OpenTTD Source 20260512-master-g20b387b91f
vehicle.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#include "stdafx.h"
11#include "error.h"
12#include "roadveh.h"
13#include "ship.h"
14#include "spritecache.h"
15#include "timetable.h"
16#include "viewport_func.h"
17#include "news_func.h"
18#include "command_func.h"
19#include "company_func.h"
20#include "train.h"
21#include "aircraft.h"
22#include "newgrf_debug.h"
23#include "newgrf_sound.h"
24#include "newgrf_station.h"
25#include "group_gui.h"
26#include "strings_func.h"
27#include "zoom_func.h"
28#include "vehicle_func.h"
29#include "autoreplace_func.h"
30#include "autoreplace_gui.h"
31#include "station_base.h"
32#include "ai/ai.hpp"
33#include "depot_func.h"
34#include "network/network.h"
35#include "core/pool_func.hpp"
36#include "economy_base.h"
38#include "roadstop_base.h"
39#include "core/random_func.hpp"
40#include "core/backup_type.hpp"
42#include "order_backup.h"
43#include "sound_func.h"
44#include "effectvehicle_func.h"
45#include "effectvehicle_base.h"
46#include "vehiclelist.h"
47#include "bridge_map.h"
48#include "tunnel_map.h"
49#include "depot_map.h"
50#include "gamelog.h"
51#include "linkgraph/linkgraph.h"
52#include "linkgraph/refresh.h"
53#include "framerate_type.h"
54#include "autoreplace_cmd.h"
55#include "misc_cmd.h"
56#include "train_cmd.h"
57#include "vehicle_cmd.h"
58#include "newgrf_roadstop.h"
59#include "timer/timer.h"
63
64#include "table/strings.h"
65
66#include "safeguards.h"
67
70static const uint GEN_HASHX_BITS = 6;
71static const uint GEN_HASHY_BITS = 6;
73
76static const uint GEN_HASHX_BUCKET_BITS = 7;
77static const uint GEN_HASHY_BUCKET_BITS = 6;
79
80/* Compute hash for vehicle coord */
81static inline uint GetViewportHashX(int x)
82{
83 return GB(x, GEN_HASHX_BUCKET_BITS + ZOOM_BASE_SHIFT, GEN_HASHX_BITS);
84}
85
86static inline uint GetViewportHashY(int y)
87{
88 return GB(y, GEN_HASHY_BUCKET_BITS + ZOOM_BASE_SHIFT, GEN_HASHY_BITS) << GEN_HASHX_BITS;
89}
90
91static inline uint GetViewportHash(int x, int y)
92{
93 return GetViewportHashX(x) + GetViewportHashY(y);
94}
95
98static const uint GEN_HASHX_SIZE = 1 << (GEN_HASHX_BUCKET_BITS + GEN_HASHX_BITS + ZOOM_BASE_SHIFT);
99static const uint GEN_HASHY_SIZE = 1 << (GEN_HASHY_BUCKET_BITS + GEN_HASHY_BITS + ZOOM_BASE_SHIFT);
101
104static const uint GEN_HASHX_INC = 1;
105static const uint GEN_HASHY_INC = 1 << GEN_HASHX_BITS;
107
110static const uint GEN_HASHX_MASK = (1 << GEN_HASHX_BITS) - 1;
111static const uint GEN_HASHY_MASK = ((1 << GEN_HASHY_BITS) - 1) << GEN_HASHX_BITS;
113
117
118
119
123void VehicleSpriteSeq::GetBounds(Rect *bounds) const
124{
125 bounds->left = bounds->top = bounds->right = bounds->bottom = 0;
126 for (uint i = 0; i < this->count; ++i) {
127 const Sprite *spr = GetSprite(this->seq[i].sprite, SpriteType::Normal);
128 if (i == 0) {
129 bounds->left = spr->x_offs;
130 bounds->top = spr->y_offs;
131 bounds->right = spr->width + spr->x_offs - 1;
132 bounds->bottom = spr->height + spr->y_offs - 1;
133 } else {
134 if (spr->x_offs < bounds->left) bounds->left = spr->x_offs;
135 if (spr->y_offs < bounds->top) bounds->top = spr->y_offs;
136 int right = spr->width + spr->x_offs - 1;
137 int bottom = spr->height + spr->y_offs - 1;
138 if (right > bounds->right) bounds->right = right;
139 if (bottom > bounds->bottom) bounds->bottom = bottom;
140 }
141 }
142}
143
151void VehicleSpriteSeq::Draw(int x, int y, PaletteID default_pal, bool force_pal) const
152{
153 for (uint i = 0; i < this->count; ++i) {
154 PaletteID pal = force_pal || !this->seq[i].pal ? default_pal : this->seq[i].pal;
155 DrawSprite(this->seq[i].sprite, pal, x, y);
156 }
157}
158
165bool Vehicle::NeedsAutorenewing(const Company *c, bool use_renew_setting) const
166{
167 /* We can always generate the Company pointer when we have the vehicle.
168 * However this takes time and since the Company pointer is often present
169 * when this function is called then it's faster to pass the pointer as an
170 * argument rather than finding it again. */
171 assert(c == Company::Get(this->owner));
172
173 if (use_renew_setting && !c->settings.engine_renew) return false;
174 if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false;
175
176 /* Only engines need renewing */
177 if (this->type == VehicleType::Train && !Train::From(this)->IsEngine()) return false;
178
179 return true;
180}
181
188{
189 assert(v != nullptr);
190 SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
191
192 do {
197 /* Prevent vehicles from breaking down directly after exiting the depot. */
198 v->breakdown_chance /= 4;
199 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::Reduced) v->breakdown_chance = 0; // on reduced breakdown
200 v = v->Next();
201 } while (v != nullptr && v->HasEngineType());
202}
203
211{
212 /* Stopped or crashed vehicles will not move, as such making unmovable
213 * vehicles to go for service is lame. */
214 if (this->vehstatus.Any({VehState::Stopped, VehState::Crashed})) return false;
215
216 /* Are we ready for the next service cycle? */
217 const Company *c = Company::Get(this->owner);
218
219 /* Service intervals can be measured in different units, which we handle individually. */
220 if (this->ServiceIntervalIsPercent()) {
221 /* Service interval is in percents. */
222 if (this->reliability >= this->GetEngine()->reliability * (100 - this->GetServiceInterval()) / 100) return false;
224 /* Service interval is in minutes. */
225 if (this->date_of_last_service + (this->GetServiceInterval() * EconomyTime::DAYS_IN_ECONOMY_MONTH) >= TimerGameEconomy::date) return false;
226 } else {
227 /* Service interval is in days. */
228 if (this->date_of_last_service + this->GetServiceInterval() >= TimerGameEconomy::date) return false;
229 }
230
231 /* If we're servicing anyway, because we have not disabled servicing when
232 * there are no breakdowns or we are playing with breakdowns, bail out. */
233 if (!_settings_game.order.no_servicing_if_no_breakdowns ||
234 _settings_game.difficulty.vehicle_breakdowns != VehicleBreakdowns::None) {
235 return true;
236 }
237
238 /* Test whether there is some pending autoreplace.
239 * Note: We do this after the service-interval test.
240 * There are a lot more reasons for autoreplace to fail than we can test here reasonably. */
241 bool pending_replace = false;
242 Money needed_money = c->settings.engine_renew_money;
243 if (needed_money > GetAvailableMoney(c->index)) return false;
244
245 for (const Vehicle *v = this; v != nullptr; v = (v->type == VehicleType::Train) ? Train::From(v)->GetNextUnit() : nullptr) {
246 bool replace_when_old = false;
247 EngineID new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id, &replace_when_old);
248
249 /* Check engine availability */
250 if (new_engine == EngineID::Invalid() || !Engine::Get(new_engine)->company_avail.Test(v->owner)) continue;
251 /* Is the vehicle old if we are not always replacing? */
252 if (replace_when_old && !v->NeedsAutorenewing(c, false)) continue;
253
254 /* Check refittability */
255 CargoTypes available_cargo_types, union_mask;
256 GetArticulatedRefitMasks(new_engine, true, &union_mask, &available_cargo_types);
257 /* Is there anything to refit? */
258 if (union_mask.Any()) {
260 CargoTypes cargo_mask = GetCargoTypesOfArticulatedVehicle(v, &cargo_type);
261 if (!HasAtMostOneBit(cargo_mask.base())) {
262 CargoTypes new_engine_default_cargoes = GetCargoTypesOfArticulatedParts(new_engine);
263 if ((cargo_mask & new_engine_default_cargoes) != cargo_mask) {
264 /* We cannot refit to mixed cargoes in an automated way */
265 continue;
266 }
267 /* engine_type is already a mixed cargo type which matches the incoming vehicle by default, no refit required */
268 } else {
269 /* Did the old vehicle carry anything? */
271 /* We can't refit the vehicle to carry the cargo we want */
272 if (!available_cargo_types.Test(cargo_type)) continue;
273 }
274 }
275 }
276
277 /* Check money.
278 * We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */
279 pending_replace = true;
280 needed_money += 2 * Engine::Get(new_engine)->GetCost();
281 if (needed_money > GetAvailableMoney(c->index)) return false;
282 }
283
284 return pending_replace;
285}
286
293{
294 if (this->HasDepotOrder()) return false;
295 if (this->current_order.IsType(OT_LOADING)) return false;
296 if (this->current_order.IsType(OT_GOTO_DEPOT) && !this->current_order.GetDepotOrderType().Test(OrderDepotTypeFlag::Service)) return false;
297 return NeedsServicing();
298}
299
301{
302 assert(!this->vehstatus.Test(VehState::Crashed));
303 assert(this->Previous() == nullptr); // IsPrimaryVehicle fails for free-wagon-chains
304
305 uint pass = 0;
306 /* Stop the vehicle. */
307 if (this->IsPrimaryVehicle()) this->vehstatus.Set(VehState::Stopped);
308 /* crash all wagons, and count passengers */
309 for (Vehicle *v = this; v != nullptr; v = v->Next()) {
310 /* We do not transfer reserver cargo back, so TotalCount() instead of StoredCount() */
311 if (IsCargoInClass(v->cargo_type, CargoClass::Passengers)) pass += v->cargo.TotalCount();
312 v->vehstatus.Set(VehState::Crashed);
313 v->MarkAllViewportsDirty();
314 }
315
316 /* Dirty some windows */
321
322 delete this->cargo_payment;
323 assert(this->cargo_payment == nullptr); // cleared by ~CargoPayment
324
325 return RandomRange(pass + 1); // Randomise deceased passengers.
326}
327
328
337void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBug bug_type, bool critical)
338{
339 const Engine *e = Engine::Get(engine);
340 GRFConfig *grfconfig = GetGRFConfig(e->GetGRFID());
341
342 /* Missing GRF. Nothing useful can be done in this situation. */
343 if (grfconfig == nullptr) return;
344
345 if (!grfconfig->grf_bugs.Test(bug_type)) {
346 grfconfig->grf_bugs.Set(bug_type);
347 ShowErrorMessage(GetEncodedString(part1, grfconfig->GetName()),
348 GetEncodedString(part2, std::monostate{}, engine), WL_CRITICAL);
349 if (!_networking) Command<Commands::Pause>::Do(DoCommandFlag::Execute, critical ? PauseMode::Error : PauseMode::Normal, true);
350 }
351
352 /* debug output */
353 Debug(grf, 0, "{}", StrMakeValid(GetString(part1, grfconfig->GetName())));
354
355 Debug(grf, 0, "{}", StrMakeValid(GetString(part2, std::monostate{}, engine)));
356}
357
364{
365 /* show a warning once for each engine in whole game and once for each GRF after each game load */
366 const Engine *engine = u->GetEngine();
367 uint32_t grfid = engine->grf_prop.grfid;
368 GRFConfig *grfconfig = GetGRFConfig(grfid);
369 if (_gamelog.GRFBugReverse(grfid, engine->grf_prop.local_id) || !grfconfig->grf_bugs.Test(GRFBug::VehLength)) {
370 ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GRFBug::VehLength, true);
371 }
372}
373
380{
381 this->type = type;
382 this->coord.left = INVALID_COORD;
383 this->sprite_cache.old_coord.left = INVALID_COORD;
384 this->group_id = DEFAULT_GROUP;
385 this->fill_percent_te_id = INVALID_TE_ID;
386 this->first = this;
387 this->last = this;
388 this->colourmap = PAL_NONE;
389 this->cargo_age_counter = 1;
390 this->last_station_visited = StationID::Invalid();
391 this->last_loading_station = StationID::Invalid();
392}
393
398constexpr uint TILE_HASH_BITS = 7;
399constexpr uint TILE_HASH_SIZE = 1 << TILE_HASH_BITS;
400constexpr uint TILE_HASH_MASK = TILE_HASH_SIZE - 1;
401constexpr uint TOTAL_TILE_HASH_SIZE = 1 << (TILE_HASH_BITS * 2);
403
408constexpr uint TILE_HASH_RES = 0;
409
415static inline uint GetTileHash1D(uint p)
416{
417 return GB(p, TILE_HASH_RES, TILE_HASH_BITS);
418}
419
425static inline uint IncTileHash1D(uint h)
426{
427 return (h + 1) & TILE_HASH_MASK;
428}
429
436static inline uint ComposeTileHash(uint hx, uint hy)
437{
438 return hx | hy << TILE_HASH_BITS;
439}
440
447static inline uint GetTileHash(uint x, uint y)
448{
450}
451
452static std::array<Vehicle *, TOTAL_TILE_HASH_SIZE> _vehicle_tile_hash{};
453
461VehiclesNearTileXY::Iterator::Iterator(int32_t x, int32_t y, uint max_dist)
462{
463 /* There are no negative tile coordinates */
464 this->pos_rect.left = std::max<int>(0, x - max_dist);
465 this->pos_rect.right = std::max<int>(0, x + max_dist);
466 this->pos_rect.top = std::max<int>(0, y - max_dist);
467 this->pos_rect.bottom = std::max<int>(0, y + max_dist);
468
469 if (2 * max_dist < TILE_HASH_MASK * TILE_SIZE) {
470 /* Hash area to scan */
471 this->hxmin = this->hx = GetTileHash1D(this->pos_rect.left / TILE_SIZE);
472 this->hxmax = GetTileHash1D(this->pos_rect.right / TILE_SIZE);
473 this->hymin = this->hy = GetTileHash1D(this->pos_rect.top / TILE_SIZE);
474 this->hymax = GetTileHash1D(this->pos_rect.bottom / TILE_SIZE);
475 } else {
476 /* Scan all */
477 this->hxmin = this->hx = 0;
478 this->hxmax = TILE_HASH_MASK;
479 this->hymin = this->hy = 0;
480 this->hymax = TILE_HASH_MASK;
481 }
482
483 this->current_veh = _vehicle_tile_hash[ComposeTileHash(this->hx, this->hy)];
484 this->SkipEmptyBuckets();
485 this->SkipFalseMatches();
486}
487
492{
493 assert(this->current_veh != nullptr);
494 this->current_veh = this->current_veh->hash_tile_next;
495 this->SkipEmptyBuckets();
496}
497
502{
503 while (this->current_veh == nullptr) {
504 if (this->hx != this->hxmax) {
505 this->hx = IncTileHash1D(this->hx);
506 } else if (this->hy != this->hymax) {
507 this->hx = this->hxmin;
508 this->hy = IncTileHash1D(this->hy);
509 } else {
510 return;
511 }
512 this->current_veh = _vehicle_tile_hash[ComposeTileHash(this->hx, this->hy)];
513 }
514}
515
520{
521 while (this->current_veh != nullptr && !this->pos_rect.Contains({this->current_veh->x_pos, this->current_veh->y_pos})) this->Increment();
522}
523
530{
531 this->current = _vehicle_tile_hash[GetTileHash(TileX(tile), TileY(tile))];
532 this->SkipFalseMatches();
533}
534
540{
541 this->current = this->current->hash_tile_next;
542}
543
548{
549 while (this->current != nullptr && this->current->tile != this->tile) this->Increment();
550}
551
558{
559 int z = GetTileMaxPixelZ(tile);
560
561 /* Value v is not safe in MP games, however, it is used to generate a local
562 * error message only (which may be different for different machines).
563 * Such a message does not affect MP synchronisation.
564 */
565 for (const Vehicle *v : VehiclesOnTile(tile)) {
566 if (v->type == VehicleType::Disaster || (v->type == VehicleType::Aircraft && v->subtype == AIR_SHADOW)) continue;
567 if (v->z_pos > z) continue;
568
569 return CommandCost(STR_ERROR_TRAIN_IN_THE_WAY + to_underlying(v->type));
570 }
571 return CommandCost();
572}
573
582{
583 for (TileIndex t : {tile, endtile}) {
584 /* Value v is not safe in MP games, however, it is used to generate a local
585 * error message only (which may be different for different machines).
586 * Such a message does not affect MP synchronisation.
587 */
588 for (const Vehicle *v : VehiclesOnTile(t)) {
589 if (v->type != VehicleType::Train && v->type != VehicleType::Road && v->type != VehicleType::Ship) continue;
590 if (v == ignore) continue;
591 return CommandCost(STR_ERROR_TRAIN_IN_THE_WAY + to_underlying(v->type));
592 }
593 }
594 return CommandCost();
595}
596
606{
607 /* Value v is not safe in MP games, however, it is used to generate a local
608 * error message only (which may be different for different machines).
609 * Such a message does not affect MP synchronisation.
