotActionType() & ODATFB_UNBUNCH && v->depot_unbunching_last_departure > 0) {
v->round_trip_time = (TimerGameTick::counter - v->depot_unbunching_last_departure);
}
v->current_order.MakeDummy();
}
}
/**
* Update the position of the vehicle. This will update the hash that tells
* which vehicles are on a tile.
*/
void Vehicle::UpdatePosition()
{
UpdateVehicleTileHash(this, false);
}
/**
* Update the bounding box co-ordinates of the vehicle
* @param update_cache Update the cached values for previous co-ordinate values
*/
void Vehicle::UpdateBoundingBoxCoordinates(bool update_cache) const
{
Rect new_coord;
this->sprite_cache.sprite_seq.GetBounds(&new_coord);
Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos);
new_coord.left += pt.x;
new_coord.top += pt.y;
new_coord.right += pt.x + 2 * ZOOM_LVL_BASE;
new_coord.bottom += pt.y + 2 * ZOOM_LVL_BASE;
if (update_cache) {
/*
* If the old coordinates are invalid, set the cache to the new coordinates for correct
* behaviour the next time the coordinate cache is checked.
*/
this->sprite_cache.old_coord = this->coord.left == INVALID_COORD ? new_coord : this->coord;
}
else {
/* Extend the bounds of the existing cached bounding box so the next dirty window is correct */
this->sprite_cache.old_coord.left = std::min(this->sprite_cache.old_coord.left, this->coord.left);
this->sprite_cache.old_coord.top = std::min(this->sprite_cache.old_coord.top, this->coord.top);
this->sprite_cache.old_coord.right = std::max(this->sprite_cache.old_coord.right, this->coord.right);
this->sprite_cache.old_coord.bottom = std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom);
}
this->coord = new_coord;
}
/**
* Update the vehicle on the viewport, updating the right hash and setting the new coordinates.
* @param dirty Mark the (new and old) coordinates of the vehicle as dirty.
*/
void Vehicle::UpdateViewport(bool dirty)
{
/* If the existing cache is invalid we should ignore it, as it will be set to the current coords by UpdateBoundingBoxCoordinates */
bool ignore_cached_coords = this->sprite_cache.old_coord.left == INVALID_COORD;
this->UpdateBoundingBoxCoordinates(true);
if (ignore_cached_coords) {
UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, INVALID_COORD, INVALID_COORD);
} else {
UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, this->sprite_cache.old_coord.left, this->sprite_cache.old_coord.top);
}
if (dirty) {
if (ignore_cached_coords) {
this->sprite_cache.is_viewport_candidate = this->MarkAllViewportsDirty();
} else {
this->sprite_cache.is_viewport_candidate = ::MarkAllViewportsDirty(
std::min(this->sprite_cache.old_coord.left, this->coord.left),
std::min(this->sprite_cache.old_coord.top, this->coord.top),
std::max(this->sprite_cache.old_coord.right, this->coord.right),
std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom));
}
}
}
/**
* Update the position of the vehicle, and update the viewport.
*/
void Vehicle::UpdatePositionAndViewport()
{
this->UpdatePosition();
this->UpdateViewport(true);
}
/**
* Marks viewports dirty where the vehicle's image is.
* @return true if at least one viewport has a dirty block
*/
bool Vehicle::MarkAllViewportsDirty() const
{
return ::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
}
/**
* Get position information of a vehicle when moving one pixel in the direction it is facing
* @param v Vehicle to move
* @return Position information after the move
*/
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
{
static const int8_t _delta_coord[16] = {
-1,-1,-1, 0, 1, 1, 1, 0, /* x */
-1, 0, 1, 1, 1, 0,-1,-1, /* y */
};
int x = v->x_pos + _delta_coord[v->direction];
int y = v->y_pos + _delta_coord[v->direction + 8];
GetNewVehiclePosResult gp;
gp.x = x;
gp.y = y;
gp.old_tile = v->tile;
gp.new_tile = TileVirtXY(x, y);
return gp;
}
static const Direction _new_direction_table[] = {
DIR_N, DIR_NW, DIR_W,
DIR_NE, DIR_SE, DIR_SW,
DIR_E, DIR_SE, DIR_S
};
Direction GetDirectionTowards(const Vehicle *v, int x, int y)
{
int i = 0;
if (y >= v->y_pos) {
if (y != v->y_pos) i += 3;
i += 3;
}
if (x >= v->x_pos) {
if (x != v->x_pos) i++;
i++;
}
Direction dir = v->direction;
DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
if (dirdiff == DIRDIFF_SAME) return dir;
return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
}
/**
* Call the tile callback function for a vehicle entering a tile
* @param v Vehicle entering the tile
* @param tile Tile entered
* @param x X position
* @param y Y position
* @return Some meta-data over the to be entered tile.
* @see VehicleEnterTileStatus to see what the bits in the return value mean.
*/
VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
{
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}
/**
* Find first unused unit number.
* This does not mark the unit number as used.
* @returns First unused unit number.
*/
UnitID FreeUnitIDGenerator::NextID() const
{
for (auto it = std::begin(this->used_bitmap); it != std::end(this->used_bitmap); ++it) {
BitmapStorage available = ~(*it);
if (available == 0) continue;
return static_cast<UnitID>(std::distance(std::begin(this->used_bitmap), it) * BITMAP_SIZE + FindFirstBit(available) + 1);
}
return static_cast<UnitID>(this->used_bitmap.size() * BITMAP_SIZE + 1);
}
/**
* Use a unit number. If the unit number is not valid it is ignored.
* @param index Unit number to use.
* @returns Unit number used.
*/
UnitID FreeUnitIDGenerator::UseID(UnitID index)
{
if (index == 0 || index == UINT16_MAX) return index;
index--;
size_t slot = index / BITMAP_SIZE;
if (slot >= this->used_bitmap.size()) this->used_bitmap.resize(slot + 1);
SetBit(this->used_bitmap[index / BITMAP_SIZE], index % BITMAP_SIZE);
return index + 1;
}
/**
* Release a unit number. If the unit number is not valid it is ignored.
* @param index Unit number to release.
*/
void FreeUnitIDGenerator::ReleaseID(UnitID index)
{
if (index == 0 || index == UINT16_MAX) return;
index--;
assert(index / BITMAP_SIZE < this->used_bitmap.size());
ClrBit(this->used_bitmap[index / BITMAP_SIZE], index % BITMAP_SIZE);
}
/**
* Get an unused unit number for a vehicle (if allowed).
