src/vehicle.h
author rubidium
Thu, 30 Aug 2007 21:11:12 +0000
changeset 7993 76b0eb3e19c9
parent 7989 116c8f9769af
child 8033 f80315b59db1
permissions -rw-r--r--
(svn r11011) -Fix [FS#1129]: GetFirstVehicleInChain did change the game state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
/* $Id$ */

/** @vehicle.h */

#ifndef VEHICLE_H
#define VEHICLE_H

#include "oldpool.h"
#include "order.h"
#include "rail.h"
#include "road.h"
#include "cargopacket.h"
#include "texteff.hpp"

/** The returned bits of VehicleEnterTile. */
enum VehicleEnterTileStatus {
	VETS_ENTERED_STATION  = 1, ///< The vehicle entered a station
	VETS_ENTERED_WORMHOLE = 2, ///< The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/tunnel)
	VETS_CANNOT_ENTER     = 3, ///< The vehicle cannot enter the tile

	/**
	 * Shift the VehicleEnterTileStatus this many bits
	 * to the right to get the station ID when
	 * VETS_ENTERED_STATION is set
	 */
	VETS_STATION_ID_OFFSET = 8,

	/** Bit sets of the above specified bits */
	VETSB_CONTINUE         = 0,                          ///< The vehicle can continue normally
	VETSB_ENTERED_STATION  = 1 << VETS_ENTERED_STATION,  ///< The vehicle entered a station
	VETSB_ENTERED_WORMHOLE = 1 << VETS_ENTERED_WORMHOLE, ///< The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/tunnel)
	VETSB_CANNOT_ENTER     = 1 << VETS_CANNOT_ENTER,     ///< The vehicle cannot enter the tile
};

/** Road vehicle states */
enum RoadVehicleStates {
	/*
	 * Lower 4 bits are used for vehicle track direction. (Trackdirs)
	 * When in a road stop (bit 5 or bit 6 set) these bits give the
	 * track direction of the entry to the road stop.
	 * As the entry direction will always be a diagonal
	 * direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3
	 * are needed to hold this direction. Bit 1 is then used to show
	 * that the vehicle is using the second road stop bay.
	 * Bit 2 is then used for drive-through stops to show the vehicle
	 * is stopping at this road stop.
	 */

	/* Numeric values */
	RVSB_IN_DEPOT                = 0xFE,                      ///< The vehicle is in a depot
	RVSB_WORMHOLE                = 0xFF,                      ///< The vehicle is in a tunnel and/or bridge

	/* Bit numbers */
	RVS_USING_SECOND_BAY         =    1,                      ///< Only used while in a road stop
	RVS_IS_STOPPING              =    2,                      ///< Only used for drive-through stops. Vehicle will stop here
	RVS_DRIVE_SIDE               =    4,                      ///< Only used when retrieving move data
	RVS_IN_ROAD_STOP             =    5,                      ///< The vehicle is in a road stop
	RVS_IN_DT_ROAD_STOP          =    6,                      ///< The vehicle is in a drive-through road stop

	/* Bit sets of the above specified bits */
	RVSB_IN_ROAD_STOP            = 1 << RVS_IN_ROAD_STOP,     ///< The vehicle is in a road stop
	RVSB_IN_ROAD_STOP_END        = RVSB_IN_ROAD_STOP + TRACKDIR_END,
	RVSB_IN_DT_ROAD_STOP         = 1 << RVS_IN_DT_ROAD_STOP,  ///< The vehicle is in a drive-through road stop
	RVSB_IN_DT_ROAD_STOP_END     = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END,

	RVSB_TRACKDIR_MASK           = 0x0F,                      ///< The mask used to extract track dirs
	RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09                       ///< Only bits 0 and 3 are used to encode the trackdir for road stops
};

enum VehicleType {
	VEH_TRAIN,
	VEH_ROAD,
	VEH_SHIP,
	VEH_AIRCRAFT,
	VEH_SPECIAL,
	VEH_DISASTER,
	VEH_END,
	VEH_INVALID = 0xFF,
};
DECLARE_POSTFIX_INCREMENT(VehicleType);
template <> struct EnumPropsT<VehicleType> : MakeEnumPropsT<VehicleType, byte, VEH_TRAIN, VEH_END, VEH_INVALID> {};
typedef TinyEnumT<VehicleType> VehicleTypeByte;