610 */
611 for (const Vehicle *v : VehiclesOnTile(tile)) {
612 if (v->type != VehicleType::Train) continue;
613
614 const Train *t = Train::From(v);
615 if ((t->track != track_bits) && !TracksOverlap(t->track | track_bits)) continue;
616
617 return CommandCost(STR_ERROR_TRAIN_IN_THE_WAY + to_underlying(v->type));
618 }
619 return CommandCost();
620}
621
622static void UpdateVehicleTileHash(Vehicle *v, bool remove)
623{
624 Vehicle **old_hash = v->hash_tile_current;
625 Vehicle **new_hash;
626
627 if (remove) {
628 new_hash = nullptr;
629 } else {
630 new_hash = &_vehicle_tile_hash[GetTileHash(TileX(v->tile), TileY(v->tile))];
631 }
632
633 if (old_hash == new_hash) return;
634
635 /* Remove from the old position in the hash table */
636 if (old_hash != nullptr) {
639 }
640
641 /* Insert vehicle at beginning of the new position in the hash table */
642 if (new_hash != nullptr) {
643 v->hash_tile_next = *new_hash;
644 if (v->hash_tile_next != nullptr) v->hash_tile_next->hash_tile_prev = &v->hash_tile_next;
645 v->hash_tile_prev = new_hash;
646 *new_hash = v;
647 }
648
649 /* Remember current hash position */
650 v->hash_tile_current = new_hash;
651}
652
653static std::array<Vehicle *, 1 << (GEN_HASHX_BITS + GEN_HASHY_BITS)> _vehicle_viewport_hash{};
654
655static void UpdateVehicleViewportHash(Vehicle *v, int x, int y, int old_x, int old_y)
656{
657 Vehicle **old_hash, **new_hash;
658
659 new_hash = (x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GetViewportHash(x, y)];
660 old_hash = (old_x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GetViewportHash(old_x, old_y)];
661
662 if (old_hash == new_hash) return;
663
664 /* remove from hash table? */
665 if (old_hash != nullptr) {
668 }
669
670 /* insert into hash table? */
671 if (new_hash != nullptr) {
672 v->hash_viewport_next = *new_hash;
674 v->hash_viewport_prev = new_hash;
675 *new_hash = v;
676 }
677}
678
679void ResetVehicleHash()
680{
681 for (Vehicle *v : Vehicle::Iterate()) { v->hash_tile_current = nullptr; }
682 _vehicle_viewport_hash.fill(nullptr);
683 _vehicle_tile_hash.fill(nullptr);
684}
685
686void ResetVehicleColourMap()
687{
688 for (Vehicle *v : Vehicle::Iterate()) { v->colourmap = PAL_NONE; }
689}
690
695using AutoreplaceMap = std::map<VehicleID, bool>;
696static AutoreplaceMap _vehicles_to_autoreplace;
697
698void InitializeVehicles()
699{
700 _vehicles_to_autoreplace.clear();
701 ResetVehicleHash();
702}
703
704uint CountVehiclesInChain(const Vehicle *v)
705{
706 uint count = 0;
707 do count++; while ((v = v->Next()) != nullptr);
708 return count;
709}
710
716{
717 switch (this->type) {
718 case VehicleType::Aircraft: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors
720 return !this->IsArticulatedPart() && // tenders and other articulated parts
721 !Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
723 case VehicleType::Ship: return true;
724 default: return false; // Only count company buildable vehicles
725 }
726}
727
733{
734 switch (this->type) {
738 case VehicleType::Ship: return true;
739 default: return false;
740 }
741}
742
749{
750 return Engine::Get(this->engine_type);
751}
752
759{
760 return this->GetEngine()->GetGRF();
761}
762
768uint32_t Vehicle::GetGRFID() const
769{
770 return this->GetEngine()->GetGRFID();
771}
772
779{
780 this->date_of_last_service = std::max(this->date_of_last_service + interval, TimerGameEconomy::Date(0));
781 /* date_of_last_service_newgrf is not updated here as it must stay stable
782 * for vehicles outside of a depot. */
783}
784
793{
794 if (path_found) {
795 /* Route found, is the vehicle marked with "lost" flag? */
796 if (!this->vehicle_flags.Test(VehicleFlag::PathfinderLost)) return;
797
798 /* Clear the flag as the PF's problem was solved. */
802 /* Delete the news item. */
804 return;
805 }
806
807 /* Were we already lost? */
808 if (this->vehicle_flags.Test(VehicleFlag::PathfinderLost)) return;
809
810 /* It is first time the problem occurred, set the "lost" flag. */
814
815 /* Unbunching data is no longer valid. */
816 this->ResetDepotUnbunching();
817
818 /* Notify user about the event. */
819 AI::NewEvent(this->owner, new ScriptEventVehicleLost(this->index));
820 if (_settings_client.gui.lost_vehicle_warn && this->owner == _local_company) {
821 AddVehicleAdviceNewsItem(AdviceType::VehicleLost, GetEncodedString(STR_NEWS_VEHICLE_IS_LOST, this->index), this->index);
822 }
823}
824
827{
828 if (CleaningPool()) return;
829
832 st->loading_vehicles.remove(this);
833
835 this->CancelReservation(StationID::Invalid(), st);
836 delete this->cargo_payment;
837 assert(this->cargo_payment == nullptr); // cleared by ~CargoPayment
838 }
839
840 if (this->IsEngineCountable()) {
842 if (this->IsPrimaryVehicle()) GroupStatistics::CountVehicle(this, -1);
844
847 }
848
849 Company::Get(this->owner)->freeunits[this->type].ReleaseID(this->unitnumber);
850
851 if (this->type == VehicleType::Aircraft && this->IsPrimaryVehicle()) {
852 Aircraft *a = Aircraft::From(this);
854 if (st != nullptr) {
855 const auto &layout = st->airport.GetFTA()->layout;
856 st->airport.blocks.Reset(layout[a->previous_pos].blocks | layout[a->pos].blocks);
857 }
858 }
859
860
861 if (this->type == VehicleType::Road && this->IsPrimaryVehicle()) {
863 if (!v->vehstatus.Test(VehState::Crashed) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
864 /* Leave the drive through roadstop, when you have not already left it. */
866 }
867
868 if (v->disaster_vehicle != VehicleID::Invalid()) ReleaseDisasterVehicle(v->disaster_vehicle);
869 }
870
871 if (this->Previous() == nullptr) {
873 }
874
875 if (this->IsPrimaryVehicle()) {
883 }
885
886 this->cargo.Truncate();
889
890 StopGlobalFollowVehicle(this);
891}
892
894{
895 if (CleaningPool()) {
896 this->cargo.OnCleanPool();
897 return;
898 }
899
900 /* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
901 * it may happen that vehicle chain is deleted when visible */
902 if (!this->vehstatus.Test(VehState::Hidden)) this->MarkAllViewportsDirty();
903
904 Vehicle *v = this->Next();
905 this->SetNext(nullptr);
906
907 delete v;
908
909 UpdateVehicleTileHash(this, true);
910 UpdateVehicleViewportHash(this, INVALID_COORD, 0, this->sprite_cache.old_coord.left, this->sprite_cache.old_coord.top);
911 if (this->type != VehicleType::Effect) {
914 }
915}
916
922{
923 /* Vehicle should stop in the depot if it was in 'stopping' state */
924 _vehicles_to_autoreplace[v->index] = !v->vehstatus.Test(VehState::Stopped);
925
926 /* We ALWAYS set the stopped state. Even when the vehicle does not plan on
927 * stopping in the depot, so we stop it to ensure that it will not reserve
928 * the path out of the depot before we might autoreplace it to a different
929 * engine. The new engine would not own the reserved path we store that we
930 * stopped the vehicle, so autoreplace can start it again */
932}
933
938{
939 if (_game_mode != GM_NORMAL) return;
940
941 /* Run the calendar day proc for every DAY_TICKS vehicle starting at TimerGameCalendar::date_fract. */
943 Vehicle *v = Vehicle::Get(i);
944 if (v == nullptr) continue;
945 v->OnNewCalendarDay();
946 }
947}
948
955{
956 if (_game_mode != GM_NORMAL) return;
957
958 /* Run the economy day proc for every DAY_TICKS vehicle starting at TimerGameEconomy::date_fract. */
960 Vehicle *v = Vehicle::Get(i);
961 if (v == nullptr) continue;
962
963 /* Call the 32-day callback if needed */
964 if ((v->day_counter & 0x1F) == 0 && v->HasEngineType()) {
965 uint16_t callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
966 if (callback != CALLBACK_FAILED) {
967 if (HasBit(callback, 0)) {
968 TriggerVehicleRandomisation(v, VehicleRandomTrigger::Callback32); // Trigger vehicle trigger 10
969 }
970
971 /* After a vehicle trigger, the graphics and properties of the vehicle could change.
972 * Note: MarkDirty also invalidates the palette, which is the meaning of bit 1. So, nothing special there. */
973 if (callback != 0) v->First()->MarkDirty();
974
975 if (callback & ~3) ErrorUnknownCallbackResult(v->GetGRFID(), CBID_VEHICLE_32DAY_CALLBACK, callback);
976 }
977 }
978
979 /* This is called once per day for each vehicle, but not in the first tick of the day */
980 v->OnNewEconomyDay();
981 }
982}
983
984void CallVehicleTicks()
985{
986 _vehicles_to_autoreplace.clear();
987
989
990 {
991 PerformanceMeasurer framerate(PFE_GL_ECONOMY);
993 }
998
999 for (Vehicle *v : Vehicle::Iterate()) {
1000 [[maybe_unused]] VehicleID vehicle_index = v->index;
1001
1002 /* Vehicle could be deleted in this tick */
1003 if (!v->Tick()) {
1004 assert(Vehicle::Get(vehicle_index) == nullptr);
1005 continue;
1006 }
1007
1008 assert(Vehicle::Get(vehicle_index) == v);
1009
1010 switch (v->type) {
1011 default: break;
1012
1013 case VehicleType::Train:
1014 case VehicleType::Road:
1016 case VehicleType::Ship: {
1017 Vehicle *front = v->First();
1018
1019 if (v->vcache.cached_cargo_age_period != 0) {
1021 if (--v->cargo_age_counter == 0) {
1022 v->cargo.AgeCargo();
1024 }
1025 }
1026
1027 /* Do not play any sound when crashed */
1028 if (front->vehstatus.Test(VehState::Crashed)) continue;
1029
1030 /* Do not play any sound when in depot or tunnel */
1031 if (v->vehstatus.Test(VehState::Hidden)) continue;
1032
1033 /* Do not play any sound when stopped */
1034 if (front->vehstatus.Test(VehState::Stopped) && (front->type != VehicleType::Train || front->cur_speed == 0)) continue;
1035
1036 /* Update motion counter for animation purposes. */
1037 v->motion_counter += front->cur_speed;
1038
1039 /* Check vehicle type specifics */
1040 switch (v->type) {
1041 case VehicleType::Train:
1042 if (!Train::From(v)->IsEngine()) continue;
1043 break;
1044
1045 case VehicleType::Road:
1046 if (!RoadVehicle::From(v)->IsFrontEngine()) continue;
1047 break;
1048
1050 if (!Aircraft::From(v)->IsNormalAircraft()) continue;
1051 break;
1052
1053 default:
1054 break;
1055 }
1056
1057 /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
1058 if (GB(v->motion_counter, 0, 8) < front->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
1059
1060 /* Play an alternating running sound every 16 ticks */
1061 if (GB(v->tick_counter, 0, 4) == 0) {
1062 /* Play running sound when speed > 0 and not braking */
1063 bool running = (front->cur_speed > 0) && !front->vehstatus.Any({VehState::Stopped, VehState::TrainSlowing});
1065 }
1066
1067 break;
1068 }
1069 }
1070 }
1071
1072 for (auto &it : _vehicles_to_autoreplace) {
1073 Vehicle *v = Vehicle::Get(it.first);
1074 /* Autoreplace needs the current company set as the vehicle owner */
1075 AutoRestoreBackup cur_company(_current_company, v->owner);
1076
1077 /* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
1078 * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
1079 * they are already leaving the depot again before being replaced. */
1080 if (it.second) v->vehstatus.Reset(VehState::Stopped);
1081
1082 /* Store the position of the effect as the vehicle pointer will become invalid later */
1083 int x = v->x_pos;
1084 int y = v->y_pos;
1085 int z = v->z_pos;
1086
1089 CommandCost res = Command<Commands::AutoreplaceVehicle>::Do(DoCommandFlag::Execute, v->index);
1091
1092 if (!IsLocalCompany()) continue;
1093
1094 if (res.Succeeded()) {
1095 ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
1096 continue;
1097 }
1098
1099 StringID error_message = res.GetErrorMessage();
1100 if (error_message == STR_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue;
1101
1102 if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;
1103
1104 EncodedString headline;
1105 if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
1106 headline = GetEncodedString(error_message, v->index);
1107 } else {
1108 headline = GetEncodedString(STR_NEWS_VEHICLE_AUTORENEW_FAILED, v->index, error_message, std::monostate{});
1109 }
1110
1111 AddVehicleAdviceNewsItem(AdviceType::AutorenewFailed, std::move(headline), v->index);
1112 }
1113}
1114
1119static void DoDrawVehicle(const Vehicle *v)
1120{
1121 PaletteID pal = PAL_NONE;
1122
1124
1125 /* Check whether the vehicle shall be transparent due to the game state */
1126 bool shadowed = v->vehstatus.Test(VehState::Shadow);
1127
1128 if (v->type == VehicleType::Effect) {
1129 /* Check whether the vehicle shall be transparent/invisible due to GUI settings.
1130 * However, transparent smoke and bubbles look weird, so always hide them. */
1132 if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
1133 }
1134
1136 for (uint i = 0; i < v->sprite_cache.sprite_seq.count; ++i) {
1137 PaletteID pal2 = v->sprite_cache.sprite_seq.seq[i].pal;
1138 if (!pal2 || v->vehstatus.Test(VehState::Crashed)) pal2 = pal;
1139 AddSortableSpriteToDraw(v->sprite_cache.sprite_seq.seq[i].sprite, pal2, v->x_pos, v->y_pos, v->z_pos, v->bounds, shadowed);
1140 }
1142}
1143
1149{
1150 /* The bounding rectangle */
1151 const int l = dpi->left;
1152 const int r = dpi->left + dpi->width;
1153 const int t = dpi->top;
1154 const int b = dpi->top + dpi->height;
1155
1156 /* Border size of MAX_VEHICLE_PIXEL_xy */
1157 const int xb = MAX_VEHICLE_PIXEL_X * ZOOM_BASE;
1158 const int yb = MAX_VEHICLE_PIXEL_Y * ZOOM_BASE;
1159
1160 /* The hash area to scan */
1161 uint xl, xu, yl, yu;
1162
1163 if (static_cast<uint>(dpi->width + xb) < GEN_HASHX_SIZE) {
1164 xl = GetViewportHashX(l - xb);
1165 xu = GetViewportHashX(r);
1166 } else {
1167 /* scan whole hash row */
1168 xl = 0;
1169 xu = GEN_HASHX_MASK;
1170 }
1171
1172 if (static_cast<uint>(dpi->height + yb) < GEN_HASHY_SIZE) {
1173 yl = GetViewportHashY(t - yb);
1174 yu = GetViewportHashY(b);
1175 } else {
1176 /* scan whole column */
1177 yl = 0;
1178 yu = GEN_HASHY_MASK;
1179 }
1180
1181 for (uint y = yl;; y = (y + GEN_HASHY_INC) & GEN_HASHY_MASK) {
1182 for (uint x = xl;; x = (x + GEN_HASHX_INC) & GEN_HASHX_MASK) {
1183 const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF
1184
1185 while (v != nullptr) {
1186
1187 if (!v->vehstatus.Test(VehState::Hidden) &&
1188 l <= v->coord.right + xb &&
1189 t <= v->coord.bottom + yb &&
1190 r >= v->coord.left - xb &&
1191 b >= v->coord.top - yb)
1192 {
1193 /*
1194 * This vehicle can potentially be drawn as part of this viewport and
1195 * needs to be revalidated, as the sprite may not be correct.
1196 */
1198 VehicleSpriteSeq seq;
1199 v->GetImage(v->direction, EIT_ON_MAP, &seq);
1200
1201 if (seq.IsValid() && v->sprite_cache.sprite_seq != seq) {
1202 v->sprite_cache.sprite_seq = seq;
1203 /*
1204 * A sprite change may also result in a bounding box change,
1205 * so we need to update the bounding box again before we
1206 * check to see if the vehicle should be drawn. Note that
1207 * we can't interfere with the viewport hash at this point,
1208 * so we keep the original hash on the assumption there will
1209 * not be a significant change in the top and left coordinates
1210 * of the vehicle.
1211 */
1213
1214 }
1215
1217 }
1218
1219 if (l <= v->coord.right &&
1220 t <= v->coord.bottom &&
1221 r >= v->coord.left &&
1222 b >= v->coord.top) DoDrawVehicle(v);
1223 }
1224
1225 v = v->hash_viewport_next;
1226 }
1227
1228 if (x == xu) break;
1229 }
1230
1231 if (y == yu) break;
1232 }
1233}
1234
1242Vehicle *CheckClickOnVehicle(const Viewport &vp, int x, int y)
1243{
1244 Vehicle *found = nullptr;
1245 uint dist, best_dist = UINT_MAX;
1246
1247 x -= vp.left;
1248 y -= vp.top;
1249 if (!IsInsideMM(x, 0, vp.width) || !IsInsideMM(y, 0, vp.height)) return nullptr;
1250
1251 x = ScaleByZoom(x, vp.zoom) + vp.virtual_left;
1252 y = ScaleByZoom(y, vp.zoom) + vp.virtual_top;
1253
1254 /* Border size of MAX_VEHICLE_PIXEL_xy */
1255 const int xb = MAX_VEHICLE_PIXEL_X * ZOOM_BASE;
1256 const int yb = MAX_VEHICLE_PIXEL_Y * ZOOM_BASE;
1257
1258 /* The hash area to scan */
1259 uint xl = GetViewportHashX(x - xb);
1260 uint xu = GetViewportHashX(x);
1261 uint yl = GetViewportHashY(y - yb);
1262 uint yu = GetViewportHashY(y);
1263
1264 for (uint hy = yl;; hy = (hy + GEN_HASHY_INC) & GEN_HASHY_MASK) {
1265 for (uint hx = xl;; hx = (hx + GEN_HASHX_INC) & GEN_HASHX_MASK) {
1266 Vehicle *v = _vehicle_viewport_hash[hx + hy]; // already masked & 0xFFF
1267
1268 while (v != nullptr) {
1269 if (!v->vehstatus.Any({VehState::Hidden, VehState::Unclickable}) &&
1270 x >= v->coord.left && x <= v->coord.right &&
1271 y >= v->coord.top && y <= v->coord.bottom) {
1272
1273 dist = std::max(
1274 abs(((v->coord.left + v->coord.right) >> 1) - x),
1275 abs(((v->coord.top + v->coord.bottom) >> 1) - y)
1276 );
1277
1278 if (dist < best_dist) {
1279 found = v;
1280 best_dist = dist;
1281 }
1282 }
1283 v = v->hash_viewport_next;
1284 }
1285 if (hx == xu) break;
1286 }
1287 if (hy == yu) break;
1288 }
1289
1290 return found;
1291}
1292
1298{
1299 v->value -= v->value >> 8;
1301}
1302
1303static const uint8_t _breakdown_chance[64] = {
1304 3, 3, 3, 3, 3, 3, 3, 3,
1305 4, 4, 5, 5, 6, 6, 7, 7,
1306 8, 8, 9, 9, 10, 10, 11, 11,
1307 12, 13, 13, 13, 13, 14, 15, 16,
1308 17, 19, 21, 25, 28, 31, 34, 37,
1309 40, 44, 48, 52, 56, 60, 64, 68,
1310 72, 80, 90, 100, 110, 120, 130, 140,
1311 150, 170, 190, 210, 230, 250, 250, 250,
1312};
1313
1319{
1320 /* Vehicles in the menu don't break down. */
1321 if (_game_mode == GM_MENU) return;
1322
1323 /* If both breakdowns and automatic servicing are disabled, we don't decrease reliability or break down. */
1324 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::None && _settings_game.order.no_servicing_if_no_breakdowns) return;
1325
1326 /* With Reduced breakdowns, vehicles (un)loading at stations don't lose reliability. */
1327 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::Reduced && v->current_order.IsType(OT_LOADING)) return;
1328
1329 /* Decrease reliability. */
1330 int rel, rel_old;
1331 v->reliability = rel = std::max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
1332 if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
1333
1334 /* Some vehicles lose reliability but won't break down. */
1335 /* Breakdowns are disabled. */
1336 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::None) return;
1337 /* The vehicle is already broken down. */
1338 if (v->breakdown_ctr != 0) return;
1339 /* The vehicle is stopped or going very slow. */
1340 if (v->cur_speed < 5) return;
1341 /* The vehicle has been manually stopped. */
1342 if (v->vehstatus.Test(VehState::Stopped)) return;
1343
1344 /* Time to consider breaking down. */
1345
1346 uint32_t r = Random();
1347
1348 /* Increase chance of failure. */
1349 int chance = v->breakdown_chance + 1;
1350 if (Chance16I(1, 25, r)) chance += 25;
1352
1353 /* Calculate reliability value to use in comparison. */
1354 rel = v->reliability;
1355 if (v->type == VehicleType::Ship) rel += 0x6666;
1356
1357 /* Reduce the chance if the player has chosen the Reduced setting. */
1358 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::Reduced) rel += 0x6666;
1359
1360 /* Check the random chance and inform the vehicle of the result. */
1361 if (_breakdown_chance[ClampTo<uint16_t>(rel) >> 10] <= v->breakdown_chance) {
1362 v->breakdown_ctr = GB(r, 16, 6) + 0x3F;
1363 v->breakdown_delay = GB(r, 24, 7) + 0x80;
1364 v->breakdown_chance = 0;
1365 }
1366}
1367
1375{
1376 /* Possible states for Vehicle::breakdown_ctr
1377 * 0 - vehicle is running normally
1378 * 1 - vehicle is currently broken down
1379 * 2 - vehicle is going to break down now
1380 * >2 - vehicle is counting down to the actual breakdown event */
1381 switch (this->breakdown_ctr) {
1382 case 0:
1383 return false;
1384
1385 case 2:
1386 this->breakdown_ctr = 1;
1387
1388 if (this->breakdowns_since_last_service != 255) {
1390 }
1391
1392 if (this->type == VehicleType::Aircraft) {
1393 /* Aircraft just need this flag, the rest is handled elsewhere */
1395 } else {
1396 this->cur_speed = 0;
1397
1398 if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
1399 bool train_or_ship = this->type == VehicleType::Train || this->type == VehicleType::Ship;