* @param type Type of vehicle
* @return A unused unit number for the given type of vehicle if it is allowed to build one, else \c UINT16_MAX.
*/
UnitID GetFreeUnitNumber(VehicleType type)
{
/* Check whether it is allowed to build another vehicle. */
uint max_veh;
switch (type) {
case VEH_TRAIN: max_veh = _settings_game.vehicle.max_trains; break;
case VEH_ROAD: max_veh = _settings_game.vehicle.max_roadveh; break;
case VEH_SHIP: max_veh = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
const Company *c = Company::Get(_current_company);
if (c->group_all[type].num_vehicle >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.
return c->freeunits[type].NextID();
}
/**
* Check whether we can build infrastructure for the given
* vehicle type. This to disable building stations etc. when
* you are not allowed/able to have the vehicle type yet.
* @param type the vehicle type to check this for
* @return true if there is any reason why you may build
* the infrastructure for the given vehicle type
*/
bool CanBuildVehicleInfrastructure(VehicleType type, byte subtype)
{
assert(IsCompanyBuildableVehicleType(type));
if (!Company::IsValidID(_local_company)) return false;
UnitID max;
switch (type) {
case VEH_TRAIN:
if (!HasAnyRailTypesAvail(_local_company)) return false;
max = _settings_game.vehicle.max_trains;
break;
case VEH_ROAD:
if (!HasAnyRoadTypesAvail(_local_company, (RoadTramType)subtype)) return false;
max = _settings_game.vehicle.max_roadveh;
break;
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
/* We can build vehicle infrastructure when we may build the vehicle type */
if (max > 0) {
/* Can we actually build the vehicle type? */
for (const Engine *e : Engine::IterateType(type)) {
if (type == VEH_ROAD && GetRoadTramType(e->u.road.roadtype) != (RoadTramType)subtype) continue;
if (HasBit(e->company_avail, _local_company)) return true;
}
return false;
}
/* We should be able to build infrastructure when we have the actual vehicle type */
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_ROAD && GetRoadTramType(RoadVehicle::From(v)->roadtype) != (RoadTramType)subtype) continue;
if (v->owner == _local_company && v->type == type) return true;
}
return false;
}
/**
* Determines the #LiveryScheme for a vehicle.
* @param engine_type Engine of the vehicle.
* @param parent_engine_type Engine of the front vehicle, #INVALID_ENGINE if vehicle is at front itself.
* @param v the vehicle, \c nullptr if in purchase list etc.
* @return livery scheme to use.
*/
LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
{
CargoID cargo_type = v == nullptr ? INVALID_CARGO : v->cargo_type;
const Engine *e = Engine::Get(engine_type);
switch (e->type) {
default: NOT_REACHED();
case VEH_TRAIN:
if (v != nullptr && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
/* Wagonoverrides use the colour scheme of the front engine.
* Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
engine_type = parent_engine_type;
e = Engine::Get(engine_type);
/* Note: Luckily cargo_type is not needed for engines */
}
if (!IsValidCargoID(cargo_type)) cargo_type = e->GetDefaultCargoType();
if (!IsValidCargoID(cargo_type)) cargo_type = GetCargoIDByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
assert(IsValidCargoID(cargo_type));
if (e->u.rail.railveh_type == RAILVEH_WAGON) {
if (!CargoSpec::Get(cargo_type)->is_freight) {
if (parent_engine_type == INVALID_ENGINE) {
return LS_PASSENGER_WAGON_STEAM;
} else {
bool is_mu = HasBit(EngInfo(parent_engine_type)->misc_flags, EF_RAIL_IS_MU);
switch (RailVehInfo(parent_engine_type)->engclass) {
default: NOT_REACHED();
case EC_STEAM: return LS_PASSENGER_WAGON_STEAM;
case EC_DIESEL: return is_mu ? LS_DMU : LS_PASSENGER_WAGON_DIESEL;
case EC_ELECTRIC: return is_mu ? LS_EMU : LS_PASSENGER_WAGON_ELECTRIC;
case EC_MONORAIL: return LS_PASSENGER_WAGON_MONORAIL;
case EC_MAGLEV: return LS_PASSENGER_WAGON_MAGLEV;
}
}
} else {
return LS_FREIGHT_WAGON;
}
} else {
bool is_mu = HasBit(e->info.misc_flags, EF_RAIL_IS_MU);
switch (e->u.rail.engclass) {
default: NOT_REACHED();
case EC_STEAM: return LS_STEAM;
case EC_DIESEL: return is_mu ? LS_DMU : LS_DIESEL;
case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC;
case EC_MONORAIL: return LS_MONORAIL;
case EC_MAGLEV: return LS_MAGLEV;
}
}
case VEH_ROAD:
/* Always use the livery of the front */
if (v != nullptr && parent_engine_type != INVALID_ENGINE) {
engine_type = parent_engine_type;
e = Engine::Get(engine_type);
cargo_type = v->First()->cargo_type;
}
if (!IsValidCargoID(cargo_type)) cargo_type = e->GetDefaultCargoType();
if (!IsValidCargoID(cargo_type)) cargo_type = GetCargoIDByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
assert(IsValidCargoID(cargo_type));
/* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
if (HasBit(e->info.misc_flags, EF_ROAD_TRAM)) {
/* Tram */
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
} else {
/* Bus or truck */
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
}
case VEH_SHIP:
if (!IsValidCargoID(cargo_type)) cargo_type = e->GetDefaultCargoType();
if (!IsValidCargoID(cargo_type)) cargo_type = GetCargoIDByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
assert(IsValidCargoID(cargo_type));
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
case VEH_AIRCRAFT:
switch (e->u.air.subtype) {
case AIR_HELI: return LS_HELICOPTER;
case AIR_CTOL: return LS_SMALL_PLANE;
case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
default: NOT_REACHED();
}
}
}
/**
* Determines the livery for a vehicle.
* @param engine_type EngineID of the vehicle
* @param company Owner of the vehicle
* @param parent_engine_type EngineID of the front vehicle. INVALID_VEHICLE if vehicle is at front itself.
* @param v the vehicle. nullptr if in purchase list etc.
* @param livery_setting The livery settings to use for acquiring the livery information.