enum VehStatus {
	VS_HIDDEN          = 0x01,
	VS_STOPPED         = 0x02,
	VS_UNCLICKABLE     = 0x04,
	VS_DEFPAL          = 0x08,
	VS_TRAIN_SLOWING   = 0x10,
	VS_SHADOW          = 0x20,
	VS_AIRCRAFT_BROKEN = 0x40,
	VS_CRASHED         = 0x80,
};

enum VehicleFlags {
	VF_LOADING_FINISHED,
	VF_CARGO_UNLOADING,
	VF_BUILT_AS_PROTOTYPE,
	VF_TIMETABLE_STARTED,  ///< Whether the vehicle has started running on the timetable yet.
	VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically.
};

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

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

	/* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
	uint16 cached_max_speed;  // max speed of the consist. (minimum of the max speed of all vehicles in the consist)
	uint32 cached_power;      // total power of the consist.
	uint8 cached_veh_length;  // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
	uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.

	/* cached values, recalculated when the cargo on a train changes (in addition to the conditions above) */
	uint32 cached_weight;     // total weight of the consist.
	uint32 cached_veh_weight; // weight of the vehicle.
	uint32 cached_max_te;     // max tractive effort of consist
	/**
	 * Position/type of visual effect.
	 * bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear)
	 * bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric)
	 * bit     6 = disable visual effect.
	 * bit     7 = disable powered wagons.
	 */
	byte cached_vis_effect;

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

	TrackBitsByte track;
	byte force_proceed;
	RailTypeByte railtype;
	RailTypeMask compatible_railtypes;

	byte flags;

	/* Link between the two ends of a multiheaded engine */
	Vehicle *other_multiheaded_part;

	/* Cached wagon override spritegroup */
	const struct SpriteGroup *cached_override;
};

enum {
	VRF_REVERSING         = 0,

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

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

	/* used to reverse the visible direction of the vehicle */
	VRF_REVERSE_DIRECTION = 4,

	/* used to mark train as lost because PF can't find the route */
	VRF_NO_PATH_TO_DESTINATION = 5,

	/* used to mark that electric train engine is allowed to run on normal rail */
	VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
};

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

struct VehicleRoad {
	byte state;             ///< @see RoadVehicleStates
	byte frame;
	uint16 blocked_ctr;
	byte overtaking;
	byte overtaking_ctr;
	uint16 crashed_ctr;
	byte reverse_ctr;
	struct RoadStop *slot;
	byte slot_age;
	EngineID first_engine;
	byte cached_veh_length;

	RoadType roadtype;
	RoadTypes compatible_roadtypes;
};

struct VehicleSpecial {
	uint16 animation_state;
	byte animation_substate;
};

struct VehicleDisaster {
	uint16 image_override;
	VehicleID big_ufo_destroyer_target;
};

struct VehicleShip {
	TrackBitsByte state;
};

struct Vehicle;
DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)

struct SaveLoad;
const SaveLoad *GetVehicleDescription(VehicleType vt);
void AfterLoadVehicles();

struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> {
	VehicleTypeByte type;    ///< Type of vehicle
	byte subtype;            // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)

private:
	Vehicle *next;           // pointer to the next vehicle in the chain
	Vehicle *previous;       // NOSAVE: pointer to the previous vehicle in the chain
	Vehicle *first;          // NOSAVE: pointer to the first vehicle in the chain
public:
	friend const SaveLoad *GetVehicleDescription(VehicleType vt); // So we can use private/protected variables in the saveload code
	friend void AfterLoadVehicles();

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

	StringID string_id;      // Displayed string

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

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

	int32 x_pos;             // coordinates
	int32 y_pos;
	byte z_pos;
	DirectionByte direction; // facing

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

	TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object

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

	uint16 max_speed;        // maximum speed
	uint16 cur_speed;        // current speed
	byte subspeed;           // fractional speed
	byte acceleration;       // used by train & aircraft
	byte progress;
	uint32 motion_counter;

	byte vehstatus;          // Status
	StationID last_station_visited;

	CargoID cargo_type;      // type of cargo this vehicle is carrying
	uint16 cargo_cap;        // total capacity
	byte cargo_subtype;      ///< Used for livery refits (NewGRF variations)
	CargoList cargo;         ///< The cargo this vehicle is carrying


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

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

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

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

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

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

	bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace

	uint16 load_unload_time_rem;
	byte vehicle_flags;         // Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)

	Money profit_this_year;
	Money profit_last_year;
	Money value;

	GroupID group_id;              ///< Index of group Pool array

	/* Used for timetabling. */
	uint32 current_order_time;     ///< How many ticks have passed since this order started.
	int32 lateness_counter;        ///< How many ticks late (or early if negative) this vehicle is.