1400 SndPlayVehicleFx((_settings_game.game_creation.landscape != LandscapeType::Toyland) ?
1403 }
1404
1405 if (!this->vehstatus.Test(VehState::Hidden) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::NoBreakdownSmoke)) {
1407 if (u != nullptr) u->animation_state = this->breakdown_delay * 2;
1408 }
1409 }
1410
1411 this->MarkDirty(); // Update graphics after speed is zeroed
1414
1415 [[fallthrough]];
1416 case 1:
1417 /* Aircraft breakdowns end only when arriving at the airport */
1418 if (this->type == VehicleType::Aircraft) return false;
1419
1420 /* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
1421 if ((this->tick_counter & (this->type == VehicleType::Train ? 3 : 1)) == 0) {
1422 if (--this->breakdown_delay == 0) {
1423 this->breakdown_ctr = 0;
1424 this->MarkDirty();
1426 }
1427 }
1428 return true;
1429
1430 default:
1431 if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
1432 return false;
1433 }
1434}
1435
1447
1453{
1454 if (v->age < CalendarTime::MAX_DATE) v->age++;
1455
1456 if (!v->IsPrimaryVehicle() && (v->type != VehicleType::Train || !Train::From(v)->IsEngine())) return;
1457
1458 auto age = v->age - v->max_age;
1459 for (int32_t i = 0; i <= 4; i++) {
1461 v->reliability_spd_dec <<= 1;
1462 break;
1463 }
1464 }
1465
1467
1468 /* Don't warn if warnings are disabled */
1469 if (!_settings_client.gui.old_vehicle_warn) return;
1470
1471 /* 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 */
1472 if (v->Previous() != nullptr || v->owner != _local_company || v->vehstatus.Any({VehState::Crashed, VehState::Stopped})) return;
1473
1474 const Company *c = Company::Get(v->owner);
1475 /* Don't warn if a renew is active */
1476 if (c->settings.engine_renew && v->GetEngine()->company_avail.Any()) return;
1477 /* Don't warn if a replacement is active */
1479
1480 StringID str;
1482 str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
1484 str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
1486 str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
1487 } else {
1488 return;
1489 }
1490
1492}
1493
1503uint8_t CalcPercentVehicleFilled(const Vehicle *front, StringID *colour)
1504{
1505 int count = 0;
1506 int max = 0;
1507 int cars = 0;
1508 int unloading = 0;
1509 bool loading = false;
1510
1511 bool is_loading = front->current_order.IsType(OT_LOADING);
1512
1513 /* The station may be nullptr when the (colour) string does not need to be set. */
1515 assert(colour == nullptr || (st != nullptr && is_loading));
1516
1517 bool order_no_load = is_loading && front->current_order.GetLoadType() == OrderLoadType::NoLoad;
1518 bool order_full_load = is_loading && front->current_order.IsFullLoadOrder();
1519
1520 /* Count up max and used */
1521 for (const Vehicle *v = front; v != nullptr; v = v->Next()) {
1522 count += v->cargo.StoredCount();
1523 max += v->cargo_cap;
1524 if (v->cargo_cap != 0 && colour != nullptr) {
1525 unloading += v->vehicle_flags.Test(VehicleFlag::CargoUnloading) ? 1 : 0;
1526 loading |= !order_no_load &&
1527 (order_full_load || st->goods[v->cargo_type].HasRating()) &&
1529 cars++;
1530 }
1531 }
1532
1533 if (colour != nullptr) {
1534 if (unloading == 0 && loading) {
1535 *colour = STR_PERCENT_UP;
1536 } else if (unloading == 0 && !loading) {
1537 *colour = STR_PERCENT_NONE;
1538 } else if (cars == unloading || !loading) {
1539 *colour = STR_PERCENT_DOWN;
1540 } else {
1541 *colour = STR_PERCENT_UP_DOWN;
1542 }
1543 }
1544
1545 /* Train without capacity */
1546 if (max == 0) return 100;
1547
1548 /* Return the percentage */
1549 if (count * 2 < max) {
1550 /* Less than 50%; round up, so that 0% means really empty. */
1551 return CeilDiv(count * 100, max);
1552 } else {
1553 /* More than 50%; round down, so that 100% means really full. */
1554 return (count * 100) / max;
1555 }
1556}
1557
1563{
1564 /* Always work with the front of the vehicle */
1565 assert(v == v->First());
1566
1567 switch (v->type) {
1568 case VehicleType::Train: {
1569 Train *t = Train::From(v);
1571 /* Clear path reservation */
1572 SetDepotReservation(t->tile, false);
1573 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
1574
1576 t->wait_counter = 0;
1580 break;
1581 }
1582
1583 case VehicleType::Road:
1585 break;
1586
1587 case VehicleType::Ship: {
1589 Ship *ship = Ship::From(v);
1590 ship->state = TRACK_BIT_DEPOT;
1591 ship->UpdateCache();
1592 ship->UpdateViewport(true, true);
1594 break;
1595 }
1596
1600 break;
1601 default: NOT_REACHED();
1602 }
1603 if (v->type != VehicleType::Train) {
1604 /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
1605 * 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 */
1607 }
1609
1611 v->cur_speed = 0;
1612
1614
1615 /* Store that the vehicle entered a depot this tick */
1617
1618 /* After a vehicle trigger, the graphics and properties of the vehicle could change. */
1619 TriggerVehicleRandomisation(v, VehicleRandomTrigger::Depot);
1620 v->MarkDirty();
1621
1623
1624 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1625 const Order *real_order = v->GetOrder(v->cur_real_order_index);
1626
1627 /* Test whether we are heading for this depot. If not, do nothing.
1628 * Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
1630 real_order != nullptr && !real_order->GetDepotActionType().Test(OrderDepotActionFlag::NearestDepot) &&
1632 /* We are heading for another depot, keep driving. */
1633 return;
1634 }
1635
1636 if (v->current_order.IsRefit()) {
1637 AutoRestoreBackup cur_company(_current_company, v->owner);
1638 CommandCost cost = std::get<0>(Command<Commands::RefitVehicle>::Do(DoCommandFlag::Execute, v->index, v->current_order.GetRefitCargo(), 0xFF, false, false, 0));
1639
1640 if (cost.Failed()) {
1641 _vehicles_to_autoreplace[v->index] = false;
1642 if (v->owner == _local_company) {
1643 /* Notify the user that we stopped the vehicle */
1644 AddVehicleAdviceNewsItem(AdviceType::RefitFailed, GetEncodedString(STR_NEWS_ORDER_REFIT_FAILED, v->index), v->index);
1645 }
1646 } else if (cost.GetCost() != 0) {
1647 v->profit_this_year -= cost.GetCost() << 8;
1648 if (v->owner == _local_company) {
1650 }
1651 }
1652 }
1653
1655 /* Part of orders */
1657 UpdateVehicleTimetable(v, true);
1659 }
1661 /* Vehicles are always stopped on entering depots. Do not restart this one. */
1662 _vehicles_to_autoreplace[v->index] = false;
1663 /* Invalidate last_loading_station. As the link from the station
1664 * before the stop to the station after the stop can't be predicted
1665 * we shouldn't construct it when the vehicle visits the next stop. */
1666 v->last_loading_station = StationID::Invalid();
1667
1668 /* Clear unbunching data. */
1670
1671 /* Announce that the vehicle is waiting to players and AIs. */
1672 if (v->owner == _local_company) {
1673 AddVehicleAdviceNewsItem(AdviceType::VehicleWaiting, GetEncodedString(STR_NEWS_TRAIN_IS_WAITING + to_underlying(v->type), v->index), v->index);
1674 }
1675 AI::NewEvent(v->owner, new ScriptEventVehicleWaitingInDepot(v->index));
1676 }
1677
1678 /* If we've entered our unbunching depot, record the round trip duration. */
1681 if (v->round_trip_time == 0) {
1682 /* This might be our first round trip. */
1683 v->round_trip_time = measured_round_trip;
1684 } else {
1685 /* If we have a previous trip, smooth the effects of outlier trip calculations caused by jams or other interference. */
1686 v->round_trip_time = Clamp(measured_round_trip, (v->round_trip_time / 2), ClampTo<TimerGameTick::Ticks>(v->round_trip_time * 2));
1687 }
1688 }
1689
1691 }
1692}
1693
1694
1700{
1701 UpdateVehicleTileHash(this, false);
1702}
1703
1708void Vehicle::UpdateBoundingBoxCoordinates(bool update_cache) const
1709{
1710 Rect new_coord;
1711 this->sprite_cache.sprite_seq.GetBounds(&new_coord);
1712
1713 /* z-bounds are not used. */
1714 Point pt = RemapCoords(this->x_pos + this->bounds.origin.x + this->bounds.offset.x, this->y_pos + this->bounds.origin.y + this->bounds.offset.y, this->z_pos);
1715 new_coord.left += pt.x;
1716 new_coord.top += pt.y;
1717 new_coord.right += pt.x + 2 * ZOOM_BASE;
1718 new_coord.bottom += pt.y + 2 * ZOOM_BASE;
1719
1720 extern bool _draw_bounding_boxes;
1721 if (_draw_bounding_boxes) {
1722 int x = this->x_pos + this->bounds.origin.x;
1723 int y = this->y_pos + this->bounds.origin.y;
1724 int z = this->z_pos + this->bounds.origin.z;
1725 new_coord.left = std::min(new_coord.left, RemapCoords(x + bounds.extent.x, y, z).x);
1726 new_coord.right = std::max(new_coord.right, RemapCoords(x, y + bounds.extent.y, z).x + 1);
1727 new_coord.top = std::min(new_coord.top, RemapCoords(x, y, z + bounds.extent.z).y);
1728 new_coord.bottom = std::max(new_coord.bottom, RemapCoords(x + bounds.extent.x, y + bounds.extent.y, z).y + 1);
1729 }
1730
1731 if (update_cache) {
1732 /*
1733 * If the old coordinates are invalid, set the cache to the new coordinates for correct
1734 * behaviour the next time the coordinate cache is checked.
1735 */
1736 this->sprite_cache.old_coord = this->coord.left == INVALID_COORD ? new_coord : this->coord;
1737 }
1738 else {
1739 /* Extend the bounds of the existing cached bounding box so the next dirty window is correct */
1740 this->sprite_cache.old_coord.left = std::min(this->sprite_cache.old_coord.left, this->coord.left);
1741 this->sprite_cache.old_coord.top = std::min(this->sprite_cache.old_coord.top, this->coord.top);
1742 this->sprite_cache.old_coord.right = std::max(this->sprite_cache.old_coord.right, this->coord.right);
1743 this->sprite_cache.old_coord.bottom = std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom);
1744 }
1745
1746 this->coord = new_coord;
1747}
1748
1754{
1755 /* If the existing cache is invalid we should ignore it, as it will be set to the current coords by UpdateBoundingBoxCoordinates */
1756 bool ignore_cached_coords = this->sprite_cache.old_coord.left == INVALID_COORD;
1757
1758 this->UpdateBoundingBoxCoordinates(true);
1759
1760 if (ignore_cached_coords) {
1761 UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, INVALID_COORD, INVALID_COORD);
1762 } else {
1763 UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, this->sprite_cache.old_coord.left, this->sprite_cache.old_coord.top);
1764 }
1765
1766 if (dirty) {
1767 if (ignore_cached_coords) {
1768 this->sprite_cache.is_viewport_candidate = this->MarkAllViewportsDirty();
1769 } else {
1770 this->sprite_cache.is_viewport_candidate = ::MarkAllViewportsDirty(
1771 std::min(this->sprite_cache.old_coord.left, this->coord.left),
1772 std::min(this->sprite_cache.old_coord.top, this->coord.top),
1773 std::max(this->sprite_cache.old_coord.right, this->coord.right),
1774 std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom));
1775 }
1776 }
1777}
1778
1783{
1784 if (this->type != VehicleType::Effect) this->UpdatePosition();
1785 this->UpdateViewport(true);
1786}
1787
1793{
1794 return ::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
1795}
1796
1803{
1804 static const int8_t _delta_coord[16] = {
1805 -1,-1,-1, 0, 1, 1, 1, 0, /* x */
1806 -1, 0, 1, 1, 1, 0,-1,-1, /* y */
1807 };
1808
1809 int x = v->x_pos + _delta_coord[v->GetMovingDirection()];
1810 int y = v->y_pos + _delta_coord[v->GetMovingDirection() + 8];
1811
1813 gp.x = x;
1814 gp.y = y;
1815 gp.old_tile = v->tile;
1816 gp.new_tile = TileVirtXY(x, y);
1817 return gp;
1818}
1819
1820static const Direction _new_direction_table[] = {
1821 DIR_N, DIR_NW, DIR_W,
1824};
1825
1826Direction GetDirectionTowards(const Vehicle *v, int x, int y)
1827{
1828 int i = 0;
1829
1830 if (y >= v->y_pos) {
1831 if (y != v->y_pos) i += 3;
1832 i += 3;
1833 }
1834
1835 if (x >= v->x_pos) {
1836 if (x != v->x_pos) i++;
1837 i++;
1838 }
1839
1840 Direction dir = v->GetMovingDirection();
1841
1842 DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
1843 if (dirdiff == DIRDIFF_SAME) return dir;
1844 return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
1845}
1846
1856VehicleEnterTileStates VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
1857{
1858 return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
1859}
1860
1867{
1868 for (auto it = std::begin(this->used_bitmap); it != std::end(this->used_bitmap); ++it) {
1869 BitmapStorage available = ~(*it);
1870 if (available == 0) continue;
1871 return static_cast<UnitID>(std::distance(std::begin(this->used_bitmap), it) * BITMAP_SIZE + FindFirstBit(available) + 1);
1872 }
1873 return static_cast<UnitID>(this->used_bitmap.size() * BITMAP_SIZE + 1);
1874}
1875
1882{
1883 if (index == 0 || index == UINT16_MAX) return index;
1884
1885 index--;
1886
1887 size_t slot = index / BITMAP_SIZE;
1888 if (slot >= this->used_bitmap.size()) this->used_bitmap.resize(slot + 1);
1889 SetBit(this->used_bitmap[index / BITMAP_SIZE], index % BITMAP_SIZE);
1890
1891 return index + 1;
1892}
1893
1899{
1900 if (index == 0 || index == UINT16_MAX) return;
1901
1902 index--;
1903
1904 assert(index / BITMAP_SIZE < this->used_bitmap.size());
1905 ClrBit(this->used_bitmap[index / BITMAP_SIZE], index % BITMAP_SIZE);
1906}
1907
1914{
1915 /* Check whether it is allowed to build another vehicle. */
1916 uint max_veh;
1917 switch (type) {
1918 case VehicleType::Train: max_veh = _settings_game.vehicle.max_trains; break;
1919 case VehicleType::Road: max_veh = _settings_game.vehicle.max_roadveh; break;
1920 case VehicleType::Ship: max_veh = _settings_game.vehicle.max_ships; break;
1921 case VehicleType::Aircraft: max_veh = _settings_game.vehicle.max_aircraft; break;
1922 default: NOT_REACHED();
1923 }
1924
1926 if (c->group_all[type].num_vehicle >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.
1927
1928 return c->freeunits[type].NextID();
1929}
1930
1931
1942{
1943 assert(IsCompanyBuildableVehicleType(type));
1944
1945 if (!Company::IsValidID(_local_company)) return false;
1946
1947 UnitID max;
1948 switch (type) {
1949 case VehicleType::Train:
1950 if (!HasAnyRailTypesAvail(_local_company)) return false;
1951 max = _settings_game.vehicle.max_trains;
1952 break;
1953 case VehicleType::Road:
1954 if (!HasAnyRoadTypesAvail(_local_company, subtype)) return false;
1955 max = _settings_game.vehicle.max_roadveh;
1956 break;
1957 case VehicleType::Ship: max = _settings_game.vehicle.max_ships; break;
1958 case VehicleType::Aircraft: max = _settings_game.vehicle.max_aircraft; break;
1959 default: NOT_REACHED();
1960 }
1961
1962 /* We can build vehicle infrastructure when we may build the vehicle type */
1963 if (max > 0) {
1964 /* Can we actually build the vehicle type? */
1965 for (const Engine *e : Engine::IterateType(type)) {
1966 if (type == VehicleType::Road && GetRoadTramType(e->VehInfo<RoadVehicleInfo>().roadtype) != subtype) continue;
1967 if (e->company_avail.Test(_local_company)) return true;
1968 }
1969 return false;
1970 }
1971
1972 /* We should be able to build infrastructure when we have the actual vehicle type */
1973 for (const Vehicle *v : Vehicle::Iterate()) {
1974 if (v->type == VehicleType::Road && GetRoadTramType(RoadVehicle::From(v)->roadtype) != subtype) continue;
1975 if (v->owner == _local_company && v->type == type) return true;
1976 }
1977
1978 return false;
1979}
1980
1981
1989LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
1990{
1991 CargoType cargo_type = v == nullptr ? INVALID_CARGO : v->cargo_type;
1992 const Engine *e = Engine::Get(engine_type);
1993 switch (e->type) {
1994 default: NOT_REACHED();
1995 case VehicleType::Train:
1996 if (v != nullptr && parent_engine_type != EngineID::Invalid() && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->VehInfo<RailVehicleInfo>().railveh_type != RailVehicleType::Wagon))) {
1997 /* Wagonoverrides use the colour scheme of the front engine.