* @return livery to use
*/
const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting)
{
const Company *c = Company::Get(company);
LiveryScheme scheme = LS_DEFAULT;
if (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company)) {
if (v != nullptr) {
const Group *g = Group::GetIfValid(v->First()->group_id);
if (g != nullptr) {
/* Traverse parents until we find a livery or reach the top */
while (g->livery.in_use == 0 && g->parent != INVALID_GROUP) {
g = Group::Get(g->parent);
}
if (g->livery.in_use != 0) return &g->livery;
}
}
/* The default livery is always available for use, but its in_use flag determines
* whether any _other_ liveries are in use. */
if (c->livery[LS_DEFAULT].in_use != 0) {
/* Determine the livery scheme to use */
scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);
}
}
return &c->livery[scheme];
}
static PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
{
PaletteID map = (v != nullptr) ? v->colourmap : PAL_NONE;
/* Return cached value if any */
if (map != PAL_NONE) return map;
const Engine *e = Engine::Get(engine_type);
/* Check if we should use the colour map callback */
if (HasBit(e->info.callback_mask, CBM_VEHICLE_COLOUR_REMAP)) {
uint16_t callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
/* Failure means "use the default two-colour" */
if (callback != CALLBACK_FAILED) {
static_assert(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) coincidences with default value (PAL_NONE)
map = GB(callback, 0, 14);
/* If bit 14 is set, then the company colours are applied to the
* map else it's returned as-is. */
if (!HasBit(callback, 14)) {
/* Update cache */
if (v != nullptr) const_cast<Vehicle *>(v)->colourmap = map;
return map;
}
}
}
bool twocc = HasBit(e->info.misc_flags, EF_USES_2CC);
if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START;
/* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
if (!Company::IsValidID(company)) return map;
const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);
map += livery->colour1;
if (twocc) map += livery->colour2 * 16;
/* Update cache */
if (v != nullptr) const_cast<Vehicle *>(v)->colourmap = map;
return map;
}
/**
* Get the colour map for an engine. This used for unbuilt engines in the user interface.
* @param engine_type ID of engine
* @param company ID of company
* @return A ready-to-use palette modifier
*/
PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
{
return GetEngineColourMap(engine_type, company, INVALID_ENGINE, nullptr);
}
/**
* Get the colour map for a vehicle.
* @param v Vehicle to get colour map for
* @return A ready-to-use palette modifier
*/
PaletteID GetVehiclePalette(const Vehicle *v)
{
if (v->IsGroundVehicle()) {
return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v);
}
return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
}
/**
* Delete all implicit orders which were not reached.
*/
void Vehicle::DeleteUnreachedImplicitOrders()
{
if (this->IsGroundVehicle()) {
uint16_t &gv_flags = this->GetGroundVehicleFlags();
if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) {
/* Do not delete orders, only skip them */
ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
this->cur_implicit_order_index = this->cur_real_order_index;
InvalidateVehicleOrder(this, 0);
return;
}
}
const Order *order = this->GetOrder(this->cur_implicit_order_index);
while (order != nullptr) {
if (this->cur_implicit_order_index == this->cur_real_order_index) break;
if (order->IsType(OT_IMPLICIT)) {
DeleteOrder(this, this->cur_implicit_order_index);
/* DeleteOrder does various magic with order_indices, so resync 'order' with 'cur_implicit_order_index' */
order = this->GetOrder(this->cur_implicit_order_index);
} else {
/* Skip non-implicit orders, e.g. service-orders */
order = order->next;
this->cur_implicit_order_index++;
}
/* Wrap around */
if (order == nullptr) {
order = this->GetOrder(0);
this->cur_implicit_order_index = 0;
}
}
}
/**
* Prepare everything to begin the loading when arriving at a station.
* @pre IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP.
*/
void Vehicle::BeginLoading()
{
assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP);
TimerGameTick::Ticks travel_time = TimerGameTick::counter - this->last_loading_tick;
if (this->current_order.IsType(OT_GOTO_STATION) &&
this->current_order.GetDestination() == this->last_station_visited) {
this->DeleteUnreachedImplicitOrders();
/* Now both order indices point to the destination station, and we can start loading */
this->current_order.MakeLoading(true);
UpdateVehicleTimetable(this, true);
/* Furthermore add the Non Stop flag to mark that this station
* is the actual destination of the vehicle, which is (for example)
* necessary to be known for HandleTrainLoading to determine
* whether the train is lost or not; not marking a train lost
* that arrives at random stations is bad. */
this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
} else {
/* We weren't scheduled to stop here. Insert an implicit order
* to show that we are stopping here.
* While only groundvehicles have implicit orders, e.g. aircraft might still enter
* the 'wrong' terminal when skipping orders etc. */
Order *in_list = this->GetOrder(this->cur_implicit_order_index);
if (this->IsGroundVehicle() &&
(in_list == nullptr || !in_list->IsType(OT_IMPLICIT) ||
in_list->GetDestination() != this->last_station_visited)) {
bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
/* Do not create consecutive duplicates of implicit orders */
Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : nullptr);
if (prev_order == nullptr ||
(!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
prev_order->GetDestination() != this->last_station_visited) {
/* Prefer deleting implicit orders instead of inserting new ones,
* so test whether the right order follows later. In case of only
* implicit orders treat the last order in the list like an
* explicit one, except if the overall number of orders surpasses
* IMPLICIT_ORDER_ONLY_CAP. */
int target_index = this->cur_implicit_order_index;
bool found = false;
while (target_index != this->cur_real_order_index || this->GetNumManualOrders() == 0) {
const Order *order = this->GetOrder(target_index);
if (order == nullptr) break; // No orders.
if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) {
found = true;
break;
}
target_index++;
if (target_index >= this->orders->GetNumOrders()) {
if (this->GetNumManualOrders() == 0 &&
this->GetNumOrders() < IMPLICIT_ORDER_ONLY_CAP) {
break;
}
target_index = 0;
}
if (target_index == this->cur_implicit_order_index) break; // Avoid infinite loop.