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


	/**
	 * Allocates a lot of vehicles.
	 * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
	 * @param num number of vehicles to allocate room for
	 * @return true if there is room to allocate all the vehicles
	 */
	static bool AllocateList(Vehicle **vl, int num);

	/** Create a new vehicle */
	Vehicle();

	/** Destroy all stuff that (still) needs the virtual functions to work properly */
	void PreDestructor();
	/** We want to 'destruct' the right class. */
	virtual ~Vehicle();

	void BeginLoading();
	void LeaveStation();

	/**
	 * Handle the loading of the vehicle; when not it skips through dummy
	 * orders and does nothing in all other cases.
	 * @param mode is the non-first call for this vehicle in this tick?
	 */
	void HandleLoading(bool mode = false);

	/**
	 * Get a string 'representation' of the vehicle type.
	 * @return the string representation.
	 */
	virtual const char* GetTypeString() const { return "base vehicle"; }

	/**
	 * Marks the vehicles to be redrawn and updates cached variables
	 */
	virtual void MarkDirty() {}

	/**
	 * Updates the x and y offsets and the size of the sprite used
	 * for this vehicle.
	 * @param direction the direction the vehicle is facing
	 */
	virtual void UpdateDeltaXY(Direction direction) {}

	/**
	 * Sets the expense type associated to this vehicle type
	 * @param income whether this is income or (running) expenses of the vehicle
	 */
	virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; }

	/**
	 * Invalidates the vehicle list window of this type of vehicle
	 */
	virtual WindowClass GetVehicleListWindowClass() const { return WC_NONE; }

	/**
	 * Play the sound associated with leaving the station
	 */
	virtual void PlayLeaveStationSound() const {}

	/**
	 * Whether this is the primary vehicle in the chain.
	 */
	virtual bool IsPrimaryVehicle() const { return false; }

	/**
	 * Whether this vehicle understands the concept of a front engine, so
	 * basically, if GetFirstVehicleInChain() can be called for it.
	 */
	virtual bool HasFront() const { return false; }

	/**
	 * Gets the sprite to show for the given direction
	 * @param direction the direction the vehicle is facing
	 * @return the sprite for the given vehicle in the given direction
	 */
	virtual int GetImage(Direction direction) const { return 0; }

	/**
	 * Gets the speed in mph that can be sent into SetDParam for string processing.
	 * @return the vehicle's speed
	 */
	virtual int GetDisplaySpeed() const { return 0; }

	/**
	 * Gets the maximum speed in mph that can be sent into SetDParam for string processing.
	 * @return the vehicle's maximum speed
	 */
	virtual int GetDisplayMaxSpeed() const { return 0; }

	/**
	 * Gets the running cost of a vehicle
	 * @return the vehicle's running cost
	 */
	virtual Money GetRunningCost() const { return 0; }

	/**
	 * Check whether the vehicle is in the depot.
	 * @return true if and only if the vehicle is in the depot.
	 */
	virtual bool IsInDepot() const { return false; }

	/**
	 * Check whether the vehicle is in the depot *and* stopped.
	 * @return true if and only if the vehicle is in the depot and stopped.
	 */
	virtual bool IsStoppedInDepot() const { return this->IsInDepot() && (this->vehstatus & VS_STOPPED) != 0; }

	/**
	 * Calls the tick handler of the vehicle
	 */
	virtual void Tick() {};

	/**
	 * Gets the running cost of a vehicle  that can be sent into SetDParam for string processing.
	 * @return the vehicle's running cost
	 */
	Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }

	/**
	 * Is this vehicle a valid vehicle?
	 * @return true if and only if the vehicle is valid.
	 */
	inline bool IsValid() const { return this->type != VEH_INVALID; }