1998 * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
1999 engine_type = parent_engine_type;
2000 e = Engine::Get(engine_type);
2001 /* Note: Luckily cargo_type is not needed for engines */
2002 }
2003
2004 if (!IsValidCargoType(cargo_type)) cargo_type = e->GetDefaultCargoType();
2005 if (!IsValidCargoType(cargo_type)) cargo_type = GetCargoTypeByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
2006 assert(IsValidCargoType(cargo_type));
2008 if (!CargoSpec::Get(cargo_type)->is_freight) {
2009 if (parent_engine_type == EngineID::Invalid()) {
2010 return LS_PASSENGER_WAGON_STEAM;
2011 } else {
2012 bool is_mu = EngInfo(parent_engine_type)->misc_flags.Test(EngineMiscFlag::RailIsMU);
2013 switch (RailVehInfo(parent_engine_type)->engclass) {
2014 default: NOT_REACHED();
2015 case EngineClass::Steam: return LS_PASSENGER_WAGON_STEAM;
2016 case EngineClass::Diesel: return is_mu ? LS_DMU : LS_PASSENGER_WAGON_DIESEL;
2017 case EngineClass::Electric: return is_mu ? LS_EMU : LS_PASSENGER_WAGON_ELECTRIC;
2018 case EngineClass::Monorail: return LS_PASSENGER_WAGON_MONORAIL;
2019 case EngineClass::Maglev: return LS_PASSENGER_WAGON_MAGLEV;
2020 }
2021 }
2022 } else {
2023 return LS_FREIGHT_WAGON;
2024 }
2025 } else {
2026 bool is_mu = e->info.misc_flags.Test(EngineMiscFlag::RailIsMU);
2027
2028 switch (e->VehInfo<RailVehicleInfo>().engclass) {
2029 default: NOT_REACHED();
2030 case EngineClass::Steam: return LS_STEAM;
2031 case EngineClass::Diesel: return is_mu ? LS_DMU : LS_DIESEL;
2032 case EngineClass::Electric: return is_mu ? LS_EMU : LS_ELECTRIC;
2033 case EngineClass::Monorail: return LS_MONORAIL;
2034 case EngineClass::Maglev: return LS_MAGLEV;
2035 }
2036 }
2037
2038 case VehicleType::Road:
2039 /* Always use the livery of the front */
2040 if (v != nullptr && parent_engine_type != EngineID::Invalid()) {
2041 engine_type = parent_engine_type;
2042 e = Engine::Get(engine_type);
2043 cargo_type = v->First()->cargo_type;
2044 }
2045 if (!IsValidCargoType(cargo_type)) cargo_type = e->GetDefaultCargoType();
2046 if (!IsValidCargoType(cargo_type)) cargo_type = GetCargoTypeByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
2047 assert(IsValidCargoType(cargo_type));
2048
2049 /* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
2051 /* Tram */
2052 return IsCargoInClass(cargo_type, CargoClass::Passengers) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
2053 } else {
2054 /* Bus or truck */
2055 return IsCargoInClass(cargo_type, CargoClass::Passengers) ? LS_BUS : LS_TRUCK;
2056 }
2057
2058 case VehicleType::Ship:
2059 if (!IsValidCargoType(cargo_type)) cargo_type = e->GetDefaultCargoType();
2060 if (!IsValidCargoType(cargo_type)) cargo_type = GetCargoTypeByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
2061 assert(IsValidCargoType(cargo_type));
2062 return IsCargoInClass(cargo_type, CargoClass::Passengers) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
2063
2065 switch (e->VehInfo<AircraftVehicleInfo>().subtype) {
2066 case AIR_HELI: return LS_HELICOPTER;
2067 case AIR_CTOL: return LS_SMALL_PLANE;
2068 case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
2069 default: NOT_REACHED();
2070 }
2071 }
2072}
2073
2083const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, uint8_t livery_setting)
2084{
2085 const Company *c = Company::Get(company);
2086 LiveryScheme scheme = LS_DEFAULT;
2087
2088 if (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company)) {
2089 if (v != nullptr) {
2090 const Group *g = Group::GetIfValid(v->First()->group_id);
2091 if (g != nullptr) {
2092 /* Traverse parents until we find a livery or reach the top */
2093 while (!g->livery.in_use.Any({Livery::Flag::Primary, Livery::Flag::Secondary}) && g->parent != GroupID::Invalid()) {
2094 g = Group::Get(g->parent);
2095 }
2096 if (g->livery.in_use.Any({Livery::Flag::Primary, Livery::Flag::Secondary})) return &g->livery;
2097 }
2098 }
2099
2100 /* The default livery is always available for use, but its in_use flag determines
2101 * whether any _other_ liveries are in use. */
2102 if (c->livery[LS_DEFAULT].in_use.Any({Livery::Flag::Primary, Livery::Flag::Secondary})) {
2103 /* Determine the livery scheme to use */
2104 scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);
2105 }
2106 }
2107
2108 return &c->livery[scheme];
2109}
2110
2111
2112static PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
2113{
2114 PaletteID map = (v != nullptr) ? v->colourmap : PAL_NONE;
2115
2116 /* Return cached value if any */
2117 if (map != PAL_NONE) return map;
2118
2119 const Engine *e = Engine::Get(engine_type);
2120
2121 /* Check if we should use the colour map callback */
2123 uint16_t callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
2124 /* Failure means "use the default two-colour" */
2125 if (callback != CALLBACK_FAILED) {
2126 static_assert(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) coincidences with default value (PAL_NONE)
2127 map = GB(callback, 0, 14);
2128 /* If bit 14 is set, then the company colours are applied to the
2129 * map else it's returned as-is. */
2130 if (!HasBit(callback, 14)) {
2131 /* Update cache */
2132 if (v != nullptr) const_cast<Vehicle *>(v)->colourmap = map;
2133 return map;
2134 }
2135 }
2136 }
2137
2138 bool twocc = e->info.misc_flags.Test(EngineMiscFlag::Uses2CC);
2139
2140 if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START;
2141
2142 /* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
2143 if (!Company::IsValidID(company)) return map;
2144
2145 const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);
2146
2147 map += livery->GetRecolourOffset(twocc);
2148
2149 /* Update cache */
2150 if (v != nullptr) const_cast<Vehicle *>(v)->colourmap = map;
2151 return map;
2152}
2153
2160PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
2161{
2162 return GetEngineColourMap(engine_type, company, EngineID::Invalid(), nullptr);
2163}
2164
2171{
2172 if (v->IsGroundVehicle()) {
2173 return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v);
2174 }
2175
2176 return GetEngineColourMap(v->engine_type, v->owner, EngineID::Invalid(), v);
2177}
2178
2183{
2184 if (this->IsGroundVehicle()) {
2185 uint16_t &gv_flags = this->GetGroundVehicleFlags();
2186 if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) {
2187 /* Do not delete orders, only skip them */
2190 InvalidateVehicleOrder(this, 0);
2191 return;
2192 }
2193 }
2194
2195 auto orders = this->Orders();
2197 while (cur != INVALID_VEH_ORDER_ID) {
2198 if (this->cur_implicit_order_index == this->cur_real_order_index) break;
2199
2200 if (orders[cur].IsType(OT_IMPLICIT)) {
2202 /* DeleteOrder does various magic with order_indices, so resync 'order' with 'cur_implicit_order_index' */
2203 } else {
2204 /* Skip non-implicit orders, e.g. service-orders */
2205 if (cur < this->orders->GetNext(cur)) {
2207 } else {
2208 /* Wrapped around. */
2209 this->cur_implicit_order_index = 0;
2210 }
2211 cur = this->orders->GetNext(cur);
2212 }
2213 }
2214}
2215
2221{
2223
2225 if (this->current_order.IsType(OT_GOTO_STATION) &&
2226 this->current_order.GetDestination() == this->last_station_visited) {
2228
2229 /* Now both order indices point to the destination station, and we can start loading */
2230 this->current_order.MakeLoading(true);
2231 UpdateVehicleTimetable(this, true);
2232
2233 /* Furthermore add the Non Stop flag to mark that this station
2234 * is the actual destination of the vehicle, which is (for example)
2235 * necessary to be known for HandleTrainLoading to determine
2236 * whether the train is lost or not; not marking a train lost
2237 * that arrives at random stations is bad. */
2239
2240 } else {
2241 /* We weren't scheduled to stop here. Insert an implicit order
2242 * to show that we are stopping here.
2243 * While only groundvehicles have implicit orders, e.g. aircraft might still enter
2244 * the 'wrong' terminal when skipping orders etc. */
2245 Order *in_list = this->GetOrder(this->cur_implicit_order_index);
2246 if (this->IsGroundVehicle() &&
2247 (in_list == nullptr || !in_list->IsType(OT_IMPLICIT) ||
2248 in_list->GetDestination() != this->last_station_visited)) {
2249 bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
2250 /* Do not create consecutive duplicates of implicit orders */
2251 const Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : nullptr);
2252 if (prev_order == nullptr ||
2253 (!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
2254 prev_order->GetDestination() != this->last_station_visited) {
2255
2256 /* Prefer deleting implicit orders instead of inserting new ones,
2257 * so test whether the right order follows later. In case of only
2258 * implicit orders treat the last order in the list like an
2259 * explicit one, except if the overall number of orders surpasses
2260 * IMPLICIT_ORDER_ONLY_CAP. */
2261 int target_index = this->cur_implicit_order_index;
2262 bool found = false;
2263 while (target_index != this->cur_real_order_index || this->GetNumManualOrders() == 0) {
2264 const Order *order = this->GetOrder(target_index);
2265 if (order == nullptr) break; // No orders.
2266 if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) {
2267 found = true;
2268 break;
2269 }
2270 target_index++;
2271 if (target_index >= this->orders->GetNumOrders()) {
2272 if (this->GetNumManualOrders() == 0 &&
2274 break;
2275 }
2276 target_index = 0;
2277 }
2278 if (target_index == this->cur_implicit_order_index) break; // Avoid infinite loop.
2279 }
2280
2281 if (found) {
2282 if (suppress_implicit_orders) {
2283 /* Skip to the found order */
2284 this->cur_implicit_order_index = target_index;
2285 InvalidateVehicleOrder(this, 0);
2286 } else {
2287 /* Delete all implicit orders up to the station we just reached */
2288 const Order *order = this->GetOrder(this->cur_implicit_order_index);
2289 while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) {
2290 if (order->IsType(OT_IMPLICIT)) {
2292 } else {
2293 /* Skip non-implicit orders, e.g. service-orders */
2295 }
2296 order = this->GetOrder(this->cur_implicit_order_index);
2297
2298 /* Wrapped around. */
2299 if (order == nullptr) {
2300 this->cur_implicit_order_index = 0;
2301 order = this->GetOrder(this->cur_implicit_order_index);
2302 }
2303 assert(order != nullptr);
2304 }
2305 }
2306 } else if (!suppress_implicit_orders &&
2307 (this->orders == nullptr ? OrderList::CanAllocateItem() : this->orders->GetNumOrders() < MAX_VEH_ORDER_ID)) {
2308 /* Insert new implicit order */
2309 Order implicit_order{};
2310 implicit_order.MakeImplicit(this->last_station_visited);
2311 InsertOrder(this, std::move(implicit_order), this->cur_implicit_order_index);
2313
2314 /* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order.
2315 * Reenable it for this vehicle */
2316 uint16_t &gv_flags = this->GetGroundVehicleFlags();
2318 }
2319 }
2320 }
2321 this->current_order.MakeLoading(false);
2322 }
2323
2324 if (this->last_loading_station != StationID::Invalid() &&
2326 (this->current_order.GetLoadType() != OrderLoadType::NoLoad ||
2327 this->current_order.GetUnloadType() != OrderUnloadType::NoUnload)) {
2328 IncreaseStats(Station::Get(this->last_loading_station), this, this->last_station_visited, travel_time);
2329 }
2330
2331 PrepareUnload(this);
2332
2337
2339 this->cur_speed = 0;
2340 this->MarkDirty();
2341}
2342
2350{
2351 for (Vehicle *v = this; v != nullptr; v = v->next) {
2353 if (cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
2354 Debug(misc, 1, "cancelling cargo reservation");
2355 cargo.Return(UINT_MAX, &st->goods[v->cargo_type].GetOrCreateData().cargo, next, v->tile);
2356 }
2357 cargo.KeepAll();
2358 }
2359}
2360
2366{
2367 assert(this->current_order.IsType(OT_LOADING));
2368
2369 delete this->cargo_payment;
2370 assert(this->cargo_payment == nullptr); // cleared by ~CargoPayment
2371
2372 /* Only update the timetable if the vehicle was supposed to stop here. */
2373 if (this->current_order.GetNonStopType().Any()) UpdateVehicleTimetable(this, false);
2374
2375 if (this->current_order.GetLoadType() != OrderLoadType::NoLoad ||
2376 this->current_order.GetUnloadType() != OrderUnloadType::NoUnload) {
2377 if (this->current_order.CanLeaveWithCargo(this->last_loading_station != StationID::Invalid())) {
2378 /* Refresh next hop stats to make sure we've done that at least once
2379 * during the stop and that refit_cap == cargo_cap for each vehicle in
2380 * the consist. */
2381 this->ResetRefitCaps();
2382 LinkRefresher::Run(this);
2383
2384 /* if the vehicle could load here or could stop with cargo loaded set the last loading station */
2387 } else {
2388 /* if the vehicle couldn't load and had to unload or transfer everything
2389 * set the last loading station to invalid as it will leave empty. */
2390 this->last_loading_station = StationID::Invalid();
2391 }
2392 }
2393
2394 this->current_order.MakeLeaveStation();
2396 this->CancelReservation(StationID::Invalid(), st);
2397 st->loading_vehicles.remove(this);
2398
2401
2402 if (this->type == VehicleType::Train && !this->vehstatus.Test(VehState::Crashed)) {
2403 /* Trigger station animation (trains only) */
2404 TileIndex tile = this->GetMovingFront()->tile;
2407 TriggerStationAnimation(st, tile, StationAnimationTrigger::VehicleDeparts);
2408 }
2409
2411 }
2412 if (this->type == VehicleType::Road && !this->vehstatus.Test(VehState::Crashed)) {
2413 /* Trigger road stop animation */
2414 if (IsStationRoadStopTile(this->tile)) {
2416 TriggerRoadStopAnimation(st, this->tile, StationAnimationTrigger::VehicleDeparts);
2417 }
2418 }
2419
2420
2421 this->MarkDirty();
2422}
2423
2428{
2429 for (Vehicle *v = this; v != nullptr; v = v->Next()) v->refit_cap = v->cargo_cap;
2430}
2431
2436{
2437 Company::Get(this->owner)->freeunits[this->type].ReleaseID(this->unitnumber);
2438 this->unitnumber = 0;
2439}
2440
2447{
2448 switch (this->current_order.GetType()) {
2449 case OT_LOADING: {
2450 TimerGameTick::Ticks wait_time = std::max(this->current_order.GetTimetabledWait() - this->lateness_counter, 0);
2451
2452 /* Not the first call for this tick, or still loading */
2453 if (mode || !this->vehicle_flags.Test(VehicleFlag::LoadingFinished) || this->current_order_time < wait_time) return;
2454
2455 this->PlayLeaveStationSound();
2456
2457 this->LeaveStation();
2458
2459 /* Only advance to next order if we just loaded at the current one */
2460 const Order *order = this->GetOrder(this->cur_implicit_order_index);
2461 if (order == nullptr ||
2462 (!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) ||
2463 order->GetDestination() != this->last_station_visited) {
2464 return;
2465 }
2466 break;
2467 }
2468
2469 case OT_DUMMY: break;
2470
2471 default: return;
2472 }
2473
2475}
2476
2482{
2483 return std::ranges::any_of(this->Orders(), [](const Order &o) {
2484 return o.IsType(OT_GOTO_STATION) && o.IsFullLoadOrder();
2485 });
2486}
2487
2493{
2494 return std::ranges::any_of(this->Orders(), [](const Order &o) { return o.IsType(OT_CONDITIONAL); });
2495}
2496
2502{
2503 return std::ranges::any_of(this->Orders(), [](const Order &o) {
2504 return o.IsType(OT_GOTO_DEPOT) && o.GetDepotActionType().Test(OrderDepotActionFlag::Unbunch);
2505 });
2506}
2507
2514{
2515 /* If we are headed for the first order, we must wrap around back to the last order. */
2516 bool is_first_order = (v->GetOrder(v->cur_implicit_order_index) == v->GetFirstOrder());
2517 const Order *previous_order = (is_first_order) ? v->GetLastOrder() : v->GetOrder(v->cur_implicit_order_index - 1);
2518
2519 if (previous_order == nullptr || !previous_order->IsType(OT_GOTO_DEPOT)) return false;
2520 return previous_order->GetDepotActionType().Test(OrderDepotActionFlag::Unbunch);
2521}
2522
2527{
2528 /* Don't do anything if this is not our unbunching order. */
2529 if (!PreviousOrderIsUnbunching(this)) return;
2530
2531 /* Set the start point for this round trip time. */
2533
2534 /* Tell the timetable we are now "on time." */
2535 this->lateness_counter = 0;
2537
2538 /* Find the average travel time of vehicles that we share orders with. */
2539 int num_vehicles = 0;
2540 TimerGameTick::Ticks total_travel_time = 0;
2541
2542 Vehicle *u = this->FirstShared();
2543 for (; u != nullptr; u = u->NextShared()) {
2544 /* Ignore vehicles that are manually stopped or crashed. */
2545 if (u->vehstatus.Any({VehState::Stopped, VehState::Crashed})) continue;
2546
2547 num_vehicles++;
2548 total_travel_time += u->round_trip_time;
2549 }
2550
2551 /* Make sure we cannot divide by 0. */
2552 num_vehicles = std::max(num_vehicles, 1);
2553
2554 /* Calculate the separation by finding the average travel time, then calculating equal separation (minimum 1 tick) between vehicles. */
2555 TimerGameTick::Ticks separation = std::max((total_travel_time / num_vehicles / num_vehicles), 1);
2556 TimerGameTick::TickCounter next_departure = TimerGameTick::counter + separation;
2557
2558 /* Set the departure time of all vehicles that we share orders with. */
2559 u = this->FirstShared();
2560 for (; u != nullptr; u = u->NextShared()) {
2561 /* Ignore vehicles that are manually stopped or crashed. */
2562 if (u->vehstatus.Any({VehState::Stopped, VehState::Crashed})) continue;
2563
2564 u->depot_unbunching_next_departure = next_departure;
2566 }
2567}
2568
2574{
2575 assert(this->IsInDepot());
2576
2577 /* Don't bother if there are no vehicles sharing orders. */
2578 if (!this->IsOrderListShared()) return false;
2579
2580 /* Don't do anything if there aren't enough orders. */
2581 if (this->GetNumOrders() <= 1) return false;
2582
2583 /* Don't do anything if this is not our unbunching order. */
2584 if (!PreviousOrderIsUnbunching(this)) return false;
2585
2587};
2588
2595CommandCost Vehicle::SendToDepot(DoCommandFlags flags, DepotCommandFlags command)
2596{
2597 CommandCost ret = CheckOwnership(this->owner);
2598 if (ret.Failed()) return ret;
2599
2600 if (this->vehstatus.Test(VehState::Crashed)) return CMD_ERROR;
2601 if (this->IsStoppedInDepot()) return CMD_ERROR;
2602
2603 /* No matter why we're headed to the depot, unbunching data is no longer valid. */
2605
2606 if (this->current_order.IsType(OT_GOTO_DEPOT)) {
2607 bool halt_in_depot = this->current_order.GetDepotActionType().Test(OrderDepotActionFlag::Halt);
2608 if (command.Test(DepotCommandFlag::Service) == halt_in_depot) {
2609 /* We called with a different DEPOT_SERVICE setting.