}
if (found) {
if (suppress_implicit_orders) {
/* Skip to the found order */
this->cur_implicit_order_index = target_index;
InvalidateVehicleOrder(this, 0);
} else {
/* Delete all implicit orders up to the station we just reached */
const Order *order = this->GetOrder(this->cur_implicit_order_index);
while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) {
if (order->IsType(OT_IMPLICIT)) {
DeleteOrder(this, this->cur_implicit_order_index);
/* DeleteOrder does various magic with order_indices, so resync 'order' with 'cur_implicit_order_index' */
order = this->GetOrder(this->cur_implicit_order_index);
} else {
/* Skip non-implicit orders, e.g. service-orders */
order = order->next;
this->cur_implicit_order_index++;
}
/* Wrap around */
if (order == nullptr) {
order = this->GetOrder(0);
this->cur_implicit_order_index = 0;
}
assert(order != nullptr);
}
}
} else if (!suppress_implicit_orders &&
((this->orders == nullptr ? OrderList::CanAllocateItem() : this->orders->GetNumOrders() < MAX_VEH_ORDER_ID)) &&
Order::CanAllocateItem()) {
/* Insert new implicit order */
Order *implicit_order = new Order();
implicit_order->MakeImplicit(this->last_station_visited);
InsertOrder(this, implicit_order, this->cur_implicit_order_index);
if (this->cur_implicit_order_index > 0) --this->cur_implicit_order_index;
/* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order.
* Reenable it for this vehicle */
uint16_t &gv_flags = this->GetGroundVehicleFlags();
ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
}
}
}
this->current_order.MakeLoading(false);
}
if (this->last_loading_station != INVALID_STATION &&
this->last_loading_station != this->last_station_visited &&
((this->current_order.GetLoadType() & OLFB_NO_LOAD) == 0 ||
(this->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0)) {
IncreaseStats(Station::Get(this->last_loading_station), this, this->last_station_visited, travel_time);
}
PrepareUnload(this);
SetWindowDirty(GetWindowClassForVehicleType(this->type), this->owner);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowDirty(WC_STATION_VIEW, this->last_station_visited);
Station::Get(this->last_station_visited)->MarkTilesDirty(true);
this->cur_speed = 0;
this->MarkDirty();
}
/**
* Return all reserved cargo packets to the station and reset all packets
* staged for transfer.
* @param st the station where the reserved packets should go.
*/
void Vehicle::CancelReservation(StationID next, Station *st)
{
for (Vehicle *v = this; v != nullptr; v = v->next) {
VehicleCargoList &cargo = v->cargo;
if (cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
Debug(misc, 1, "cancelling cargo reservation");
cargo.Return(UINT_MAX, &st->goods[v->cargo_type].cargo, next, v->tile);
}
cargo.KeepAll();
}
}
/**
* Perform all actions when leaving a station.
* @pre this->current_order.IsType(OT_LOADING)
*/
void Vehicle::LeaveStation()
{
assert(this->current_order.IsType(OT_LOADING));
delete this->cargo_payment;
assert(this->cargo_payment == nullptr); // cleared by ~CargoPayment
/* Only update the timetable if the vehicle was supposed to stop here. */
if (this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
if ((this->current_order.GetLoadType() & OLFB_NO_LOAD) == 0 ||
(this->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
if (this->current_order.CanLeaveWithCargo(this->last_loading_station != INVALID_STATION)) {
/* Refresh next hop stats to make sure we've done that at least once
* during the stop and that refit_cap == cargo_cap for each vehicle in
* the consist. */
this->ResetRefitCaps();
LinkRefresher::Run(this);
/* if the vehicle could load here or could stop with cargo loaded set the last loading station */
this->last_loading_station = this->last_station_visited;
this->last_loading_tick = TimerGameTick::counter;
} else {
/* if the vehicle couldn't load and had to unload or transfer everything
* set the last loading station to invalid as it will leave empty. */
this->last_loading_station = INVALID_STATION;
}
}
this->current_order.MakeLeaveStation();
Station *st = Station::Get(this->last_station_visited);
this->CancelReservation(INVALID_STATION, st);
st->loading_vehicles.remove(this);
HideFillingPercent(&this->fill_percent_te_id);
trip_occupancy = CalcPercentVehicleFilled(this, nullptr);
if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) {
/* Trigger station animation (trains only) */
if (IsTileType(this->tile, MP_STATION)) {
TriggerStationRandomisation(st, this->tile, SRT_TRAIN_DEPARTS);
TriggerStationAnimation(st, this->tile, SAT_TRAIN_DEPARTS);
}
SetBit(Train::From(this)->flags, VRF_LEAVING_STATION);
}
if (this->type == VEH_ROAD && !(this->vehstatus & VS_CRASHED)) {
/* Trigger road stop animation */
if (IsRoadStopTile(this->tile)) {
TriggerRoadStopRandomisation(st, this->tile, RSRT_VEH_DEPARTS);
TriggerRoadStopAnimation(st, this->tile, SAT_TRAIN_DEPARTS);
}
}
this->MarkDirty();
}
/**
* Reset all refit_cap in the consist to cargo_cap.
*/
void Vehicle::ResetRefitCaps()
{
for (Vehicle *v = this; v != nullptr; v = v->Next()) v->refit_cap = v->cargo_cap;
}
/**
* 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 Vehicle::HandleLoading(bool mode)
{
switch (this->current_order.GetType()) {
case OT_LOADING: {
TimerGameTick::Ticks wait_time = std::max(this->current_order.GetTimetabledWait() - this->lateness_counter, 0);
/* Not the first call for this tick, or still loading */
if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) || this->current_order_time < wait_time) return;
this->PlayLeaveStationSound();
this->LeaveStation();
/* Only advance to next order if we just loaded at the current one */
const Order *order = this->GetOrder(this->cur_implicit_order_index);
if (order == nullptr ||
(!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) ||
order->GetDestination() != this->last_station_visited) {
return;
}
break;
}
case OT_DUMMY: break;
default: return;
}
this->IncrementImplicitOrderIndex();
}
/**
* Check if the current vehicle has an unbunching order.
* @return true Iff this vehicle has an unbunching order.
*/
bool Vehicle::HasUnbunchingOrder() const
{
for (Order *o : this->Orders()) {
if (o->IsType(OT_GOTO_DEPOT) && o->GetDepotActionType() & ODATFB_UNBUNCH) return true;
}
return false;
}
/**
* Leave an unbunching depot and calculate the next departure time for shared order vehicles.