	/**
	 * Set the next vehicle of this vehicle.
	 * @param next the next vehicle. NULL removes the next vehicle.
	 */
	void SetNext(Vehicle *next);

	/**
	 * Get the next vehicle of this vehicle.
	 * @note articulated parts are also counted as vehicles.
	 * @return the next vehicle or NULL when there isn't a next vehicle.
	 */
	inline Vehicle *Next() const { return this->next; }

	/**
	 * Get the previous vehicle of this vehicle.
	 * @note articulated parts are also counted as vehicles.
	 * @return the previous vehicle or NULL when there isn't a previous vehicle.
	 */
	inline Vehicle *Previous() const { return this->previous; }

	/**
	 * Get the first vehicle of this vehicle chain.
	 * @return the first vehicle of the chain.
	 */
	inline Vehicle *First() const { return this->first; }
};

/**
 * This class 'wraps' Vehicle; you do not actually instantiate this class.
 * You create a Vehicle using AllocateVehicle, so it is added to the pool
 * and you reinitialize that to a Train using:
 *   v = new (v) Train();
 *
 * As side-effect the vehicle type is set correctly.
 *
 * A special vehicle is one of the following:
 *  - smoke
 *  - electric sparks for trains
 *  - explosions
 *  - bulldozer (road works)
 *  - bubbles (industry)
 */
struct SpecialVehicle : public Vehicle {
	/** Initializes the Vehicle to a special vehicle */
	SpecialVehicle() { this->type = VEH_SPECIAL; }

	/** We want to 'destruct' the right class. */
	virtual ~SpecialVehicle() {}

	const char *GetTypeString() const { return "special vehicle"; }
	void UpdateDeltaXY(Direction direction);
	void Tick();
};

/**
 * This class 'wraps' Vehicle; you do not actually instantiate this class.
 * You create a Vehicle using AllocateVehicle, so it is added to the pool
 * and you reinitialize that to a Train using:
 *   v = new (v) Train();
 *
 * As side-effect the vehicle type is set correctly.
 */
struct DisasterVehicle : public Vehicle {
	/** Initializes the Vehicle to a disaster vehicle */
	DisasterVehicle() { this->type = VEH_DISASTER; }

	/** We want to 'destruct' the right class. */
	virtual ~DisasterVehicle() {}

	const char *GetTypeString() const { return "disaster vehicle"; }
	void UpdateDeltaXY(Direction direction);
	void Tick();
};

/**
 * This class 'wraps' Vehicle; you do not actually instantiate this class.
 * You create a Vehicle using AllocateVehicle, so it is added to the pool
 * and you reinitialize that to a Train using:
 *   v = new (v) Train();
 *
 * As side-effect the vehicle type is set correctly.
 */
struct InvalidVehicle : public Vehicle {
	/** Initializes the Vehicle to a invalid vehicle */
	InvalidVehicle() { this->type = VEH_INVALID; }

	/** We want to 'destruct' the right class. */
	virtual ~InvalidVehicle() {}

	const char *GetTypeString() const { return "invalid vehicle"; }
	void Tick() {}
};

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

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

void VehicleServiceInDepot(Vehicle *v);
void VehiclePositionChanged(Vehicle *v);
Vehicle *GetLastVehicleInChain(Vehicle *v);
uint CountVehiclesInChain(const Vehicle *v);
bool IsEngineCountable(const Vehicle *v);
void DeleteVehicleChain(Vehicle *v);
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
void *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc);
void CallVehicleTicks();
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);
uint8 CalcPercentVehicleFilled(Vehicle *v, StringID *color);

void InitializeTrains();
byte VehicleRandomBits();
void ResetVehiclePosHash();

bool CanRefitTo(EngineID engine_type, CargoID cid_to);
CargoID FindFirstRefittableCargo(EngineID engine_type);
CommandCost GetRefitCost(EngineID engine_type);

void ViewportAddVehicles(DrawPixelInfo *dpi);

SpriteID GetRotorImage(const Vehicle *v);

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

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

StringID VehicleInTheWayErrMsg(const Vehicle* v);
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed = false);