2610 * Now we change the setting to apply the new one and let the vehicle head for the same depot.
2611 * Note: the if is (true for requesting service == true for ordered to stop in depot) */
2612 if (flags.Test(DoCommandFlag::Execute)) {
2613 this->current_order.SetDepotOrderType({});
2614 this->current_order.SetDepotActionType(halt_in_depot ? OrderDepotActionFlags{} : OrderDepotActionFlag::Halt);
2616 }
2617 return CommandCost();
2618 }
2619
2620 if (command.Test(DepotCommandFlag::DontCancel)) return CMD_ERROR; // Requested no cancellation of depot orders
2621 if (flags.Test(DoCommandFlag::Execute)) {
2622 /* If the orders to 'goto depot' are in the orders list (forced servicing),
2623 * then skip to the next order; effectively cancelling this forced service */
2624 if (this->current_order.GetDepotOrderType().Test(OrderDepotTypeFlag::PartOfOrders)) this->IncrementRealOrderIndex();
2625
2626 if (this->IsGroundVehicle()) {
2627 uint16_t &gv_flags = this->GetGroundVehicleFlags();
2629 }
2630
2631 this->current_order.MakeDummy();
2633 }
2634 return CommandCost();
2635 }
2636
2637 ClosestDepot closest_depot = this->FindClosestDepot();
2638 static constexpr VehicleTypeIndexArray<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_UNABLE_TO_FIND_LOCAL_HANGAR};
2639 if (!closest_depot.found) return CommandCost(no_depot[this->type]);
2640
2641 if (flags.Test(DoCommandFlag::Execute)) {
2642 if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
2643
2644 if (this->IsGroundVehicle() && this->GetNumManualOrders() > 0) {
2645 uint16_t &gv_flags = this->GetGroundVehicleFlags();
2647 }
2648
2649 this->SetDestTile(closest_depot.location);
2650 this->current_order.MakeGoToDepot(closest_depot.destination.ToDepotID(), {});
2651 if (!command.Test(DepotCommandFlag::Service)) this->current_order.SetDepotActionType(OrderDepotActionFlag::Halt);
2653
2654 /* If there is no depot in front and the train is not already reversing, reverse automatically (trains only) */
2655 if (this->type == VehicleType::Train && (closest_depot.reverse ^ Train::From(this)->flags.Test(VehicleRailFlag::Reversing))) {
2656 Command<Commands::ReverseTrainDirection>::Do(DoCommandFlag::Execute, this->index, false);
2657 }
2658
2659 if (this->type == VehicleType::Aircraft) {
2660 Aircraft *a = Aircraft::From(this);
2661 if (a->state == FLYING && a->targetairport != closest_depot.destination) {
2662 /* The aircraft is now heading for a different hangar than the next in the orders */
2664 }
2665 }
2666 }
2667
2668 return CommandCost();
2669
2670}
2671
2676void Vehicle::UpdateVisualEffect(bool allow_power_change)
2677{
2678 bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
2679 const Engine *e = this->GetEngine();
2680
2681 /* Evaluate properties */
2682 uint8_t visual_effect;
2683 switch (e->type) {
2684 case VehicleType::Train: visual_effect = e->VehInfo<RailVehicleInfo>().visual_effect; break;
2685 case VehicleType::Road: visual_effect = e->VehInfo<RoadVehicleInfo>().visual_effect; break;
2686 case VehicleType::Ship: visual_effect = e->VehInfo<ShipVehicleInfo>().visual_effect; break;
2687 default: visual_effect = 1 << VE_DISABLE_EFFECT; break;
2688 }
2689
2690 /* Check powered wagon / visual effect callback */
2692 uint16_t callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);
2693
2694 if (callback != CALLBACK_FAILED) {
2695 if (callback >= 0x100 && e->GetGRF()->grf_version >= 8) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_VISUAL_EFFECT, callback);
2696
2697 callback = GB(callback, 0, 8);
2698 /* Avoid accidentally setting 'visual_effect' to the default value
2699 * Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */
2700 if (callback == VE_DEFAULT) {
2701 assert(HasBit(callback, VE_DISABLE_EFFECT));
2702 SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
2703 }
2704 visual_effect = callback;
2705 }
2706 }
2707
2708 /* Apply default values */
2709 if (visual_effect == VE_DEFAULT ||
2710 (!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
2711 /* Only train engines have default effects.
2712 * Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
2714 if (visual_effect == VE_DEFAULT) {
2715 visual_effect = 1 << VE_DISABLE_EFFECT;
2716 } else {
2717 SetBit(visual_effect, VE_DISABLE_EFFECT);
2718 }
2719 } else {
2720 if (visual_effect == VE_DEFAULT) {
2721 /* Also set the offset */
2722 visual_effect = (VE_OFFSET_CENTRE - (e->VehInfo<RailVehicleInfo>().engclass == EngineClass::Steam ? 4 : 0)) << VE_OFFSET_START;
2723 }
2725 }
2726 }
2727
2728 this->vcache.cached_vis_effect = visual_effect;
2729
2730 if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
2731 ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
2732 ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GRFBug::VehPoweredWagon, false);
2733 }
2734}
2735
2736static const int8_t _vehicle_smoke_pos[8] = {
2737 1, 1, 1, 0, -1, -1, -1, 0
2738};
2739
2745{
2746 std::array<int32_t, 4> regs100;
2747 uint16_t callback = GetVehicleCallback(CBID_VEHICLE_SPAWN_VISUAL_EFFECT, 0, Random(), v->engine_type, v, regs100);
2748 if (callback == CALLBACK_FAILED) return;
2749
2750 uint count = GB(callback, 0, 2);
2751 assert(count <= std::size(regs100));
2752 bool auto_center = HasBit(callback, 13);
2753 bool auto_rotate = !HasBit(callback, 14);
2754
2755 int8_t l_center = 0;
2756 if (auto_center) {
2757 /* For road vehicles: Compute offset from vehicle position to vehicle center */
2758 if (v->type == VehicleType::Road) l_center = -(int)(VEHICLE_LENGTH - RoadVehicle::From(v)->gcache.cached_veh_length) / 2;
2759 } else {
2760 /* For trains: Compute offset from vehicle position to sprite position */
2762 }
2763
2764 Direction l_dir = v->direction;
2765 if (v->type == VehicleType::Train && Train::From(v)->flags.Test(VehicleRailFlag::Flipped)) l_dir = ReverseDir(l_dir);
2766 Direction t_dir = ChangeDir(l_dir, DIRDIFF_90RIGHT);
2767
2768 int8_t x_center = _vehicle_smoke_pos[l_dir] * l_center;
2769 int8_t y_center = _vehicle_smoke_pos[t_dir] * l_center;
2770
2771 for (uint i = 0; i < count; i++) {
2772 int32_t reg = regs100[i];
2773 uint type = GB(reg, 0, 8);
2774 int8_t x = GB(reg, 8, 8);
2775 int8_t y = GB(reg, 16, 8);
2776 int8_t z = GB(reg, 24, 8);
2777
2778 if (auto_rotate) {
2779 int8_t l = x;
2780 int8_t t = y;
2781 x = _vehicle_smoke_pos[l_dir] * l + _vehicle_smoke_pos[t_dir] * t;
2782 y = _vehicle_smoke_pos[t_dir] * l - _vehicle_smoke_pos[l_dir] * t;
2783 }
2784
2785 if (type >= 0xF0) {
2786 switch (type) {
2787 case 0xF1: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_STEAM_SMOKE); break;
2788 case 0xF2: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_DIESEL_SMOKE); break;
2789 case 0xF3: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_ELECTRIC_SPARK); break;
2790 case 0xFA: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_BREAKDOWN_SMOKE_AIRCRAFT); break;
2791 default: break;
2792 }
2793 }
2794 }
2795}
2796
2802static bool IsBridgeAboveVehicle(const Vehicle *v)
2803{
2804 if (IsBridgeTile(v->tile)) {
2805 /* If the vehicle is 'on' a bridge tile, check the real position of the vehicle. If it's different then the
2806 * vehicle is on the middle of the bridge, which cannot have a bridge above. */
2807 TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
2808 if (tile != v->tile) return false;
2809 }
2810 return IsBridgeAbove(v->tile);
2811}
2812
2818{
2819 assert(this->IsPrimaryVehicle());
2820 bool sound = false;
2821
2822 /* Do not show any smoke when:
2823 * - vehicle smoke is disabled by the player
2824 * - the vehicle is slowing down or stopped (by the player)
2825 * - the vehicle is moving very slowly
2826 */
2827 if (_settings_game.vehicle.smoke_amount == 0 ||
2828 this->vehstatus.Any({VehState::TrainSlowing, VehState::Stopped}) ||
2829 this->cur_speed < 2) {
2830 return;
2831 }
2832
2833 /* Use the speed as limited by underground and orders. */
2834 uint max_speed = this->GetCurrentMaxSpeed();
2835
2836 if (this->type == VehicleType::Train) {
2837 const Train *t = Train::From(this);
2838 const Train *moving_front = t->GetMovingFront();
2839 /* For trains, do not show any smoke when:
2840 * - the train is reversing
2841 * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
2842 */
2844 (IsRailStationTile(moving_front->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(moving_front->tile)) &&
2845 t->cur_speed >= max_speed)) {
2846 return;
2847 }
2848 }
2849
2850 const Vehicle *v = this;
2851
2852 do {
2855 VisualEffectSpawnModel effect_model = VESM_NONE;
2856 if (advanced) {
2857 effect_offset = VE_OFFSET_CENTRE;
2859 if (effect_model >= VESM_END) effect_model = VESM_NONE; // unknown spawning model
2860 } else {
2862 assert(effect_model != (VisualEffectSpawnModel)VE_TYPE_DEFAULT); // should have been resolved by UpdateVisualEffect
2863 static_assert((uint)VESM_STEAM == (uint)VE_TYPE_STEAM);
2864 static_assert((uint)VESM_DIESEL == (uint)VE_TYPE_DIESEL);
2865 static_assert((uint)VESM_ELECTRIC == (uint)VE_TYPE_ELECTRIC);
2866 }
2867
2868 /* Show no smoke when:
2869 * - Smoke has been disabled for this vehicle
2870 * - The vehicle is not visible
2871 * - The vehicle is under a bridge
2872 * - The vehicle is on a depot tile
2873 * - The vehicle is on a tunnel tile
2874 * - The vehicle is a train engine that is currently unpowered */
2875 if (effect_model == VESM_NONE ||
2878 IsDepotTile(v->tile) ||
2879 IsTunnelTile(v->tile) ||
2880 (v->type == VehicleType::Train &&
2881 !HasPowerOnRail(Train::From(v)->railtypes, GetTileRailType(v->tile)))) {
2882 continue;
2883 }
2884
2885 EffectVehicleType evt = EV_END;
2886 switch (effect_model) {
2887 case VESM_STEAM:
2888 /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
2889 * Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
2890 * third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
2891 * REGULATION:
2892 * - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
2893 if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / max_speed))) == 0) {
2894 evt = EV_STEAM_SMOKE;
2895 }
2896 break;
2897
2898 case VESM_DIESEL: {
2899 /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
2900 * when smoke emission stops.
2901 * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
2902 * emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
2903 * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
2904 * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
2905 * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
2906 * maximum speed no diesel_smoke is emitted.
2907 * REGULATION:
2908 * - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
2909 * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
2910 int power_weight_effect = 0;
2911 if (v->type == VehicleType::Train) {
2912 power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9));
2913 }
2914 if (this->cur_speed < (max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
2915 Chance16((64 - ((this->cur_speed << 5) / max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
2916 evt = EV_DIESEL_SMOKE;
2917 }
2918 break;
2919 }
2920
2921 case VESM_ELECTRIC:
2922 /* Electric train's spark - more often occurs when train is departing (more load)
2923 * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
2924 * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
2925 * reaching its max. speed, quarter by quarter of it, chance decreases until the usual 2,22% at train's top speed.
2926 * REGULATION:
2927 * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
2928 if (GB(v->tick_counter, 0, 2) == 0 &&
2929 Chance16((6 - ((this->cur_speed << 2) / max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
2930 evt = EV_ELECTRIC_SPARK;
2931 }
2932 break;
2933
2934 default:
2935 NOT_REACHED();
2936 }
2937
2938 if (evt != EV_END && advanced) {
2939 sound = true;
2941 } else if (evt != EV_END) {
2942 sound = true;
2943
2944 /* The effect offset is relative to a point 4 units behind the vehicle's
2945 * front (which is the center of an 8/8 vehicle). Shorter vehicles need a
2946 * correction factor. */
2947 if (v->type == VehicleType::Train) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
2948
2949 int x = _vehicle_smoke_pos[v->direction] * effect_offset;
2950 int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
2951
2952 if (v->type == VehicleType::Train && Train::From(v)->flags.Test(VehicleRailFlag::Flipped)) {
2953 x = -x;
2954 y = -y;
2955 }
2956
2957 CreateEffectVehicleRel(v, x, y, 10, evt);
2958 }
2959 } while ((v = v->Next()) != nullptr);
2960
2961 if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
2962}
2963
2969{
2970 assert(this != next);
2971
2972 if (this->next != nullptr) {
2973 /* We had an old next vehicle. Update the first and previous pointers */
2974 for (Vehicle *v = this->next; v != nullptr; v = v->Next()) {
2975 v->first = this->next;
2976 }
2977 this->next->previous = nullptr;
2978 }
2979
2980 this->next = next;
2981
2982 if (this->next != nullptr) {
2983 /* A new next vehicle. Update the first and previous pointers */
2984 if (this->next->previous != nullptr) this->next->previous->next = nullptr;
2985 this->next->previous = this;
2986 for (Vehicle *v = this->next; v != nullptr; v = v->Next()) {
2987 v->first = this->first;
2988 }
2989 }
2990
2991 /* Update last vehicle of the entire chain. */
2992 Vehicle *new_last = this;
2993 while (new_last->Next() != nullptr) new_last = new_last->Next();
2994 for (Vehicle *v = this->first; v!= nullptr; v = v->Next()) {
2995 v->last = new_last;
2996 }
2997}
2998
3005{
3006 assert(this->previous_shared == nullptr && this->next_shared == nullptr);
3007
3008 if (shared_chain->orders == nullptr) {
3009 assert(shared_chain->previous_shared == nullptr);
3010 assert(shared_chain->next_shared == nullptr);
3011 this->orders = shared_chain->orders = OrderList::Create(shared_chain);
3012 }
3013
3014 this->next_shared = shared_chain->next_shared;
3015 this->previous_shared = shared_chain;
3016
3017 shared_chain->next_shared = this;
3018
3019 if (this->next_shared != nullptr) this->next_shared->previous_shared = this;
3020
3021 shared_chain->orders->AddVehicle(this);
3022}
3023
3028{
3029 /* Remember if we were first and the old window number before RemoveVehicle()
3030 * as this changes first if needed. */
3031 bool were_first = (this->FirstShared() == this);
3033
3034 this->orders->RemoveVehicle(this);
3035
3036 if (!were_first) {
3037 /* We are not the first shared one, so only relink our previous one. */
3038 this->previous_shared->next_shared = this->NextShared();
3039 }
3040
3041 if (this->next_shared != nullptr) this->next_shared->previous_shared = this->previous_shared;
3042
3043
3044 if (this->orders->GetNumVehicles() == 1) {
3045 /* When there is only one vehicle, remove the shared order list window. */
3048 } else if (were_first) {
3049 /* If we were the first one, update to the new first one.
3050 * Note: FirstShared() is already the new first */
3051 InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.ToWindowNumber(), this->FirstShared()->index.base() | (1U << 31));
3052 }
3053
3054 this->next_shared = nullptr;
3055 this->previous_shared = nullptr;
3056}
3057
3058static const IntervalTimer<TimerGameEconomy> _economy_vehicles_yearly({TimerGameEconomy::Trigger::Year, TimerGameEconomy::Priority::Vehicle}, [](auto)
3059{
3060 for (Vehicle *v : Vehicle::Iterate()) {
3061 if (v->IsPrimaryVehicle()) {
3062 /* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
3063 Money profit = v->GetDisplayProfitThisYear();
3064 if (v->economy_age >= VEHICLE_PROFIT_MIN_AGE && profit < 0) {
3067 GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_VEHICLE_UNPROFITABLE_PERIOD : STR_NEWS_VEHICLE_UNPROFITABLE_YEAR, v->index, profit),
3068 v->index);
3069 }
3070 AI::NewEvent(v->owner, new ScriptEventVehicleUnprofitable(v->index));
3071 }
3072
3074 v->profit_this_year = 0;
3076 }
3077 }
3083});
3084
3094bool CanVehicleUseStation(EngineID engine_type, const Station *st)
3095{
3096 const Engine *e = Engine::GetIfValid(engine_type);
3097 assert(e != nullptr);
3098
3099 switch (e->type) {
3100 case VehicleType::Train:
3102
3103 case VehicleType::Road:
3104 /* For road vehicles we need the vehicle to know whether it can actually
3105 * use the station, but if it doesn't have facilities for RVs it is
3106 * certainly not possible that the station can be used. */
3108
3109 case VehicleType::Ship:
3111
3115
3116 default:
3117 return false;
3118 }
3119}
3120
3127bool CanVehicleUseStation(const Vehicle *v, const Station *st)
3128{
3129 if (v->type == VehicleType::Road) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != nullptr;
3130
3131 return CanVehicleUseStation(v->engine_type, st);
3132}
3133
3141{
3142 switch (v->type) {
3143 case VehicleType::Train:
3144 return STR_ERROR_NO_RAIL_STATION;
3145
3146 case VehicleType::Road: {
3147 const RoadVehicle *rv = RoadVehicle::From(v);
3148 RoadStop *rs = st->GetPrimaryRoadStop(rv->IsBus() ? RoadStopType::Bus : RoadStopType::Truck);
3149
3150 StringID err = rv->IsBus() ? STR_ERROR_NO_BUS_STATION : STR_ERROR_NO_TRUCK_STATION;
3151
3152 for (; rs != nullptr; rs = rs->next) {
3153 /* Articulated vehicles cannot use bay road stops, only drive-through. Make sure the vehicle can actually use this bay stop */
3155 err = STR_ERROR_NO_STOP_ARTICULATED_VEHICLE;
3156 continue;
3157 }
3158
3159 /* Bay stop errors take precedence, but otherwise the vehicle may not be compatible with the roadtype/tramtype of this station tile.