*/
void Vehicle::LeaveUnbunchingDepot()
{
/* Set the start point for this round trip time. */
this->depot_unbunching_last_departure = TimerGameTick::counter;
/* Tell the timetable we are now "on time." */
this->lateness_counter = 0;
SetWindowDirty(WC_VEHICLE_TIMETABLE, this->index);
/* Find the average travel time of vehicles that we share orders with. */
uint num_vehicles = 0;
TimerGameTick::Ticks total_travel_time = 0;
Vehicle *u = this->FirstShared();
for (; u != nullptr; u = u->NextShared()) {
/* Ignore vehicles that are manually stopped or crashed. */
if (u->vehstatus & (VS_STOPPED | VS_CRASHED)) continue;
num_vehicles++;
total_travel_time += u->round_trip_time;
}
/* Make sure we cannot divide by 0. */
num_vehicles = std::max(num_vehicles, 1u);
/* Calculate the separation by finding the average travel time, then calculating equal separation (minimum 1 tick) between vehicles. */
TimerGameTick::Ticks separation = std::max((total_travel_time / num_vehicles / num_vehicles), 1u);
TimerGameTick::TickCounter next_departure = TimerGameTick::counter + separation;
/* Set the departure time of all vehicles that we share orders with. */
u = this->FirstShared();
for (; u != nullptr; u = u->NextShared()) {
/* Ignore vehicles that are manually stopped or crashed. */
if (u->vehstatus & (VS_STOPPED | VS_CRASHED)) continue;
u->depot_unbunching_next_departure = next_departure;
}
}
/**
* Check whether a vehicle inside a depot is waiting for unbunching.
* @return True if the vehicle must continue waiting, or false if it may try to leave the depot.
*/
bool Vehicle::IsWaitingForUnbunching() const
{
assert(this->IsInDepot());
/* Don't bother if there are no vehicles sharing orders. */
if (!this->IsOrderListShared()) return false;
/* Don't do anything if there aren't enough orders. */
if (this->GetNumOrders() <= 1) return false;
/*
* Make sure this is the correct depot for unbunching.
* If we are headed for the first order, we must wrap around back to the last order.
*/
bool is_first_order = (this->GetOrder(this->cur_real_order_index) == this->GetFirstOrder());
Order *previous_order = (is_first_order) ? this->GetLastOrder() : this->GetOrder(this->cur_real_order_index - 1);
if (previous_order == nullptr || !previous_order->IsType(OT_GOTO_DEPOT) || !(previous_order->GetDepotActionType() & ODATFB_UNBUNCH)) return false;
return (this->depot_unbunching_next_departure > TimerGameTick::counter);
};
/**
* 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 Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
{
CommandCost ret = CheckOwnership(this->owner);
if (ret.Failed()) return ret;
if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
if (this->IsStoppedInDepot()) return CMD_ERROR;
/* No matter why we're headed to the depot, unbunching data is no longer valid. */
if (flags & DC_EXEC) this->ResetDepotUnbunching();
if (this->current_order.IsType(OT_GOTO_DEPOT)) {
bool halt_in_depot = (this->current_order.GetDepotActionType() & ODATFB_HALT) != 0;
if (((command & DepotCommand::Service) != DepotCommand::None) == halt_in_depot) {
/* We called with a different DEPOT_SERVICE setting.
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
if (flags & DC_EXEC) {
this->current_order.SetDepotOrderType(ODTF_MANUAL);
this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
}
return CommandCost();
}
if ((command & DepotCommand::DontCancel) != DepotCommand::None) return CMD_ERROR; // Requested no cancellation of depot orders
if (flags & DC_EXEC) {
/* If the orders to 'goto depot' are in the orders list (forced servicing),
* then skip to the next order; effectively cancelling this forced service */
if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->IncrementRealOrderIndex();
if (this->IsGroundVehicle()) {
uint16_t &gv_flags = this->GetGroundVehicleFlags();
SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
}
this->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
}
return CommandCost();
}
ClosestDepot closestDepot = this->FindClosestDepot();
static const StringID no_depot[] = {STR_ERROR_UNABLE_TO_FIND_ROUTE_TO, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR};
if (!closestDepot.found) return_cmd_error(no_depot[this->type]);
if (flags & DC_EXEC) {
if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
if (this->IsGroundVehicle() && this->GetNumManualOrders() > 0) {
uint16_t &gv_flags = this->GetGroundVehicleFlags();
SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
}
this->SetDestTile(closestDepot.location);
this->current_order.MakeGoToDepot(closestDepot.destination, ODTF_MANUAL);
if ((command & DepotCommand::Service) == DepotCommand::None) this->current_order.SetDepotActionType(ODATFB_HALT);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
/* If there is no depot in front and the train is not already reversing, reverse automatically (trains only) */
if (this->type == VEH_TRAIN && (closestDepot.reverse ^ HasBit(Train::From(this)->flags, VRF_REVERSING))) {
Command<CMD_REVERSE_TRAIN_DIRECTION>::Do(DC_EXEC, this->index, false);
}
if (this->type == VEH_AIRCRAFT) {
Aircraft *a = Aircraft::From(this);
if (a->state == FLYING && a->targetairport != closestDepot.destination) {
/* The aircraft is now heading for a different hangar than the next in the orders */
AircraftNextAirportPos_and_Order(a);
}
}
}
return CommandCost();
}
/**
* Update the cached visual effect.
* @param allow_power_change true if the wagon-is-powered-state may change.
*/
void Vehicle::UpdateVisualEffect(bool allow_power_change)
{
bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
const Engine *e = this->GetEngine();
/* Evaluate properties */
byte visual_effect;
switch (e->type) {
case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break;
case VEH_ROAD: visual_effect = e->u.road.visual_effect; break;
case VEH_SHIP: visual_effect = e->u.ship.visual_effect; break;
default: visual_effect = 1 << VE_DISABLE_EFFECT; break;
}
/* Check powered wagon / visual effect callback */
if (HasBit(e->info.callback_mask, CBM_VEHICLE_VISUAL_EFFECT)) {
uint16_t callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);
if (callback != CALLBACK_FAILED) {
if (callback >= 0x100 && e->GetGRF()->grf_version >= 8) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_VISUAL_EFFECT, callback);
callback = GB(callback, 0, 8);
/* Avoid accidentally setting 'visual_effect' to the default value
* Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */
if (callback == VE_DEFAULT) {
assert(HasBit(callback, VE_DISABLE_EFFECT));
SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
}
visual_effect = callback;
}
}
/* Apply default values */
if (visual_effect == VE_DEFAULT ||
(!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
/* Only train engines have default effects.
* Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
if (e->type != VEH_TRAIN || e->u.rail.railveh_type == RAILVEH_WAGON || !IsInsideMM(e->u.rail.engclass, EC_STEAM, EC_MONORAIL)) {
if (visual_effect == VE_DEFAULT) {
visual_effect = 1 << VE_DISABLE_EFFECT;
} else {
SetBit(visual_effect, VE_DISABLE_EFFECT);
}
} else {
if (visual_effect == VE_DEFAULT) {
/* Also set the offset */
visual_effect = (VE_OFFSET_CENTRE - (e->u.rail.engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START;
}
SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->u.rail.engclass - EC_STEAM + VE_TYPE_STEAM);
}
}
this->vcache.cached_vis_effect = visual_effect;
if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
}
}
static const int8_t _vehicle_smoke_pos[8] = {
1, 1, 1, 0, -1, -1, -1, 0
};
/**
* Call CBID_VEHICLE_SPAWN_VISUAL_EFFECT and spawn requested effects.
* @param v Vehicle to create effects for.
*/
static void SpawnAdvancedVisualEffect(const Vehicle *v)
{
uint16_t callback = GetVehicleCallback(CBID_VEHICLE_SPAWN_VISUAL_EFFECT, 0, Random(), v->engine_type, v);
if (callback == CALLBACK_FAILED) return;
uint count = GB(callback, 0, 2);
bool auto_center = HasBit(callback, 13);
bool auto_rotate = !HasBit(callback, 14);
int8_t l_center = 0;
if (auto_center) {
/* For road vehicles: Compute offset from vehicle position to vehicle center */
if (v->type == VEH_ROAD) l_center = -(int)(VEHICLE_LENGTH - RoadVehicle::From(v)->gcache.cached_veh_length) / 2;
} else {
/* For trains: Compute offset from vehicle position to sprite position */
if (v->type == VEH_TRAIN) l_center = (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
}
Direction l_dir = v->direction;
if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) l_dir = ReverseDir(l_dir);
Direction t_dir = ChangeDir(l_dir, DIRDIFF_90RIGHT);
int8_t x_center = _vehicle_smoke_pos[l_dir] * l_center;
int8_t y_center = _vehicle_smoke_pos[t_dir] * l_center;
for (uint i = 0; i < count; i++) {
uint32_t reg = GetRegister(0x100 + i);
uint type = GB(reg, 0, 8);
int8_t x = GB(reg, 8, 8);
int8_t y = GB(reg, 16, 8);
int8_t z = GB(reg, 24, 8);
if (auto_rotate) {
int8_t l = x;
int8_t t = y;
x = _vehicle_smoke_pos[l_dir] * l + _vehicle_smoke_pos[t_dir] * t;
y = _vehicle_smoke_pos[t_dir] * l - _vehicle_smoke_pos[l_dir] * t;
}
if (type >= 0xF0) {
switch (type) {
case 0xF1: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_STEAM_SMOKE); break;
case 0xF2: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_DIESEL_SMOKE); break;
case 0xF3: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_ELECTRIC_SPARK); break;
case 0xFA: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_BREAKDOWN_SMOKE_AIRCRAFT); break;
default: break;
}
}
}
}
/**
* Draw visual effects (smoke and/or sparks) for a vehicle chain.
* @pre this->IsPrimaryVehicle()
*/
void Vehicle::ShowVisualEffect() const
{
assert(this->IsPrimaryVehicle());
bool sound = false;
/* Do not show any smoke when:
* - vehicle smoke is disabled by the player
* - the vehicle is slowing down or stopped (by the player)
* - the vehicle is moving very slowly
*/
if (_settings_game.vehicle.smoke_amount == 0 ||
this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
this->cur_speed < 2) {
return;
}
/* Use the speed as limited by underground and orders. */
uint max_speed = this->GetCurrentMaxSpeed();
if (this->type == VEH_TRAIN) {
const Train *t = Train::From(this);
/* For trains, do not show any smoke when:
* - the train is reversing
* - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
*/
if (HasBit(t->flags, VRF_REVERSING) ||
(IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
t->cur_speed >= max_speed)) {
return;
}
}
const Vehicle *v = this;
do {
bool advanced = HasBit(v->vcache.cached_vis_effect, VE_ADVANCED_EFFECT);
int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
VisualEffectSpawnModel effect_model = VESM_NONE;
if (advanced) {
effect_offset = VE_OFFSET_CENTRE;
effect_model = (VisualEffectSpawnModel)GB(v->vcache.cached_vis_effect, 0, VE_ADVANCED_EFFECT);
if (effect_model >= VESM_END) effect_model = VESM_NONE; // unknown spawning model
} else {
effect_model = (VisualEffectSpawnModel)GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
assert(effect_model != (VisualEffectSpawnModel)VE_TYPE_DEFAULT); // should have been resolved by UpdateVisualEffect
static_assert((uint)VESM_STEAM == (uint)VE_TYPE_STEAM);
static_assert((uint)VESM_DIESEL == (uint)VE_TYPE_DIESEL);
static_assert((uint)VESM_ELECTRIC == (uint)VE_TYPE_ELECTRIC);
}
/* Show no smoke when:
* - Smoke has been disabled for this vehicle
* - The vehicle is not visible
* - The vehicle is under a bridge
* - The vehicle is on a depot tile
* - The vehicle is on a tunnel tile
* - The vehicle is a train engine that is currently unpowered */
if (effect_model == VESM_NONE ||
v->vehstatus & VS_HIDDEN ||
IsBridgeAbove(v->tile) ||
IsDepotTile(v->tile) ||
IsTunnelTile(v->tile) ||
(v->type == VEH_TRAIN &&
!HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
continue;
}
EffectVehicleType evt = EV_END;
switch (effect_model) {
case VESM_STEAM:
/* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
* Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
* third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
* REGULATION:
* - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / max_speed))) == 0) {
evt = EV_STEAM_SMOKE;
}
break;
case VESM_DIESEL: {
/* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
* when smoke emission stops.
* Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
* emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
* 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
* isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
* extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
* maximum speed no diesel_smoke is emitted.
* REGULATION:
* - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
* - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
int power_weight_effect = 0;
if (v->type == VEH_TRAIN) {
power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9));
}
if (this->cur_speed < (max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
Chance16((64 - ((this->cur_speed << 5) / max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
evt = EV_DIESEL_SMOKE;
}
break;
}
case VESM_ELECTRIC:
/* Electric train's spark - more often occurs when train is departing (more load)
* Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
* emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
* reaching its max. speed, quarter by quarter of it, chance decreases until the usual 2,22% at train's top speed.
