OpenTTD
Data Structures | Macros | Typedefs | Enumerations | Functions | Variables
vehicle_base.h File Reference

Base class for all vehicles. More...

#include "core/smallmap_type.hpp"
#include "track_type.h"
#include "command_type.h"
#include "order_base.h"
#include "cargopacket.h"
#include "texteff.hpp"
#include "engine_type.h"
#include "order_func.h"
#include "transport_type.h"
#include "group_type.h"
#include "base_consist.h"
#include "network/network.h"
#include <list>
#include <map>

Go to the source code of this file.

Data Structures

struct  NewGRFCache
 Cached often queried (NewGRF) values. More...
 
struct  VehicleCache
 Cached often queried values common to all vehicles. More...
 
struct  VehicleSpriteSeq
 Sprite sequence for a vehicle part. More...
 
struct  RefitDesc
 Simulated cargo type and capacity for prediction of future links. More...
 
struct  Vehicle
 Vehicle data structure. More...
 
struct  SpecializedVehicle< T, Type >
 Class defining several overloaded accessors so we don't have to cast vehicle types that often. More...
 
struct  FreeUnitIDGenerator
 Generates sequence of free UnitID numbers. More...
 

Macros

#define FOR_ALL_VEHICLES_FROM(var, start)   FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
 Iterate over all vehicles from a given point. More...
 
#define FOR_ALL_VEHICLES(var)   FOR_ALL_VEHICLES_FROM(var, 0)
 Iterate over all vehicles. More...
 
#define FOR_ALL_VEHICLES_OF_TYPE(name, var)   FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
 Iterate over all vehicles of a particular type. More...
 

Typedefs

typedef Pool< Vehicle, VehicleID, 512, 0xFF000 > VehiclePool
 A vehicle pool for a little over 1 million vehicles. More...
 

Enumerations

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
}
 Vehicle status bits in Vehicle::vehstatus. More...
 
enum  VehicleFlags {
  VF_LOADING_FINISHED, VF_CARGO_UNLOADING, VF_BUILT_AS_PROTOTYPE, VF_TIMETABLE_STARTED,
  VF_AUTOFILL_TIMETABLE, VF_AUTOFILL_PRES_WAIT_TIME, VF_STOP_LOADING, VF_PATHFINDER_LOST,
  VF_SERVINT_IS_CUSTOM, VF_SERVINT_IS_PERCENT
}
 Bit numbers in Vehicle::vehicle_flags. More...
 
enum  NewGRFCacheValidValues {
  NCVV_POSITION_CONSIST_LENGTH = 0, NCVV_POSITION_SAME_ID_LENGTH = 1, NCVV_CONSIST_CARGO_INFORMATION = 2, NCVV_COMPANY_INFORMATION = 3,
  NCVV_POSITION_IN_VEHICLE = 4, NCVV_END
}
 Bit numbers used to indicate which of the NewGRFCache values are valid. More...
 
enum  VisualEffect {
  VE_OFFSET_START = 0, VE_OFFSET_COUNT = 4, VE_OFFSET_CENTRE = 8, VE_TYPE_START = 4,
  VE_TYPE_COUNT = 2, VE_TYPE_DEFAULT = 0, VE_TYPE_STEAM = 1, VE_TYPE_DIESEL = 2,
  VE_TYPE_ELECTRIC = 3, VE_DISABLE_EFFECT = 6, VE_ADVANCED_EFFECT = VE_DISABLE_EFFECT, VE_DISABLE_WAGON_POWER = 7,
  VE_DEFAULT = 0xFF
}
 Meaning of the various bits of the visual effect. More...
 
enum  VisualEffectSpawnModel {
  VESM_NONE = 0, VESM_STEAM, VESM_DIESEL, VESM_ELECTRIC,
  VESM_END
}
 Models for spawning visual effects. More...
 
enum  GroundVehicleSubtypeFlags {
  GVSF_FRONT = 0, GVSF_ARTICULATED_PART = 1, GVSF_WAGON = 2, GVSF_ENGINE = 3,
  GVSF_FREE_WAGON = 4, GVSF_MULTIHEADED = 5
}
 Enum to handle ground vehicle subtypes. More...
 