3160 * We give bay stop errors precedence because they are usually a bus sent to a tram station or vice versa. */
3161 if (!HasTileAnyRoadType(rs->xy, rv->compatible_roadtypes) && err != STR_ERROR_NO_STOP_ARTICULATED_VEHICLE) {
3162 err = RoadTypeIsRoad(rv->roadtype) ? STR_ERROR_NO_STOP_COMPATIBLE_ROAD_TYPE : STR_ERROR_NO_STOP_COMPATIBLE_TRAM_TYPE;
3163 continue;
3164 }
3165 }
3166
3167 return err;
3168 }
3169
3170 case VehicleType::Ship:
3171 return STR_ERROR_NO_DOCK;
3172
3174 if (!st->facilities.Test(StationFacility::Airport)) return STR_ERROR_NO_AIRPORT;
3175 if (v->GetEngine()->VehInfo<AircraftVehicleInfo>().subtype & AIR_CTOL) {
3176 return STR_ERROR_AIRPORT_NO_PLANES;
3177 } else {
3178 return STR_ERROR_AIRPORT_NO_HELICOPTERS;
3179 }
3180
3181 default:
3182 return INVALID_STRING_ID;
3183 }
3184}
3185
3192{
3193 assert(this->IsGroundVehicle());
3194 if (this->type == VehicleType::Train) {
3195 return &Train::From(this)->gcache;
3196 } else {
3197 return &RoadVehicle::From(this)->gcache;
3198 }
3199}
3200
3207{
3208 assert(this->IsGroundVehicle());
3209 if (this->type == VehicleType::Train) {
3210 return &Train::From(this)->gcache;
3211 } else {
3212 return &RoadVehicle::From(this)->gcache;
3213 }
3214}
3215
3222{
3223 assert(this->IsGroundVehicle());
3224 if (this->type == VehicleType::Train) {
3225 return Train::From(this)->gv_flags;
3226 } else {
3227 return RoadVehicle::From(this)->gv_flags;
3228 }
3229}
3230
3236const uint16_t &Vehicle::GetGroundVehicleFlags() const
3237{
3238 assert(this->IsGroundVehicle());
3239 if (this->type == VehicleType::Train) {
3240 return Train::From(this)->gv_flags;
3241 } else {
3242 return RoadVehicle::From(this)->gv_flags;
3243 }
3244}
3245
3254void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8_t num_vehicles)
3255{
3256 if (v->type == VehicleType::Train) {
3257 Train *u = Train::From(v);
3258 /* Only include whole vehicles, so start with the first articulated part */
3259 u = u->GetFirstEnginePart();
3260
3261 /* Include num_vehicles vehicles, not counting articulated parts */
3262 for (; u != nullptr && num_vehicles > 0; num_vehicles--) {
3263 do {
3264 /* Include current vehicle in the selection. */
3265 include(set, u->index);
3266
3267 /* If the vehicle is multiheaded, add the other part too. */
3268 if (u->IsMultiheaded()) include(set, u->other_multiheaded_part->index);
3269
3270 u = u->Next();
3271 } while (u != nullptr && u->IsArticulatedPart());
3272 }
3273 }
3274}
3275
3281{
3282 uint32_t max_weight = 0;
3283
3284 for (const Vehicle *u = this; u != nullptr; u = u->Next()) {
3285 max_weight += u->GetMaxWeight();
3286 }
3287
3288 return max_weight;
3289}
3290
3296{
3297 uint32_t max_weight = GetDisplayMaxWeight();
3298 if (max_weight == 0) return 0;
3299 return GetGroundVehicleCache()->cached_power * 10u / max_weight;
3300}
3301
3309{
3310 while (true) {
3311 if (v1 == nullptr && v2 == nullptr) return true;
3312 if (v1 == nullptr || v2 == nullptr) return false;
3313 if (v1->GetEngine() != v2->GetEngine()) return false;
3314 v1 = v1->GetNextVehicle();
3315 v2 = v2->GetNextVehicle();
3316 }
3317}
3318
3326{
3327 return std::ranges::equal(v1->Orders(), v2->Orders(), [](const Order &o1, const Order &o2) { return o1.Equals(o2); });
3328}
Base functions for all AIs.
Base for aircraft.
void AircraftNextAirportPos_and_Order(Aircraft *v)
Set the right pos when heading to other airports after takeoff.
Station * GetTargetAirportIfValid(const Aircraft *v)
Returns aircraft's target station if v->target_airport is a valid station with airport.
@ AIR_SHADOW
shadow of the aircraft
Definition aircraft.h:31
void HandleAircraftEnterHangar(Aircraft *v)
Handle Aircraft specific tasks when an Aircraft enters a hangar.
@ FLYING
Vehicle is flying in the air.
Definition airport.h:77
CargoTypes GetCargoTypesOfArticulatedVehicle(const Vehicle *v, CargoType *cargo_type)
Get cargo mask of all cargoes carried by an articulated vehicle.
void GetArticulatedRefitMasks(EngineID engine, bool include_initial_cargo_type, CargoTypes *union_mask, CargoTypes *intersection_mask)
Merges the refit_masks of all articulated parts.
CargoTypes GetCargoTypesOfArticulatedParts(EngineID engine)
Get the cargo mask of the parts of a given engine.
Functions related to articulated vehicles.
Command definitions related to autoreplace.
Functions related to autoreplacing.
EngineID EngineReplacementForCompany(const Company *c, EngineID engine, GroupID group, bool *replace_when_old=nullptr)
Retrieve the engine replacement for the given company and original engine type.
bool EngineHasReplacementForCompany(const Company *c, EngineID engine, GroupID group)
Check if a company has a replacement set up for the given engine.
void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g)
Rebuild the left autoreplace list if an engine is removed or added.
Functions related to the autoreplace GUIs.
Class for backupping variables and making sure they are restored later.
@ PathfinderLost
Vehicle's pathfinder is lost.
@ StopLoading
Don't load anymore during the next load cycle.
@ LoadingFinished
Vehicle has finished loading.
@ CargoUnloading
Vehicle is unloading cargo.
constexpr T SB(T &x, const uint8_t s, const uint8_t n, const U d)
Set n bits in x starting at bit s to d.
static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
constexpr uint8_t FindFirstBit(T x)
Search the first set bit in a value.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr bool HasAtMostOneBit(T value)
Test whether value has at most 1 bit set.
constexpr T ToggleBit(T &x, const uint8_t y)
Toggles a bit in a variable.
constexpr T ClrBit(T &x, const uint8_t y)
Clears a bit in a variable.
Map accessor functions for bridges.
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:110
CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:22
@ Passengers
Passengers.
Definition cargotype.h:51
bool IsCargoInClass(CargoType cargo, CargoClasses cc)
Does cargo c have cargo class cc?
Definition cargotype.h:236
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:221
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Tstorage base() const noexcept
Retrieve the raw value behind this bit set.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
Common return value for all commands.
bool Succeeded() const
Did this command succeed?
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
StringID GetErrorMessage() const
Returns the error message of a command.
static constexpr int DAYS_IN_ECONOMY_MONTH
Days in an economy month, when in wallclock timekeeping mode.
uint32_t GetGRFID() const
Retrieve the GRF ID of the NewGRF the engine is tied to.
Definition engine.cpp:182
const GRFFile * GetGRF() const
Retrieve the NewGRF the engine is tied to.
static Pool::IterateWrapperFiltered< Engine, EngineTypeFilter > IterateType(VehicleType vt, size_t from=0)
Returns an iterable ensemble of all valid engines of the given type.
CargoGRFFileProps grf_prop
Link to NewGRF.
Definition engine_base.h:71
CompanyMask company_avail
Bit for each company whether the engine is available for that company.
Definition engine_base.h:40
VehicleType type
Vehicle type, ie VehicleType::Road, VehicleType::Train, etc.
Definition engine_base.h:62
CargoType GetDefaultCargoType() const
Determines the default cargo type of an engine.
Definition engine_base.h:94
uint16_t reliability
Current reliability of the engine.
Definition engine_base.h:49
UnitID UseID(UnitID index)
Use a unit number.
Definition vehicle.cpp:1881
void ReleaseID(UnitID index)
Release a unit number.
Definition vehicle.cpp:1898
UnitID NextID() const
Find first unused unit number.
Definition vehicle.cpp:1866
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
static void Run(Vehicle *v, bool allow_merge=true, bool is_full_loading=false)
Refresh all links the given vehicle will visit.
Definition refresh.cpp:26
static void Reset(PerformanceElement elem)
Store the previous accumulator value and reset for a new cycle of accumulating measurements.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static Date date
Current date in days (day counter).
static DateFract date_fract
Fractional part of the day.
static constexpr TimerGame< struct Economy >::Date MAX_DATE
static Date date
Current date in days (day counter).
static bool UsingWallclockUnits(bool newgame=false)
Check if we are using wallclock units.
static DateFract date_fract
Fractional part of the day.
uint64_t TickCounter
The type that the tick counter is stored in.
static TickCounter counter
Monotonic counter, in ticks, since start of game.
int32_t Ticks
The type to store ticks in.
StrongType::Typedef< int32_t, struct YearTag< struct Calendar >, StrongType::Compare, StrongType::Integer > Year
static constexpr Date DateAtStartOfYear(Year year)
StrongType::Typedef< int32_t, DateTag< struct Economy >, StrongType::Compare, StrongType::Integer > Date
CargoList that is used for vehicles.
void AgeCargo()
Ages the all cargo in this list.
uint StoredCount() const
Returns sum of cargo on board the vehicle (ie not only reserved).
void SkipEmptyBuckets()
Advance the internal state until we reach a non-empty bucket, or the end.
Definition vehicle.cpp:501
Iterator(int32_t x, int32_t y, uint max_dist)
Iterator constructor.
Definition vehicle.cpp:461
void Increment()
Advance the internal state to the next potential vehicle.
Definition vehicle.cpp:491
void SkipFalseMatches()
Advance the internal state until it reaches a vehicle within the search area.
Definition vehicle.cpp:519
Iterator(TileIndex tile)
Iterator constructor.
Definition vehicle.cpp:529
void Increment()
Advance the internal state to the next potential vehicle.
Definition vehicle.cpp:539
void SkipFalseMatches()
Advance the internal state until it reaches a vehicle on the correct tile or the end.
Definition vehicle.cpp:547
Iterate over all vehicles on a tile.
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Execute
execute the given command
static void SubtractMoneyFromCompany(Company *c, const CommandCost &cost)
Deduct costs of a command from the money of a company.
CommandCost CheckOwnership(Owner owner, TileIndex tile)
Check whether the current owner owns something.
Money GetAvailableMoney(CompanyID company)
Get the amount of money that a company has available, or INT64_MAX if there is no such valid company.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
CompanyID _current_company
Company currently doing an action.
Functions related to companies.
bool IsLocalCompany()
Is the current company the local company?
Some simple functions to help with accessing containers.
bool include(Container &container, typename Container::const_reference &item)
Helper function to append an item to a container if it is not already contained.
#define Debug(category, level, format_string,...)
Output a line of debugging information.
Definition debug.h:37
Functions related to depots.
void DeleteDepotHighlightOfVehicle(const Vehicle *v)
Removes the highlight of a vehicle in a depot window.
Map related accessors for depots.
bool IsDepotTile(Tile tile)
Is the given tile a tile with a depot on it?
Definition depot_map.h:45
DirDiff DirDifference(Direction d0, Direction d1)
Calculate the difference between two directions.
Direction ReverseDir(Direction d)
Return the reverse of a direction.
Direction ChangeDir(Direction d, DirDiff delta)
Change a direction by a given difference.
DirDiff
Enumeration for the difference between two directions.
@ DIRDIFF_45LEFT
Angle of 45 degrees left.
@ DIRDIFF_REVERSE
One direction is the opposite of the other one.
@ DIRDIFF_45RIGHT
Angle of 45 degrees right.
@ DIRDIFF_SAME
Both directions faces to the same direction.
@ DIRDIFF_90RIGHT
Angle of 90 degrees right.
Direction
Defines the 8 directions on the map.
@ DIR_SW
Southwest.
@ DIR_NW
Northwest.
@ DIR_N
North.
@ DIR_SE
Southeast.
@ DIR_S
South.
@ DIR_NE
Northeast.
@ DIR_W
West.
@ DIR_E
East.
@ INVALID_DIAGDIR
Flag for an invalid DiagDirection.
void LoadUnloadStation(Station *st)
Load/unload the vehicles in this station according to the order they entered.
Definition economy.cpp:1926
void PrepareUnload(Vehicle *front_v)
Prepare the vehicle to be unloaded.
Definition economy.cpp:1253
Base classes related to the economy.
@ NewVehicles
New vehicles.
EffectVehicle * CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular vehicle.
Base class for all effect vehicles.
Functions related to effect vehicles.
EffectVehicleType
Effect vehicle types.
@ EV_BREAKDOWN_SMOKE
Smoke of broken vehicles except aircraft.
@ EV_STEAM_SMOKE
Smoke of steam engines.
@ EV_DIESEL_SMOKE
Smoke of diesel engines.
@ EV_BREAKDOWN_SMOKE_AIRCRAFT
Smoke of broken aircraft.
@ EV_ELECTRIC_SPARK
Sparks of electric engines.
@ AIR_CTOL
Conventional Take Off and Landing, i.e. planes.
@ RoadIsTram
Road vehicle is a tram/light rail vehicle.
@ NoBreakdownSmoke
Do not show black smoke during a breakdown.
@ Uses2CC
Vehicle uses two company colours.
@ RailIsMU
Rail vehicle is a multiple-unit (DMU/EMU).
@ VE_TYPE_DEFAULT
Use default from engine class.
Definition engine_type.h:61
@ VE_TYPE_COUNT
Number of bits used for the effect type.
Definition engine_type.h:60
@ VE_OFFSET_CENTRE
Value of offset corresponding to a position above the centre of the vehicle.
Definition engine_type.h:57
@ VE_TYPE_ELECTRIC
Electric sparks.
Definition engine_type.h:64
@ VE_TYPE_START
First bit used for the type of effect.
Definition engine_type.h:59
@ VE_OFFSET_COUNT
Number of bits used for the offset.
Definition engine_type.h:56
@ VE_ADVANCED_EFFECT
Flag for advanced effects.
Definition engine_type.h:67
@ VE_DISABLE_EFFECT
Flag to disable visual effect.
Definition engine_type.h:66
@ VE_TYPE_STEAM
Steam plumes.
Definition engine_type.h:62
@ VE_TYPE_DIESEL
Diesel fumes.
Definition engine_type.h:63
@ VE_DEFAULT
Default value to indicate that visual effect should be based on engine class.
Definition engine_type.h:70
@ VE_OFFSET_START
First bit that contains the offset (0 = front, 8 = centre, 15 = rear).
Definition engine_type.h:55
@ VE_DISABLE_WAGON_POWER
Flag to disable wagon power.
Definition engine_type.h:68
PoolID< uint16_t, struct EngineIDTag, 64000, 0xFFFF > EngineID
Unique identification number of an engine.
Definition engine_type.h:26
@ Maglev
Maglev engine.
Definition engine_type.h:43
@ Steam
Steam rail engine.
Definition engine_type.h:39
@ Diesel
Diesel rail engine.
Definition engine_type.h:40
@ Electric
Electric rail engine.
Definition engine_type.h:41
@ Monorail
Mono rail engine.
Definition engine_type.h:42
@ Wagon
simple wagon, not motorized
Definition engine_type.h:34
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23).
Definition enum_type.hpp:21
Functions related to errors.
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
Types for recording game performance data.
@ PFE_GL_SHIPS
Time spent processing ships.
@ PFE_GL_AIRCRAFT
Time spent processing aircraft.
@ PFE_GL_ECONOMY
Time spent processing cargo movement.
@ PFE_GL_ROADVEHS
Time spend processing road vehicles.
@ PFE_GL_TRAINS
Time spent processing trains.
Gamelog _gamelog
Gamelog instance.
Definition gamelog.cpp:31
Functions to be called to log fundamental changes to the game.
void DrawSprite(SpriteID img, PaletteID pal, int x, int y, const SubSprite *sub, ZoomLevel zoom)
Draw a sprite, not in a viewport.
Definition gfx.cpp:1038
@ Normal
The most basic (normal) sprite.
Definition gfx_type.h:358
uint32_t PaletteID
The number of the palette.
Definition gfx_type.h:18
@ GVF_SUPPRESS_IMPLICIT_ORDERS
Disable insertion and removal of automatic orders until the vehicle completes the real order.
bool MarkAllViewportsDirty(int left, int top, int right, int bottom)
Mark all viewports that display an area as dirty (in need of repaint).
void MarkTilesDirty(bool cargo_change) const
Marks the tiles of the station as dirty.
Definition station.cpp:250
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
virtual void MarkDirty()
Marks the vehicles to be redrawn and updates cached variables.
void DeleteGroupHighlightOfVehicle(const Vehicle *v)
Removes the highlight of a vehicle in a group window.
Functions/definitions that have something to do with groups.
static constexpr GroupID DEFAULT_GROUP
Ungrouped vehicles are in this group.
Definition group_type.h:18
const EnumIndexArray< const TileTypeProcs *, TileType, TileType::MaxSize > _tile_type_procs
Tile callback functions for each type of tile.
Definition landscape.cpp:69
Point RemapCoords(int x, int y, int z)
Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
Definition landscape.h:81
@ Toyland
Landscape with funky industries and vehicles.
Declaration of link graph classes used for cargo distribution.
static const uint8_t LIT_ALL
Show the liveries of all companies.
Definition livery.h:19
LiveryScheme
List of different livery schemes.
Definition livery.h:22
static const uint8_t LIT_COMPANY
Show the liveries of your own company.
Definition livery.h:18
#define Point
Macro that prevents name conflicts between included headers.
static TileIndex TileVirtXY(uint x, uint y)
Get a tile from the virtual XY-coordinate.
Definition map_func.h:407
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:429
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:419
constexpr bool IsInsideMM(const size_t x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
constexpr uint CeilDiv(uint a, uint b)
Computes ceil(a / b) for non-negative a and b.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
constexpr To ClampTo(From value)
Clamp the given value down to lie within the requested type.
Miscellaneous command definitions.
void HideFillingPercent(TextEffectID *te_id)
Hide vehicle loading indicators.
Definition misc_gui.cpp:582
void ShowCostOrIncomeAnimation(int x, int y, int z, Money cost)
Display animated income or costs on the map.
Definition misc_gui.cpp:508
bool _networking
are we in networking mode?
Definition network.cpp:67
Basic functions/variables used all over the place.
GrfSpecFeature GetGrfSpecFeature(VehicleType type)
Get the GrfSpecFeature associated with a VehicleType.
Definition newgrf.cpp:1905
@ VisualEffect
Visual effects and wagon power (trains, road vehicles and ships).
@ ColourRemap
Change colour mapping of vehicle.
@ CBID_VEHICLE_SPAWN_VISUAL_EFFECT
Called to spawn visual effects for vehicles.
@ CBID_VEHICLE_COLOUR_MAPPING
Called to determine if a specific colour map should be used for a vehicle instead of the default live...
@ CBID_VEHICLE_32DAY_CALLBACK
Called for every vehicle every 32 days (not all on same date though).