* REGULATION:
* - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
if (GB(v->tick_counter, 0, 2) == 0 &&
Chance16((6 - ((this->cur_speed << 2) / max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
evt = EV_ELECTRIC_SPARK;
}
break;
default:
NOT_REACHED();
}
if (evt != EV_END && advanced) {
sound = true;
SpawnAdvancedVisualEffect(v);
} else if (evt != EV_END) {
sound = true;
/* The effect offset is relative to a point 4 units behind the vehicle's
* front (which is the center of an 8/8 vehicle). Shorter vehicles need a
* correction factor. */
if (v->type == VEH_TRAIN) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
int x = _vehicle_smoke_pos[v->direction] * effect_offset;
int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
x = -x;
y = -y;
}
CreateEffectVehicleRel(v, x, y, 10, evt);
}
} while ((v = v->Next()) != nullptr);
if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
}
/**
* Set the next vehicle of this vehicle.
* @param next the next vehicle. nullptr removes the next vehicle.
*/
void Vehicle::SetNext(Vehicle *next)
{
assert(this != next);
if (this->next != nullptr) {
/* We had an old next vehicle. Update the first and previous pointers */
for (Vehicle *v = this->next; v != nullptr; v = v->Next()) {
v->first = this->next;
}
this->next->previous = nullptr;
}
this->next = next;
if (this->next != nullptr) {
/* A new next vehicle. Update the first and previous pointers */
if (this->next->previous != nullptr) this->next->previous->next = nullptr;
this->next->previous = this;
for (Vehicle *v = this->next; v != nullptr; v = v->Next()) {
v->first = this->first;
}
}
}
/**
* Adds this vehicle to a shared vehicle chain.
* @param shared_chain a vehicle of the chain with shared vehicles.
* @pre !this->IsOrderListShared()
*/
void Vehicle::AddToShared(Vehicle *shared_chain)
{
assert(this->previous_shared == nullptr && this->next_shared == nullptr);
if (shared_chain->orders == nullptr) {
assert(shared_chain->previous_shared == nullptr);
assert(shared_chain->next_shared == nullptr);
this->orders = shared_chain->orders = new OrderList(nullptr, shared_chain);
}
this->next_shared = shared_chain->next_shared;
this->previous_shared = shared_chain;
shared_chain->next_shared = this;
if (this->next_shared != nullptr) this->next_shared->previous_shared = this;
shared_chain->orders->AddVehicle(this);
}
/**
* Removes the vehicle from the shared order list.
*/
void Vehicle::RemoveFromShared()
{
/* Remember if we were first and the old window number before RemoveVehicle()
* as this changes first if needed. */
bool were_first = (this->FirstShared() == this);
VehicleListIdentifier vli(VL_SHARED_ORDERS, this->type, this->owner, this->FirstShared()->index);
this->orders->RemoveVehicle(this);
if (!were_first) {
/* We are not the first shared one, so only relink our previous one. */
this->previous_shared->next_shared = this->NextShared();
}
if (this->next_shared != nullptr) this->next_shared->previous_shared = this->previous_shared;
if (this->orders->GetNumVehicles() == 1) {
/* When there is only one vehicle, remove the shared order list window. */
CloseWindowById(GetWindowClassForVehicleType(this->type), vli.Pack());
InvalidateVehicleOrder(this->FirstShared(), VIWD_MODIFY_ORDERS);
} else if (were_first) {
/* If we were the first one, update to the new first one.
* Note: FirstShared() is already the new first */
InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31));
}
this->next_shared = nullptr;
this->previous_shared = nullptr;
}
static IntervalTimer<TimerGameEconomy> _economy_vehicles_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::VEHICLE}, [](auto)
{
for (Vehicle *v : Vehicle::Iterate()) {
if (v->IsPrimaryVehicle()) {
/* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
Money profit = v->GetDisplayProfitThisYear();
if (v->age >= 730 && profit < 0) {
if (_settings_client.gui.vehicle_income_warn && v->owner == _local_company) {
SetDParam(0, v->index);
SetDParam(1, profit);
AddVehicleAdviceNewsItem(
TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_VEHICLE_UNPROFITABLE_PERIOD : STR_NEWS_VEHICLE_UNPROFITABLE_YEAR,
v->index);
}
AI::NewEvent(v->owner, new ScriptEventVehicleUnprofitable(v->index));
}
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
}
GroupStatistics::UpdateProfits();
SetWindowClassesDirty(WC_TRAINS_LIST);
SetWindowClassesDirty(WC_SHIPS_LIST);
SetWindowClassesDirty(WC_ROADVEH_LIST);
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
});
/**
* Can this station be used by the given engine type?
* @param engine_type the type of vehicles to test
* @param st the station to test for
* @return true if and only if the vehicle of the type can use this station.
* @note For road vehicles the Vehicle is needed to determine whether it can
* use the station. This function will return true for road vehicles
* when at least one of the facilities is available.
*/
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
{
const Engine *e = Engine::GetIfValid(engine_type);
assert(e != nullptr);
switch (e->type) {
case VEH_TRAIN:
return (st->facilities & FACIL_TRAIN) != 0;
case VEH_ROAD:
/* For road vehicles we need the vehicle to know whether it can actually
* use the station, but if it doesn't have facilities for RVs it is
* certainly not possible that the station can be used. */
return (st->facilities & (FACIL_BUS_STOP | FACIL_TRUCK_STOP)) != 0;
case VEH_SHIP:
return (st->facilities & FACIL_DOCK) != 0;
case VEH_AIRCRAFT:
return (st->facilities & FACIL_AIRPORT) != 0 &&
(st->airport.GetFTA()->flags & (e->u.air.subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0;
default:
return false;
}
}
/**
* Can this station be used by the given vehicle?
* @param v the vehicle to test
* @param st the station to test for
* @return true if and only if the vehicle can use this station.
*/
bool CanVehicleUseStation(const Vehicle *v, const Station *st)
{
if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != nullptr;
return CanVehicleUseStation(v->engine_type, st);
}
/**
* Get reason string why this station can't be used by the given vehicle.
* @param v The vehicle to test.
* @param st The station to test for.
* @return The string explaining why the vehicle cannot use the station.