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

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

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

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

UnitID GetFreeUnitNumber(VehicleType type);

void TrainConsistChanged(Vehicle *v);
void TrainPowerChanged(Vehicle *v);
Money GetTrainRunningCost(const Vehicle *v);

bool VehicleNeedsService(const Vehicle *v);

uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count);
CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
void VehicleEnterDepot(Vehicle *v);

void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g);

CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs);
bool CanBuildVehicleInfrastructure(VehicleType type);

void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2);

/* Flags to add to p2 for goto depot commands */
/* Note: bits 8-10 are used for VLW flags */
enum {
	DEPOT_SERVICE       = (1 << 0), // The vehicle will leave the depot right after arrival (serivce only)
	DEPOT_MASS_SEND     = (1 << 1), // Tells that it's a mass send to depot command (type in VLW flag)
	DEPOT_DONT_CANCEL   = (1 << 2), // Don't cancel current goto depot command if any
	DEPOT_LOCATE_HANGAR = (1 << 3), // Find another airport if the target one lacks a hangar
};

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

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

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

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

static inline VehicleID GetMaxVehicleIndex()
{
	/* TODO - This isn't the real content of the function, but
	 *  with the new pool-system this will be replaced with one that
	 *  _really_ returns the highest index. Now it just returns
	 *  the next safe value we are sure about everything is below.
	 */
	return GetVehiclePoolSize() - 1;
}

static inline uint GetNumVehicles()
{
	return GetVehiclePoolSize();
}

static inline bool IsPlayerBuildableVehicleType(VehicleType type)
{
	switch (type) {
		case VEH_TRAIN:
		case VEH_ROAD:
		case VEH_SHIP:
		case VEH_AIRCRAFT:
			return true;

		default: return false;
	}
}

static inline bool IsPlayerBuildableVehicleType(const Vehicle *v)
{
	return IsPlayerBuildableVehicleType(v->type);
}

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

/**
 * Check if an index is a vehicle-index (so between 0 and max-vehicles)
 * @param index of the vehicle to query
 * @return Returns true if the vehicle-id is in range
 */
static inline bool IsValidVehicleID(uint index)
{
	return index < GetVehiclePoolSize() && GetVehicle(index)->IsValid();
}

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

	if (index < 0) return NULL;

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

	return order;
}

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

	if (order == NULL) return NULL;

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

	return order;
}

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

	return u;
}

/* NOSAVE: Return values from various commands. */
VARDEF VehicleID _new_vehicle_id;
VARDEF uint16 _returned_refit_capacity;

static const VehicleID INVALID_VEHICLE = 0xFFFF;

const struct Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v);

/**
 * Get the colour map for an engine. This used for unbuilt engines in the user interface.
 * @param engine_type ID of engine
 * @param player ID of player
 * @return A ready-to-use palette modifier
 */
SpriteID GetEnginePalette(EngineID engine_type, PlayerID player);

/**
 * Get the colour map for a vehicle.
 * @param v Vehicle to get colour map for
 * @return A ready-to-use palette modifier
 */
SpriteID GetVehiclePalette(const Vehicle *v);

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

extern const uint32 _veh_build_proc_table[];
extern const uint32 _veh_sell_proc_table[];
extern const uint32 _veh_refit_proc_table[];
extern const uint32 _send_to_depot_proc_table[];

/* Functions to find the right command for certain vehicle type */
static inline uint32 GetCmdBuildVeh(VehicleType type)
{
	return _veh_build_proc_table[type];
}

static inline uint32 GetCmdBuildVeh(const Vehicle *v)
{
	return GetCmdBuildVeh(v->type);
}

static inline uint32 GetCmdSellVeh(VehicleType type)
{
	return _veh_sell_proc_table[type];
}

static inline uint32 GetCmdSellVeh(const Vehicle *v)
{
	return GetCmdSellVeh(v->type);
}

static inline uint32 GetCmdRefitVeh(VehicleType type)
{
	return _veh_refit_proc_table[type];
}

static inline uint32 GetCmdRefitVeh(const Vehicle *v)
{
	return GetCmdRefitVeh(v->type);
}

static inline uint32 GetCmdSendToDepot(VehicleType type)
{
	return _send_to_depot_proc_table[type];
}

static inline uint32 GetCmdSendToDepot(const Vehicle *v)
{
	return GetCmdSendToDepot(v->type);
}

#endif /* VEHICLE_H */