@ CBID_VEHICLE_VISUAL_EFFECT
Visual effects and wagon power.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
void ErrorUnknownCallbackResult(uint32_t grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
GRFConfig * GetGRFConfig(uint32_t grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
GRFBug
Encountered GRF bugs.
@ VehPoweredWagon
Powered wagon changed poweredness state when not inside a depot.
@ VehLength
Length of rail vehicle changes when not inside a depot.
Functions/types related to NewGRF debugging.
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
bool UsesWagonOverride(const Vehicle *v)
Check if a wagon is currently using a wagon override.
uint16_t GetVehicleCallback(CallbackID callback, uint32_t param1, uint32_t param2, EngineID engine, const Vehicle *v, std::span< int32_t > regs100)
Evaluate a newgrf callback for vehicles.
void TriggerRoadStopRandomisation(BaseStation *st, TileIndex tile, StationRandomTrigger trigger, CargoType cargo_type)
Trigger road stop randomisation.
NewGRF definitions and structures for road stops.
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
Checks whether a NewGRF wants to play a different vehicle sound effect.
Functions related to NewGRF provided sounds.
@ VSE_VISUAL_EFFECT
Vehicle visual effect (steam, diesel smoke or electric spark) is shown.
@ VSE_RUNNING
Vehicle running normally.
@ VSE_STOPPED_16
Every 16 ticks while the vehicle is stopped (speed == 0).
@ VSE_RUNNING_16
Every 16 ticks while the vehicle is running (speed > 0).
@ VSE_BREAKDOWN
Vehicle breaking down.
void TriggerStationRandomisation(BaseStation *st, TileIndex trigger_tile, StationRandomTrigger trigger, CargoType cargo_type)
Trigger station randomisation.
Header file for NewGRF stations.
Functions related to news.
void AddVehicleAdviceNewsItem(AdviceType advice_type, EncodedString &&headline, VehicleID vehicle)
Adds a vehicle-advice news item.
Definition news_func.h:43
void DeleteVehicleNews(VehicleID vid, AdviceType advice_type=AdviceType::Invalid)
Delete news with a given advice type about a vehicle.
@ Company
Company news item. (Newspaper with face).
Definition news_type.h:82
@ Vehicle
Vehicle news item. (new engine available).
Definition news_type.h:81
@ VehicleLost
The vehicle has become lost.
Definition news_type.h:57
@ VehicleWaiting
The vehicle is waiting in the depot.
Definition news_type.h:60
@ AutorenewFailed
Autorenew or autoreplace failed.
Definition news_type.h:53
@ VehicleOld
The vehicle is starting to get old.
Definition news_type.h:58
@ VehicleUnprofitable
The vehicle is costing you money.
Definition news_type.h:59
@ RefitFailed
The refit order failed to execute.
Definition news_type.h:55
@ Error
A game paused because a (critical) error.
Definition openttd.h:72
@ Normal
A game normally paused.
Definition openttd.h:69
Functions related to order backups.
void InsertOrder(Vehicle *v, Order &&new_o, VehicleOrderID sel_ord)
Insert a new order but skip the validation.
void DeleteOrder(Vehicle *v, VehicleOrderID sel_ord)
Delete an order but skip the parameter validation.
void InvalidateVehicleOrder(const Vehicle *v, int data)
Updates the widgets of a vehicle which contains the order-data.
void DeleteVehicleOrders(Vehicle *v, bool keep_orderlist, bool reset_order_indices)
Delete all orders from a vehicle.
@ NoUnload
Totally no unloading will be done.
Definition order_type.h:71
@ NonStop
The vehicle will not stop at any stations it passes except the destination, aka non-stop.
Definition order_type.h:88
@ GoVia
The vehicle will stop at any station it passes except the destination, aka via.
Definition order_type.h:89
uint8_t VehicleOrderID
The index of an order within its current vehicle (not pool related).
Definition order_type.h:18
@ NoLoad
Do not load anything.
Definition order_type.h:81
static const VehicleOrderID MAX_VEH_ORDER_ID
Last valid VehicleOrderID.
Definition order_type.h:41
@ Halt
Service the vehicle and then halt it.
Definition order_type.h:118
@ NearestDepot
Send the vehicle to the nearest depot.
Definition order_type.h:119
@ Unbunch
Service the vehicle and then unbunch it.
Definition order_type.h:120
@ PartOfOrders
This depot order is because of a regular order.
Definition order_type.h:109
@ Service
This depot order is because of the servicing limit.
Definition order_type.h:108
static const VehicleOrderID INVALID_VEH_ORDER_ID
Invalid vehicle order index (sentinel).
Definition order_type.h:39
static const uint IMPLICIT_ORDER_ONLY_CAP
Maximum number of orders in implicit-only lists before we start searching harder for duplicates.
Definition order_type.h:47
Some methods of Pool are placed here in order to reduce compilation time and binary size.
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
bool HasAnyRailTypesAvail(const CompanyID company)
Test if any buildable railtype is available for a company.
Definition rail.cpp:80
RailType GetTileRailType(Tile tile)
Return the rail type of tile, or INVALID_RAILTYPE if this is no rail tile.
Definition rail.cpp:39
bool HasPowerOnRail(RailType enginetype, RailType tiletype)
Checks if an engine of the given RailType got power on a tile with a given RailType.
Definition rail.h:377
void SetDepotReservation(Tile t, bool b)
Set the reservation state of the depot.
Definition rail_map.h:269
Pseudo random number generator.
uint32_t RandomRange(uint32_t limit, const std::source_location location=std::source_location::current())
Pick a random number between 0 and limit - 1, inclusive.
bool Chance16I(const uint32_t a, const uint32_t b, const uint32_t r)
Checks if a given randomize-number is below a given probability.
bool Chance16(const uint32_t a, const uint32_t b, const std::source_location location=std::source_location::current())
Flips a coin with given probability.
Declaration of link refreshing utility.
bool HasAnyRoadTypesAvail(CompanyID company, RoadTramType rtt)
Test if any buildable RoadType is available for a company.
Definition road.cpp:153
bool HasTileAnyRoadType(Tile t, RoadTypes rts)
Check if a tile has one of the specified road types.
Definition road_map.h:232
RoadTramType
The different types of road type.
Definition road_type.h:37
Base class for roadstops.
Road vehicle states.
@ RVSB_IN_DT_ROAD_STOP
The vehicle is in a drive-through road stop.
Definition roadveh.h:51
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
Base for ships.
SigSegState UpdateSignalsOnSegment(TileIndex tile, DiagDirection side, Owner owner)
Update signals, starting at one side of a tile Will check tile next to this at opposite side too.
Definition signal.cpp:654
Functions related to sound.
@ SND_3A_BREAKDOWN_TRAIN_SHIP_TOYLAND
58 == 0x3A Breakdown: train or ship (toyland)
Definition sound_type.h:106
@ SND_10_BREAKDOWN_TRAIN_SHIP
14 == 0x0E Breakdown: train or ship (non-toyland)
Definition sound_type.h:62
@ SND_0F_BREAKDOWN_ROADVEHICLE
13 == 0x0D Breakdown: road vehicle (non-toyland)
Definition sound_type.h:61
@ SND_35_BREAKDOWN_ROADVEHICLE_TOYLAND
53 == 0x35 Breakdown: road vehicle (toyland)
Definition sound_type.h:101
Functions to cache sprites in memory.
static const PaletteID PALETTE_RECOLOUR_START
First recolour sprite for company colours.
Definition sprites.h:1588
static const PaletteID PALETTE_CRASH
Recolour sprite greying of crashed vehicles.
Definition sprites.h:1619
Base classes/functions for stations.
void IncreaseStats(Station *st, CargoType cargo, StationID next_station_id, uint capacity, uint usage, uint32_t time, EdgeUpdateModes modes)
Increase capacity for a link stat given by station cargo and next hop.
bool IsStationRoadStopTile(Tile t)
Is tile t a road stop station?
bool IsBayRoadStopTile(Tile t)
Is tile t a bay (non-drive through) road stop station?
bool IsRailStationTile(Tile t)
Is this tile a station tile and a rail station?
StationID GetStationIndex(Tile t)
Get StationID from a tile.
Definition station_map.h:28
RoadStopType GetRoadStopType(Tile t)
Get the road stop type of this tile.
Definition station_map.h:56
@ Bus
A standard stop for buses.
@ Truck
A standard stop for trucks.
@ Dock
Station with a dock.
@ TruckStop
Station with truck stops.
@ Train
Station with train station.
@ Airport
Station with an airport.
@ BusStop
Station with bus stops.
@ VehicleDeparts
Trigger platform when train leaves.
@ VehicleDeparts
Trigger platform when train leaves.
Definition of base types and functions in a cross-platform compatible way.
static void StrMakeValid(Builder &builder, StringConsumer &consumer, StringValidationSettings settings)
Copies the valid (UTF-8) characters from consumer to the builder.
Definition string.cpp:119
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
std::string GetString(StringID string)
Resolve the given StringID into a std::string with formatting but no parameters.
Definition strings.cpp:424
Functions related to OTTD's strings.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames).
Information about a aircraft vehicle.
uint8_t subtype
Type of aircraft.
Aircraft, helicopters, rotors and their shadows belong to this class.
Definition aircraft.h:73
uint8_t pos
Next desired position of the aircraft.
Definition aircraft.h:75
uint8_t state
State of the airport.
Definition aircraft.h:78
bool IsNormalAircraft() const
Check if the aircraft type is a normal flying device; eg not a rotor or a shadow.
Definition aircraft.h:121
uint8_t previous_pos
Previous desired position of the aircraft.
Definition aircraft.h:76
StationID targetairport
Airport to go to next.
Definition aircraft.h:77
@ Airplanes
Can planes land on this airport type?
Definition airport.h:162
@ Helicopters
Can helicopters land on this airport type?
Definition airport.h:163
std::vector< AirportFTA > layout
state machine for airport
Definition airport.h:190
Flags flags
Flags for this airport type.
Definition airport.h:193
AirportBlocks blocks
stores which blocks on the airport are taken. was 16 bit earlier on, then 32
const AirportFTAClass * GetFTA() const
Get the finite-state machine for this airport or the finite-state machine for the dummy airport in ca...
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
TimerGameTick::TickCounter depot_unbunching_next_departure
When the vehicle will next try to leave its unbunching depot.
VehicleOrderID cur_real_order_index
The index to the current real (non-implicit) order.
TimerGameTick::Ticks round_trip_time
How many ticks for a single circumnavigation of the orders.
VehicleFlags vehicle_flags
Used for gradual loading and other miscellaneous things (.
TimerGameTick::TickCounter depot_unbunching_last_departure
When the vehicle last left its unbunching depot.
VehicleOrderID cur_implicit_order_index
The index to the current implicit order.
TimerGameTick::Ticks lateness_counter
How many ticks late (or early if negative) this vehicle is.
void ResetDepotUnbunching()
Resets all the data used for depot unbunching.
StationFacilities facilities
The facilities that this station has.
VehicleType type
Type of vehicle.
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo type.
Definition cargotype.h:139
GUISettings gui
settings related to the GUI
Structure to return information about the closest depot location, and whether it could be found.
DestinationID destination
The DestinationID as used for orders.
CompanySettings settings
settings specific for each company
uint32_t engine_renew_money
minimum amount of money before autorenew is used
int16_t engine_renew_months
months before/after the maximum vehicle age a vehicle should be renewed
bool engine_renew
is autorenew enabled
VehicleTypeIndexArray< GroupStatistics > group_all
NOSAVE: Statistics for the ALL_GROUP group.
T y
Y coordinate.
T x
X coordinate.
Data about how and where to blit pixels.
Definition gfx_type.h:157
A special vehicle is one of the following:
TransparencyOption GetTransparencyOption() const
Determines the transparency option affecting the effect.
uint16_t animation_state
State primarily used to change the graphics/behaviour.
EngineMiscFlags misc_flags
Miscellaneous flags.
VehicleCallbackMasks callback_mask
Bitmask of vehicle callbacks that have to be called.
Information about GRF, used in the game and (part of it) in savegames.
GRFBugs grf_bugs
NOSAVE: bugs in this GRF in this run,.
std::string GetName() const
Get the name of this grf.
uint16_t local_id
id defined by the grf file for this entity
uint32_t grfid
grfid that introduced this entity.
Dynamic data of a loaded NewGRF.
Definition newgrf.h:118
bool vehicle_income_warn
if a vehicle isn't generating income, show a warning
uint8_t liveries
options for displaying company liveries, 0=none, 1=self, 2=all
Position information of a vehicle after it moved.
TileIndex new_tile
Tile of the vehicle after moving.
int y
x and y position of the vehicle after moving
TileIndex old_tile
Current tile of the vehicle.
Cached, frequently calculated values.
EngineID first_engine
Cached EngineID of the front vehicle. EngineID::Invalid() for the front vehicle itself.
uint32_t cached_power
Total power of the consist (valid only for the first engine).
uint8_t cached_veh_length
Length of this vehicle in units of 1/VEHICLE_LENGTH of normal length. It is cached because this can b...
GroundVehicleCache gcache
Cache of often calculated values.
bool IsRearDualheaded() const
Tell if we are dealing with the rear end of a multiheaded engine.
bool IsMultiheaded() const
Check if the vehicle is a multiheaded engine.
static void CountVehicle(const Vehicle *v, int delta)
Update num_vehicle when adding or removing a vehicle.
static void VehicleReachedMinAge(const Vehicle *v)
Add a vehicle to the profit sum of its group.
static void CountEngine(const Vehicle *v, int delta)
Update num_engines when adding/removing an engine.
static void UpdateAutoreplace(CompanyID company)
Update autoreplace_defined and autoreplace_finished of all statistics of a company.
static void UpdateProfits()
Recompute the profits for all groups.
Group data.
Definition group.h:74
Livery livery
Custom colour scheme for vehicles in this group.
Definition group.h:80
GroupID parent
Parent group.
Definition group.h:86
Information about a particular livery.
Definition livery.h:79
Flags in_use
Livery flags.
Definition livery.h:87
uint8_t GetRecolourOffset(bool use_secondary=true) const
Get offset for recolour palette.
Definition livery.h:96
bool revalidate_before_draw
We need to do a GetImage() and check bounds before drawing this sprite.
VehicleSpriteSeq sprite_seq
Vehicle appearance.
static void ClearVehicle(const Vehicle *v)
Clear/update the (clone) vehicle from an order backup.
void AddVehicle(Vehicle *v)
Adds the given vehicle to this shared order list.
Definition order_base.h:525
If you change this, keep in mind that it is also saved in 2 other places:
Definition order_base.h:34
OrderDepotTypeFlags GetDepotOrderType() const
What caused us going to the depot?
Definition order_base.h:170
DestinationID GetDestination() const
Gets the destination of this order.
Definition order_base.h:100
bool IsType(OrderType type) const
Check whether this order is of the given type.
Definition order_base.h:67
CargoType GetRefitCargo() const
Get the cargo to to refit to.
Definition order_base.h:128
bool IsFullLoadOrder() const
Is this order a OrderLoadType::FullLoad or OrderLoadType::FullLoadAny?
Definition order_base.h:136
void MakeDummy()
Makes this order a Dummy order.
OrderLoadType GetLoadType() const
How must the consist be loaded?
Definition order_base.h:146
OrderDepotActionFlags GetDepotActionType() const
What are we going to do when in the depot.
Definition order_base.h:176
bool ShouldStopAtStation(const Vehicle *v, StationID station) const
Check whether the given vehicle should stop at the given station based on this order and the non-stop...
void MakeImplicit(StationID destination)
Makes this order an implicit order.
bool IsRefit() const
Is this order a refit order.
Definition order_base.h:114
static Pool::IterateWrapper< Vehicle > Iterate(size_t from=0)
static Company * Get(auto index)
static Group * GetIfValid(auto index)
Information about a rail vehicle.
Definition engine_type.h:74
RailVehicleType railveh_type
Type of rail vehicle.
Definition engine_type.h:76
EngineClass engclass
Class of engine for this vehicle.
Definition engine_type.h:86
Specification of a rectangle with absolute coordinates of all edges.
A Stop for a Road Vehicle.
void Leave(RoadVehicle *rv)
Leave the road stop.
Definition roadstop.cpp:203
RoadStop * next
Next stop of the given type at this station.
TileIndex xy
Position on the map.
static RoadStop * GetByTile(TileIndex tile, RoadStopType type)
Find a roadstop at given tile.
Definition roadstop.cpp:253
Information about a road vehicle.
RoadType roadtype
Road type.
Buses, trucks and trams belong to this class.
Definition roadveh.h:105
uint8_t state
Definition roadveh.h:107
RoadTypes compatible_roadtypes
NOSAVE: Roadtypes this consist is powered on.
Definition roadveh.h:117
bool IsBus() const
Check whether a roadvehicle is a bus.
RoadType roadtype
NOSAVE: Roadtype of this vehicle.
Definition roadveh.h:115
VehicleID disaster_vehicle
NOSAVE: Disaster vehicle targetting this vehicle.
Definition roadveh.h:116
Information about a ship vehicle.
Definition engine_type.h:99
All ships have this type.
Definition ship.h:32
TrackBits state
The "track" the ship is following.
Definition ship.h:34
void UpdateCache()
Update the caches of this ship.
Definition ship_cmd.cpp:232
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
static Station * Get(auto index)
static Station * GetIfValid(auto index)
T * GetMovingFront() const
Get the moving front of the vehicle chain.
T * Next() const
Get next vehicle in the chain.
static Train * From(Vehicle *v)
void UpdateViewport(bool force_update, bool update_delta)
Update vehicle sprite- and position caches.
T * GetFirstEnginePart()
Get the first part of an articulated engine.
Data structure describing a sprite.
uint16_t width
Width of the sprite.
uint16_t height
Height of the sprite.
int16_t y_offs
Number of pixels to shift the sprite downwards.
int16_t x_offs
Number of pixels to shift the sprite to the right.
Station data structure.
std::array< GoodsEntry, NUM_CARGO > goods
Goods at this station.
Airport airport
Tile area the airport covers.
'Train' is either a loco or a wagon.
Definition train.h:97
Train * GetNextUnit() const
Get the next real (non-articulated part and non rear part of dualheaded engine) vehicle in the consis...
Definition train.h:156
Train * other_multiheaded_part
Link between the two ends of a multiheaded engine.
Definition train.h:105
TrainForceProceeding force_proceed
How the train should behave when it encounters next obstacle.
Definition train.h:111
TrackBits track
On which track the train currently is.
Definition train.h:110
VehicleRailFlags flags
Which flags has this train currently set.
Definition train.h:98
void ConsistChanged(ConsistChangeFlags allowed_changes)
Recalculates the cached stuff of a train.
uint16_t wait_counter
Ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through sign...
Definition train.h:100
uint8_t cached_vis_effect
Visual effect to show (see VisualEffect).
uint16_t cached_cargo_age_period
Number of ticks before carried cargo is aged.
The information about a vehicle list.
Definition vehiclelist.h:32
WindowNumber ToWindowNumber() const
Pack a VehicleListIdentifier in 32 bits so it can be used as unique WindowNumber.