*/
StringID GetVehicleCannotUseStationReason(const Vehicle *v, const Station *st)
{
switch (v->type) {
case VEH_TRAIN:
return STR_ERROR_NO_RAIL_STATION;
case VEH_ROAD: {
const RoadVehicle *rv = RoadVehicle::From(v);
RoadStop *rs = st->GetPrimaryRoadStop(rv->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK);
StringID err = rv->IsBus() ? STR_ERROR_NO_BUS_STATION : STR_ERROR_NO_TRUCK_STATION;
for (; rs != nullptr; rs = rs->next) {
/* Articulated vehicles cannot use bay road stops, only drive-through. Make sure the vehicle can actually use this bay stop */
if (HasTileAnyRoadType(rs->xy, rv->compatible_roadtypes) && IsBayRoadStopTile(rs->xy) && rv->HasArticulatedPart()) {
err = STR_ERROR_NO_STOP_ARTICULATED_VEHICLE;
continue;
}
/* Bay stop errors take precedence, but otherwise the vehicle may not be compatible with the roadtype/tramtype of this station tile.
* We give bay stop errors precedence because they are usually a bus sent to a tram station or vice versa. */
if (!HasTileAnyRoadType(rs->xy, rv->compatible_roadtypes) && err != STR_ERROR_NO_STOP_ARTICULATED_VEHICLE) {
err = RoadTypeIsRoad(rv->roadtype) ? STR_ERROR_NO_STOP_COMPATIBLE_ROAD_TYPE : STR_ERROR_NO_STOP_COMPATIBLE_TRAM_TYPE;
continue;
}
}
return err;
}
case VEH_SHIP:
return STR_ERROR_NO_DOCK;
case VEH_AIRCRAFT:
if ((st->facilities & FACIL_AIRPORT) == 0) return STR_ERROR_NO_AIRPORT;
if (v->GetEngine()->u.air.subtype & AIR_CTOL) {
return STR_ERROR_AIRPORT_NO_PLANES;
} else {
return STR_ERROR_AIRPORT_NO_HELICOPTERS;
}
default:
return INVALID_STRING_ID;
}
}
/**
* Access the ground vehicle cache of the vehicle.
* @pre The vehicle is a #GroundVehicle.
* @return #GroundVehicleCache of the vehicle.
*/
GroundVehicleCache *Vehicle::GetGroundVehicleCache()
{
assert(this->IsGroundVehicle());
if (this->type == VEH_TRAIN) {
return &Train::From(this)->gcache;
} else {
return &RoadVehicle::From(this)->gcache;
}
}
/**
* Access the ground vehicle cache of the vehicle.
* @pre The vehicle is a #GroundVehicle.
* @return #GroundVehicleCache of the vehicle.
*/
const GroundVehicleCache *Vehicle::GetGroundVehicleCache() const
{
assert(this->IsGroundVehicle());
if (this->type == VEH_TRAIN) {
return &Train::From(this)->gcache;
} else {
return &RoadVehicle::From(this)->gcache;
}
}
/**
* Access the ground vehicle flags of the vehicle.
* @pre The vehicle is a #GroundVehicle.
* @return #GroundVehicleFlags of the vehicle.
*/
uint16_t &Vehicle::GetGroundVehicleFlags()
{
assert(this->IsGroundVehicle());
if (this->type == VEH_TRAIN) {
return Train::From(this)->gv_flags;
} else {
return RoadVehicle::From(this)->gv_flags;
}
}
/**
* Access the ground vehicle flags of the vehicle.
* @pre The vehicle is a #GroundVehicle.
* @return #GroundVehicleFlags of the vehicle.
*/
const uint16_t &Vehicle::GetGroundVehicleFlags() const
{
assert(this->IsGroundVehicle());
if (this->type == VEH_TRAIN) {
return Train::From(this)->gv_flags;
} else {
return RoadVehicle::From(this)->gv_flags;
}
}
/**
* Calculates the set of vehicles that will be affected by a given selection.
* @param[in,out] set Set of affected vehicles.
* @param v First vehicle of the selection.
* @param num_vehicles Number of vehicles in the selection (not counting articulated parts).
* @pre \a set must be empty.
* @post \a set will contain the vehicles that will be refitted.
*/
void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8_t num_vehicles)
{
if (v->type == VEH_TRAIN) {
Train *u = Train::From(v);
/* Only include whole vehicles, so start with the first articulated part */
u = u->GetFirstEnginePart();
/* Include num_vehicles vehicles, not counting articulated parts */
for (; u != nullptr && num_vehicles > 0; num_vehicles--) {
do {
/* Include current vehicle in the selection. */
include(set, u->index);
/* If the vehicle is multiheaded, add the other part too. */
if (u->IsMultiheaded()) include(set, u->other_multiheaded_part->index);
u = u->Next();
} while (u != nullptr && u->IsArticulatedPart());
}
}
}
/**
* Calculates the maximum weight of the ground vehicle when loaded.
* @return Weight in tonnes
*/
uint32_t Vehicle::GetDisplayMaxWeight() const
{
uint32_t max_weight = 0;
for (const Vehicle *u = this; u != nullptr; u = u->Next()) {
max_weight += u->GetMaxWeight();
}
return max_weight;
}
/**
* Calculates the minimum power-to-weight ratio using the maximum weight of the ground vehicle
* @return power-to-weight ratio in 10ths of hp(I) per tonne
*/
uint32_t Vehicle::GetDisplayMinPowerToWeight() const
{
uint32_t max_weight = GetDisplayMaxWeight();
if (max_weight == 0) return 0;
return GetGroundVehicleCache()->cached_power * 10u / max_weight;
}
/**
* Checks if two vehicle chains have the same list of engines.
* @param v1 First vehicle chain.
* @param v1 Second vehicle chain.
* @return True if same, false if different.
*/
bool VehiclesHaveSameEngineList(const Vehicle *v1, const Vehicle *v2)
{
while (true) {
if (v1 == nullptr && v2 == nullptr) return true;
if (v1 == nullptr || v2 == nullptr) return false;
if (v1->GetEngine() != v2->GetEngine()) return false;
v1 = v1->GetNextVehicle();
v2 = v2->GetNextVehicle();
}
}
/**
* Checks if two vehicles have the same list of orders.
* @param v1 First vehicles.
* @param v1 Second vehicles.
* @return True if same, false if different.
*/
bool VehiclesHaveSameOrderList(const Vehicle *v1, const Vehicle *v2)
{
const Order *o1 = v1->GetFirstOrder();
const Order *o2 = v2->GetFirstOrder();
while (true) {
if (o1 == nullptr && o2 == nullptr) return true;
if (o1 == nullptr || o2 == nullptr) return false;
if (!o1->Equals(*o2)) return false;
o1 = o1->next;
o2 = o2->next;
}
}
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