Functions

const SaveLoadGetVehicleDescription (VehicleType vt)
 Make it possible to make the saveload tables "friends" of other classes. More...
 
bool LoadOldVehicle (LoadgameState *ls, int num)
 Load the vehicles of an old style savegame. More...
 
void FixOldVehicles ()
 Convert the old style vehicles into something that resembles the old new style savegames. More...
 

Variables

VehiclePool _vehicle_pool
 The pool with all our precious vehicles. More...
 
static const int32 INVALID_COORD = 0x7fffffff
 Sentinel for an invalid coordinate. More...
 

Detailed Description

Base class for all vehicles.

Definition in file vehicle_base.h.

Macro Definition Documentation

◆ FOR_ALL_VEHICLES

#define FOR_ALL_VEHICLES (   var)    FOR_ALL_VEHICLES_FROM(var, 0)

◆ FOR_ALL_VEHICLES_FROM

#define FOR_ALL_VEHICLES_FROM (   var,
  start 
)    FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)

Iterate over all vehicles from a given point.

Parameters
varThe variable used to iterate over.
startThe vehicle to start the iteration at.

Definition at line 980 of file vehicle_base.h.

◆ FOR_ALL_VEHICLES_OF_TYPE

#define FOR_ALL_VEHICLES_OF_TYPE (   name,
  var 
)    FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)

Iterate over all vehicles of a particular type.

Parameters
nameThe type of vehicle to iterate over.
varThe variable used to iterate over.

Definition at line 1157 of file vehicle_base.h.

Typedef Documentation

◆ VehiclePool

typedef Pool<Vehicle, VehicleID, 512, 0xFF000> VehiclePool

A vehicle pool for a little over 1 million vehicles.

Definition at line 187 of file vehicle_base.h.

Enumeration Type Documentation

◆ GroundVehicleSubtypeFlags

Enum to handle ground vehicle subtypes.

This is defined here instead of at GroundVehicle because some common function require access to these flags. Do not access it directly unless you have to. Use the subtype access functions.

Enumerator
GVSF_FRONT 

Leading engine of a consist.

GVSF_ARTICULATED_PART 

Articulated part of an engine.

GVSF_WAGON 

Wagon (not used for road vehicles).

GVSF_ENGINE 

Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).

GVSF_FREE_WAGON 

First in a wagon chain (in depot) (not used for road vehicles).

GVSF_MULTIHEADED 

Engine is multiheaded (not used for road vehicles).

Definition at line 112 of file vehicle_base.h.

◆ NewGRFCacheValidValues

Bit numbers used to indicate which of the NewGRFCache values are valid.

Enumerator
NCVV_POSITION_CONSIST_LENGTH 

This bit will be set if the NewGRF var 40 currently stored is valid.

NCVV_POSITION_SAME_ID_LENGTH 

This bit will be set if the NewGRF var 41 currently stored is valid.

NCVV_CONSIST_CARGO_INFORMATION 

This bit will be set if the NewGRF var 42 currently stored is valid.

NCVV_COMPANY_INFORMATION 

This bit will be set if the NewGRF var 43 currently stored is valid.

NCVV_POSITION_IN_VEHICLE 

This bit will be set if the NewGRF var 4D currently stored is valid.

NCVV_END 

End of the bits.

Definition at line 57 of file vehicle_base.h.

◆ VehicleFlags

Bit numbers in Vehicle::vehicle_flags.

Enumerator
VF_LOADING_FINISHED 

Vehicle has finished loading.

VF_CARGO_UNLOADING 

Vehicle is unloading cargo.

VF_BUILT_AS_PROTOTYPE 

Vehicle is a prototype (accepted as exclusive preview).

VF_TIMETABLE_STARTED 

Whether the vehicle has started running on the timetable yet.

VF_AUTOFILL_TIMETABLE 

Whether the vehicle should fill in the timetable automatically.

VF_AUTOFILL_PRES_WAIT_TIME 

Whether non-destructive auto-fill should preserve waiting times.

VF_STOP_LOADING 

Don't load anymore during the next load cycle.

VF_PATHFINDER_LOST 

Vehicle's pathfinder is lost.

VF_SERVINT_IS_CUSTOM 

Service interval is custom.

VF_SERVINT_IS_PERCENT 

Service interval is percent.

