vehicle.h
author bjarni
Mon, 24 Jan 2005 18:21:23 +0000
changeset 1139 c63f257aa7fb
parent 1093 e8d26c7dc42f
child 1174 27e386195965
permissions -rw-r--r--
(svn r1640) fix: now helicopters will use a hangar in schedule to be replaced in, even if they are only set to service there. Since helicopters are serviced at helipads, they will only go there if they needs to be replaced or renewed.
#ifndef VEHICLE_H
#define VEHICLE_H

#include "vehicle_gui.h"
#include "order.h"

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

	uint16 cached_weight; // cached power and weight for the vehicle.
	uint32 cached_power;  // no need to save those, they are recomputed on load.

	// NOSAVE: for wagon override - id of the first engine in train
	// 0xffff == not in train
	uint16 first_engine;

	byte track;
	byte force_proceed;
	byte railtype;

	byte flags;
} VehicleRail;

enum {
	VRF_REVERSING = 0,

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

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

typedef struct VehicleRoad {
	byte state;
	byte frame;
	uint16 unk2;
	byte overtaking;
	byte overtaking_ctr;
	uint16 crashed_ctr;
	byte reverse_ctr;
} VehicleRoad;

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

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

typedef struct VehicleShip {
	byte state;
} VehicleShip;

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

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

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

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

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

	byte flags;				// draw flags
};

struct Vehicle {
	byte type;				// type, ie roadven,train,ship,aircraft,special
	byte subtype;			// subtype (for trains, 0 == loco, 4 wagon ??)

	uint16 index;			// NOSAVE: Index in vehicle array

	Vehicle *next;		// next

	StringID string_id; // Displayed string

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

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

	int16 x_pos;			// coordinates
	int16 y_pos;
	byte z_pos;
	byte direction;		// facing

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

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

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

	byte vehstatus;		// Status
	uint16 last_station_visited;

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

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

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

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

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

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

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

	uint16 load_unload_time_rem;

	int32 profit_this_year;
	int32 profit_last_year;
	uint32 value;

	bool set_for_replacement;   // marks this vehicle to be replaced

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

#define is_custom_sprite(x) (x >= 0xfd)
#define is_custom_firsthead_sprite(x) (x == 0xfd)
#define is_custom_secondhead_sprite(x) (x == 0xfe)

struct Depot {
	TileIndex xy;
	uint16 town_index;
};

// train waypoint
struct Waypoint {
	TileIndex xy;
	uint16 town_or_string; // if this is 0xC000, it's a string id, otherwise a town.
	ViewportSign sign;
	uint16 build_date;
	byte stat_id;
	byte deleted;					 // this is a delete counter. when it reaches 0, the waypoint struct is deleted.
};

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

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

// 1 and 3 do not appear to be used
enum TrainSubtype {
	TS_Front_Engine = 0,
	TS_Not_First = 2,
	TS_Free_Car = 4,
};

/* Effect vehicle types */
enum {
	EV_INDUSTRYSMOKE = 0,
	EV_STEAM_SMOKE = 1,

	EV_SMOKE_1 = 2,
	EV_SMOKE_2 = 3,
	EV_SMOKE_3 = 4,

	EV_CRASHED_SMOKE = 5,
	EV_BREAKDOWN_SMOKE = 6,

	EV_DEMOLISH = 7,
	EV_ROADWORK = 8,

	EV_INDUSTRY_SMOKE = 9,

};

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

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

Depot *AllocateDepot(void);
Waypoint *AllocateWaypoint(void);
void UpdateWaypointSign(Waypoint *cp);
void RedrawWaypointSign(Waypoint *cp);

void InitializeTrains(void);
bool IsTrainDepotTile(TileIndex tile);
bool IsRoadDepotTile(TileIndex tile);

bool CanFillVehicle(Vehicle *v);

void ViewportAddVehicles(DrawPixelInfo *dpi);

void TrainEnterDepot(Vehicle *v, uint tile);

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

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

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

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

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

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

Vehicle *CheckClickOnVehicle(ViewPort *vp, int x, int y);
//uint GetVehicleWeight(Vehicle *v);

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

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

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

bool IsShipDepotTile(TileIndex tile);
uint GetFreeUnitNumber(byte type);

int LoadUnloadVehicle(Vehicle *v);
int GetDepotByTile(uint tile);
uint GetWaypointByTile(uint tile);

void DoDeleteDepot(uint tile);

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

int CheckStoppedInDepot(Vehicle *v);

bool VehicleNeedsService(const Vehicle *v);

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

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

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

/* vehicle.c */
enum {
	NUM_NORMAL_VEHICLES = 2048,
	NUM_SPECIAL_VEHICLES = 512,
	NUM_VEHICLES = NUM_NORMAL_VEHICLES + NUM_SPECIAL_VEHICLES
};

VARDEF Vehicle _vehicles[NUM_VEHICLES];
VARDEF uint _vehicles_size;

VARDEF SortStruct *_vehicle_sort;

static inline Vehicle *GetVehicle(uint index)
{
	assert(index < _vehicles_size);
	return &_vehicles[index];
}

#define FOR_ALL_VEHICLES(v) for(v = _vehicles; v != &_vehicles[_vehicles_size]; v++)
#define FOR_ALL_VEHICLES_FROM(v, from) for(v = GetVehicle(from); v != &_vehicles[_vehicles_size]; v++)

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

	if (index < 0)
		return NULL;

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

	return order;
}

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

	if (order == NULL)
		return NULL;

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

	return order;
}

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

	return u;
}

VARDEF Depot _depots[255];

// 128 waypoints
VARDEF Waypoint _waypoints[128];

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

// NOSAVE: Return values from various commands.
VARDEF VehicleID _new_train_id;
VARDEF VehicleID _new_wagon_id;
VARDEF VehicleID _new_aircraft_id;
VARDEF VehicleID _new_ship_id;
VARDEF VehicleID _new_roadveh_id;
VARDEF uint16 _aircraft_refit_capacity;
VARDEF byte _cmd_build_rail_veh_score;
VARDEF byte _cmd_build_rail_veh_var1;

// NOSAVE: Player specific info
VARDEF TileIndex _last_built_train_depot_tile;
VARDEF TileIndex _last_built_road_depot_tile;
VARDEF TileIndex _last_built_aircraft_depot_tile;
VARDEF TileIndex _last_built_ship_depot_tile;

// for each player, for each vehicle type, keep a list of the vehicles.
//VARDEF Vehicle *_vehicle_arr[8][4];

#define INVALID_VEHICLE 0xffff

#define MIN_SERVINT_PERCENT  5
#define MAX_SERVINT_PERCENT 90
#define MIN_SERVINT_DAYS    30
#define MAX_SERVINT_DAYS   800

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

#endif /* VEHICLE_H */