Definition at line 43 of file vehicle_base.h.

◆ VehStatus

enum VehStatus

Vehicle status bits in Vehicle::vehstatus.

Enumerator
VS_HIDDEN 

Vehicle is not visible.

VS_STOPPED 

Vehicle is stopped by the player.

VS_UNCLICKABLE 

Vehicle is not clickable by the user (shadow vehicles).

VS_DEFPAL 

Use default vehicle palette.

See also
DoDrawVehicle
VS_TRAIN_SLOWING 

Train is slowing down.

VS_SHADOW 

Vehicle is a shadow vehicle.

VS_AIRCRAFT_BROKEN 

Aircraft is broken down.

VS_CRASHED 

Vehicle is crashed.

Definition at line 31 of file vehicle_base.h.

◆ VisualEffect

Meaning of the various bits of the visual effect.

Enumerator
VE_OFFSET_START 

First bit that contains the offset (0 = front, 8 = centre, 15 = rear)

VE_OFFSET_COUNT 

Number of bits used for the offset.

VE_OFFSET_CENTRE 

Value of offset corresponding to a position above the centre of the vehicle.

VE_TYPE_START 

First bit used for the type of effect.

VE_TYPE_COUNT 

Number of bits used for the effect type.

VE_TYPE_DEFAULT 

Use default from engine class.

VE_TYPE_STEAM 

Steam plumes.

VE_TYPE_DIESEL 

Diesel fumes.

VE_TYPE_ELECTRIC 

Electric sparks.

VE_DISABLE_EFFECT 

Flag to disable visual effect.

VE_ADVANCED_EFFECT 

Flag for advanced effects.

VE_DISABLE_WAGON_POWER 

Flag to disable wagon power.

VE_DEFAULT 

Default value to indicate that visual effect should be based on engine class.

Definition at line 78 of file vehicle_base.h.

◆ VisualEffectSpawnModel

Models for spawning visual effects.

Enumerator
VESM_NONE 

No visual effect.

VESM_STEAM 

Steam model.

VESM_DIESEL 

Diesel model.

VESM_ELECTRIC 

Electric model.

Definition at line 98 of file vehicle_base.h.

Function Documentation

◆ FixOldVehicles()

void FixOldVehicles ( )

Convert the old style vehicles into something that resembles the old new style savegames.

Then AfterLoadGame can handle the rest of the conversion.

Definition at line 174 of file oldloader_sl.cpp.

References CopyFromOldName(), FOR_ALL_VEHICLES, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_vehicle_pool >::GetIfValid(), BaseConsist::name, Vehicle::next, Vehicle::spritenum, Vehicle::subtype, BaseVehicle::type, and VEH_EFFECT.

◆ GetVehicleDescription()

const SaveLoad* GetVehicleDescription ( VehicleType  vt)

Make it possible to make the saveload tables "friends" of other classes.

Parameters
vtthe vehicle type. Can be VEH_END for the common vehicle description data
Returns
the saveload description

So we can use private/protected variables in the saveload code.

Saving and loading the current order of vehicles.

The vehicles have a cargo list (and we want that saved).

Parameters
vtthe vehicle type. Can be VEH_END for the common vehicle description data
Returns
the saveload description

Save and load of vehicles

Save and load of vehicles

Definition at line 574 of file vehicle_sl.cpp.

References SLE_VAR.

◆ LoadOldVehicle()

bool LoadOldVehicle ( LoadgameState ls,
int  num 
)

Load the vehicles of an old style savegame.

Parameters
lsState (buffer) of the currently loaded game.
numThe number of vehicles to load.
Returns
True iff loading went without problems.

So we can set the proper next pointer while loading.

Parameters
lsState (buffer) of the currently loaded game.
numThe number of vehicles to load.
Returns
True iff loading went without problems.

Definition at line 1233 of file oldloader_sl.cpp.

Variable Documentation

◆ _vehicle_pool

VehiclePool _vehicle_pool

The pool with all our precious vehicles.

◆ INVALID_COORD

const int32 INVALID_COORD = 0x7fffffff
static

Sentinel for an invalid coordinate.

Definition at line 1173 of file vehicle_base.h.

Referenced by Vehicle::Vehicle().