Sprite sequence for a vehicle part.
bool IsValid() const
Check whether the sequence contains any sprites.
void GetBounds(Rect *bounds) const
Determine shared bounds of all sprites.
Definition vehicle.cpp:123
void Draw(int x, int y, PaletteID default_pal, bool force_pal) const
Draw the sprite sequence.
Definition vehicle.cpp:151
Vehicle data structure.
Money GetDisplayProfitThisYear() const
Gets the profit vehicle had this year.
CargoPayment * cargo_payment
The cargo payment we're currently in.
EngineID engine_type
The type of engine used for this vehicle.
uint16_t cargo_age_counter
Ticks till cargo is aged next.
int32_t z_pos
z coordinate.
Vehicle * last
NOSAVE: pointer for the last vehicle in the chain.
uint16_t & GetGroundVehicleFlags()
Access the ground vehicle flags of the vehicle.
Definition vehicle.cpp:3221
Direction direction
facing
void ShiftDates(TimerGameEconomy::Date interval)
Shift all dates by given interval.
Definition vehicle.cpp:778
const Order * GetLastOrder() const
Returns the last order of a vehicle, or nullptr if it doesn't exists.
TimerGameEconomy::Date economy_age
Age in economy days.
bool IsOrderListShared() const
Check if we share our orders with another vehicle.
const Engine * GetEngine() const
Retrieves the engine of the vehicle.
Definition vehicle.cpp:748
Direction GetMovingDirection() const
Get the moving direction of this vehicle chain.
void IncrementRealOrderIndex()
Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates t...
virtual uint Crash(bool flooded=false)
Crash the (whole) vehicle chain.
Definition vehicle.cpp:300
bool IsStoppedInDepot() const
Check whether the vehicle is in the depot and stopped.
Order * GetOrder(int index) const
Returns order 'index' of a vehicle or nullptr when it doesn't exists.
bool HasDepotOrder() const
Checks if a vehicle has a depot in its order list.
void LeaveStation()
Perform all actions when leaving a station.
Definition vehicle.cpp:2365
void AddToShared(Vehicle *shared_chain)
Adds this vehicle to a shared vehicle chain.
Definition vehicle.cpp:3004
VehicleCargoList cargo
The cargo this vehicle is carrying.
Vehicle ** hash_tile_prev
NOSAVE: Previous vehicle in the tile location hash.
bool HasUnbunchingOrder() const
Check if the current vehicle has an unbunching order.
Definition vehicle.cpp:2501
TimerGameEconomy::Date date_of_last_service
Last economy date the vehicle had a service at a depot.
uint16_t cargo_cap
total capacity
StationID last_loading_station
Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
VehicleOrderID GetNumOrders() const
Get the number of orders this vehicle has.
const Order * GetFirstOrder() const
Get the first order of the vehicles order list.
CommandCost SendToDepot(DoCommandFlags flags, DepotCommandFlags command)
Send this vehicle to the depot using the given command(s).
Definition vehicle.cpp:2595
void ReleaseUnitNumber()
Release the vehicle's unit number.
Definition vehicle.cpp:2435
virtual void SetDestTile(TileIndex tile)
Set the destination of this vehicle.
void UpdateBoundingBoxCoordinates(bool update_cache) const
Update the bounding box co-ordinates of the vehicle.
Definition vehicle.cpp:1708
uint8_t day_counter
Increased by one for each day.
void HandleLoading(bool mode=false)
Handle the loading of the vehicle; when not it skips through dummy orders and does nothing in all oth...
Definition vehicle.cpp:2446
Money profit_this_year
Profit this year << 8, low 8 bits are fract.
bool HasArticulatedPart() const
Check if an engine has an articulated part.
SpriteID colourmap
NOSAVE: cached colour mapping.
uint8_t breakdown_ctr
Counter for managing breakdown events.
uint8_t breakdown_delay
Counter for managing breakdown length.
Vehicle * GetNextVehicle() const
Get the next real (non-articulated part) vehicle in the consist.
GroupID group_id
Index of group Pool array.
void IncrementImplicitOrderIndex()
Increments cur_implicit_order_index, keeps care of the wrap-around and invalidates the GUI.
bool IsGroundVehicle() const
Check if the vehicle is a ground vehicle.
VehStates vehstatus
Status.
TimerGameCalendar::Date date_of_last_service_newgrf
Last calendar date the vehicle had a service at a depot, unchanged by the date cheat to protect again...
Vehicle * first
NOSAVE: pointer to the first vehicle in the chain.
void CancelReservation(StationID next, Station *st)
Return all reserved cargo packets to the station and reset all packets staged for transfer.
Definition vehicle.cpp:2349
Money profit_last_year
Profit last year << 8, low 8 bits are fract.
bool IsEngineCountable() const
Check if a vehicle is counted in num_engines in each company struct.
Definition vehicle.cpp:715
bool IsArticulatedPart() const
Check if the vehicle is an articulated part of an engine.
bool NeedsAutorenewing(const Company *c, bool use_renew_setting=true) const
Function to tell if a vehicle needs to be autorenewed.
Definition vehicle.cpp:165
void UpdateVisualEffect(bool allow_power_change=true)
Update the cached visual effect.
Definition vehicle.cpp:2676
void LeaveUnbunchingDepot()
Leave an unbunching depot and calculate the next departure time for shared order vehicles.
Definition vehicle.cpp:2526
CargoType cargo_type
type of cargo this vehicle is carrying
Vehicle * previous_shared
NOSAVE: pointer to the previous vehicle in the shared order chain.
VehicleOrderID GetNumManualOrders() const
Get the number of manually added orders this vehicle has.
Vehicle * First() const
Get the first vehicle of this vehicle chain.
int8_t trip_occupancy
NOSAVE: Occupancy of vehicle of the current trip (updated after leaving a station).
Order current_order
The current order (+ status, like: loading).
Vehicle(VehicleID index, VehicleType type=VehicleType::Invalid)
Vehicle constructor.
Definition vehicle.cpp:379
void PreDestructor()
Destroy all stuff that (still) needs the virtual functions to work properly.
Definition vehicle.cpp:826
TimerGameTick::TickCounter last_loading_tick
Last TimerGameTick::counter tick that the vehicle has stopped at a station and could possibly leave w...
void HandlePathfindingResult(bool path_found)
Handle the pathfinding result, especially the lost status.
Definition vehicle.cpp:792
Vehicle * Next() const
Get the next vehicle of this vehicle.
int32_t y_pos
y coordinate.
int32_t x_pos
x coordinate.
const GRFFile * GetGRF() const
Retrieve the NewGRF the vehicle is tied to.
Definition vehicle.cpp:758
OrderList * orders
Pointer to the order list for this vehicle.
uint32_t GetDisplayMinPowerToWeight() const
Calculates the minimum power-to-weight ratio using the maximum weight of the ground vehicle.
Definition vehicle.cpp:3295
Vehicle * GetMovingFront() const
Get the moving front of the vehicle chain.
virtual ClosestDepot FindClosestDepot()
Find the closest depot for this vehicle and tell us the location, DestinationID and whether we should...
void UpdateViewport(bool dirty)
Update the vehicle on the viewport, updating the right hash and setting the new coordinates.
Definition vehicle.cpp:1753
Money value
Value of the vehicle.
bool MarkAllViewportsDirty() const
Marks viewports dirty where the vehicle's image is.
Definition vehicle.cpp:1792
uint16_t refit_cap
Capacity left over from before last refit.
VehicleCache vcache
Cache of often used vehicle values.
uint32_t motion_counter
counter to occasionally play a vehicle sound.
uint32_t GetGRFID() const
Retrieve the GRF ID of the NewGRF the vehicle is tied to.
Definition vehicle.cpp:768
SpriteBounds bounds
Bounding box of vehicle.
GroundVehicleCache * GetGroundVehicleCache()
Access the ground vehicle cache of the vehicle.
Definition vehicle.cpp:3191
virtual void OnNewEconomyDay()
Calls the new economy day handler of the vehicle.
Vehicle ** hash_tile_current
NOSAVE: Cache of the current hash chain.
virtual void OnNewCalendarDay()
Calls the new calendar day handler of the vehicle.
Vehicle * NextShared() const
Get the next vehicle of the shared vehicle chain.
virtual int GetCurrentMaxSpeed() const
Calculates the maximum speed of the vehicle under its current conditions.
bool HasFullLoadOrder() const
Check if the current vehicle has a full load order.
Definition vehicle.cpp:2481
virtual bool IsPrimaryVehicle() const
Whether this is the primary vehicle in the chain.
void BeginLoading()
Prepare everything to begin the loading when arriving at a station.
Definition vehicle.cpp:2220
Vehicle * hash_tile_next
NOSAVE: Next vehicle in the tile location hash.
uint16_t cur_speed
current speed
Vehicle * previous
NOSAVE: pointer to the previous vehicle in the chain.
~Vehicle() override
We want to 'destruct' the right class.
Definition vehicle.cpp:893
bool IsFrontEngine() const
Check if the vehicle is a front engine.
bool HasEngineType() const
Check whether Vehicle::engine_type has any meaning.
Definition vehicle.cpp:732
TimerGameCalendar::Date age
Age in calendar days.
bool IsWaitingForUnbunching() const
Check whether a vehicle inside a depot is waiting for unbunching.
Definition vehicle.cpp:2573
TextEffectID fill_percent_te_id
a text-effect id to a loading indicator object
void SetNext(Vehicle *next)
Set the next vehicle of this vehicle.
Definition vehicle.cpp:2968
uint8_t breakdowns_since_last_service
Counter for the amount of breakdowns.
Vehicle * next
pointer to the next vehicle in the chain
TimerGameCalendar::Date max_age
Maximum age.
MutableSpriteCache sprite_cache
Cache of sprites and values related to recalculating them, see MutableSpriteCache.
uint16_t reliability
Reliability.
uint32_t GetDisplayMaxWeight() const
Calculates the maximum weight of the ground vehicle when loaded.
Definition vehicle.cpp:3280
Vehicle * FirstShared() const
Get the first vehicle of this vehicle chain.
void RemoveFromShared()
Removes the vehicle from the shared order list.
Definition vehicle.cpp:3027
bool HandleBreakdown()
Handle all of the aspects of a vehicle breakdown This includes adding smoke and sounds,...
Definition vehicle.cpp:1374
void UpdatePositionAndViewport()
Update the position of the vehicle, and update the viewport.
Definition vehicle.cpp:1782
Vehicle * Previous() const
Get the previous vehicle of this vehicle.
virtual void PlayLeaveStationSound(bool force=false) const
Play the sound associated with leaving the station.
Rect coord
NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
uint16_t reliability_spd_dec
Reliability decrease speed.
uint8_t tick_counter
Increased by one for each tick.
virtual bool IsInDepot() const
Check whether the vehicle is in the depot.
TileIndex tile
Current tile index.
virtual bool Tick()
Calls the tick handler of the vehicle.
TileIndex dest_tile
Heading for this tile.
bool NeedsServicing() const
Check if the vehicle needs to go to a depot in near future (if a opportunity presents itself) for ser...
Definition vehicle.cpp:210
bool HasConditionalOrder() const
Check if the current vehicle has a conditional order.
Definition vehicle.cpp:2492
void UpdatePosition()
Update the position of the vehicle.
Definition vehicle.cpp:1699
StationID last_station_visited
The last station we stopped at.
void ResetRefitCaps()
Reset all refit_cap in the consist to cargo_cap.
Definition vehicle.cpp:2427
uint8_t breakdown_chance
Current chance of breakdowns.
void ShowVisualEffect() const
Draw visual effects (smoke and/or sparks) for a vehicle chain.
Definition vehicle.cpp:2817
Owner owner
Which company owns the vehicle?
UnitID unitnumber
unit number, for display purposes only
Vehicle * next_shared
pointer to the next vehicle that shares the order
bool NeedsAutomaticServicing() const
Checks if the current order should be interrupted for a service-in-depot order.
Definition vehicle.cpp:292
void DeleteUnreachedImplicitOrders()
Delete all implicit orders which were not reached.
Definition vehicle.cpp:2182
Vehicle ** hash_viewport_prev
NOSAVE: Previous vehicle in the visual location hash.
virtual void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
Gets the sprite to show for the given direction.
Vehicle * hash_viewport_next
NOSAVE: Next vehicle in the visual location hash.
Data structure for viewport, display of a part of the world.
int top
Screen coordinate top edge of the viewport.
int width
Screen width of the viewport.
ZoomLevel zoom
The zoom level of the viewport.
int virtual_top
Virtual top coordinate.
int virtual_left
Virtual left coordinate.
int left
Screen coordinate left edge of the viewport.
int height
Screen height of the viewport.
VehicleEnterTileStates VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
Call the tile callback function for a vehicle entering a tile.
Definition vehicle.cpp:1856
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
static TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
static constexpr int MAX_VEHICLE_PIXEL_Y
Maximum height of a vehicle in pixels in ZOOM_BASE.
Definition tile_type.h:22
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:92
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
static constexpr int MAX_VEHICLE_PIXEL_X
Maximum width of a vehicle in pixels in ZOOM_BASE.
Definition tile_type.h:21
@ Station
A tile of a station or airport.
Definition tile_type.h:54
Definition of Interval and OneShot timers.
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
Definition of the tick-based game-timer.
Functions related to time tabling.
void UpdateVehicleTimetable(Vehicle *v, bool travelling)
Update the timetable for the vehicle.
bool TracksOverlap(TrackBits bits)
Checks if the given tracks overlap, ie form a crossing.
Definition track_func.h:650
TrackBits
Allow incrementing of Track variables.
Definition track_type.h:35
@ TRACK_BIT_DEPOT
Bitflag for a depot.
Definition track_type.h:53
Base for the train class.
@ Reversed
Used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle ...
Definition train.h:31
@ LeavingStation
Train is just leaving a station.
Definition train.h:33
@ Reversing
Train is slowing down to reverse.
Definition train.h:26
@ Flipped
Reverse the visible direction of the vehicle.
Definition train.h:28
@ TFP_NONE
Normal operation.
Definition train.h:40
static constexpr ConsistChangeFlags CCF_ARRANGE
Valid changes for arranging the consist in a depot.
Definition train.h:57
Command definitions related to trains.
bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
TransparencyOption
Transparency option bits: which position in _transparency_opt stands for which transparency.
@ TO_INVALID
Invalid transparency option.
uint16_t UnitID
Type for the company global vehicle unit number.
Map accessors for tunnels.
bool IsTunnelTile(Tile t)
Is this a tunnel (entrance)?
Definition tunnel_map.h:34
void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBug bug_type, bool critical)
Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.
Definition vehicle.cpp:337
constexpr uint TILE_HASH_MASK
Definition vehicle.cpp:400
static uint GetTileHash(uint x, uint y)
Compute hash for tile coordinate.
Definition vehicle.cpp:447
static const uint GEN_HASHX_MASK
Definition vehicle.cpp:110
static const uint GEN_HASHY_MASK
Definition vehicle.cpp:111
static void VehicleEnteredDepotThisTick(Vehicle *v)
Adds a vehicle to the list of vehicles that visited a depot this tick.
Definition vehicle.cpp:921
static void SpawnAdvancedVisualEffect(const Vehicle *v)
Call CBID_VEHICLE_SPAWN_VISUAL_EFFECT and spawn requested effects.
Definition vehicle.cpp:2744
constexpr uint TOTAL_TILE_HASH_SIZE
Definition vehicle.cpp:401
static const uint GEN_HASHY_INC
Definition vehicle.cpp:105
static uint GetTileHash1D(uint p)
Compute hash for 1D tile coordinate.
Definition vehicle.cpp:415
void VehicleLengthChanged(const Vehicle *u)
Logs a bug in GRF and shows a warning message if this is for the first time this happened.
Definition vehicle.cpp:363
static const uint GEN_HASHY_BITS
Definition vehicle.cpp:71
VehiclePool _vehicle_pool("Vehicle")
The pool with all our precious vehicles.
void VehicleServiceInDepot(Vehicle *v)
Service a vehicle and all subsequent vehicles in the consist.
Definition vehicle.cpp:187
static const uint GEN_HASHY_BUCKET_BITS
Definition vehicle.cpp:77
static void RunEconomyVehicleDayProc()
Increases the day counter for all vehicles and calls 1-day and 32-day handlers.
Definition vehicle.cpp:954
constexpr uint TILE_HASH_SIZE
Definition vehicle.cpp:399
static const uint GEN_HASHY_SIZE
Definition vehicle.cpp:99
constexpr uint TILE_HASH_BITS
Definition vehicle.cpp:398
static uint ComposeTileHash(uint hx, uint hy)
Compose two 1D hashes into 2D hash.
Definition vehicle.cpp:436
static const uint GEN_HASHX_BUCKET_BITS
Definition vehicle.cpp:76
static uint IncTileHash1D(uint h)
Increment 1D hash to next bucket.
Definition vehicle.cpp:425
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
Can this station be used by the given engine type?
Definition vehicle.cpp:3094
static const uint GEN_HASHX_BITS
Definition vehicle.cpp:70
Vehicle * CheckClickOnVehicle(const Viewport &vp, int x, int y)
Find the vehicle close to the clicked coordinates.
Definition vehicle.cpp:1242
static const uint GEN_HASHX_INC
Definition vehicle.cpp:104
static const uint GEN_HASHX_SIZE
Definition vehicle.cpp:98
std::map< VehicleID, bool > AutoreplaceMap
List of vehicles that should check for autoreplace this tick.
Definition vehicle.cpp:695
static bool IsBridgeAboveVehicle(const Vehicle *v)
Test if a bridge is above a vehicle.
Definition vehicle.cpp:2802
constexpr uint TILE_HASH_RES
Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
Definition vehicle.cpp:408
static bool PreviousOrderIsUnbunching(const Vehicle *v)
Check if the previous order is a depot unbunching order.
Definition vehicle.cpp:2513
static void DoDrawVehicle(const Vehicle *v)
Add vehicle sprite for drawing to the screen.
Definition vehicle.cpp:1119
@ Crashed
Vehicle is crashed.
@ Shadow
Vehicle is a shadow vehicle.
@ AircraftBroken
Aircraft is broken down.
@ Hidden
Vehicle is not visible.
@ DefaultPalette
Use default vehicle palette.
@ Stopped
Vehicle is stopped by the player.
VisualEffectSpawnModel
Models for spawning visual effects.
@ VESM_ELECTRIC
Electric model.
@ VESM_STEAM
Steam model.
@ VESM_DIESEL
Diesel model.
@ VESM_NONE
No visual effect.
Pool< Vehicle, VehicleID, 512 > VehiclePool
A vehicle pool for a little over 1 million vehicles.
static const int32_t INVALID_COORD
Sentinel for an invalid coordinate.
Command definitions for vehicles.
Functions related to vehicles.
void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBug bug_type, bool critical)
Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.
Definition vehicle.cpp:337
CommandCost EnsureNoVehicleOnGround(TileIndex tile)
Ensure there is no vehicle at the ground at the given position.
Definition vehicle.cpp:557
bool VehiclesHaveSameEngineList(const Vehicle *v1, const Vehicle *v2)
Checks if two vehicle chains have the same list of engines.
Definition vehicle.cpp:3308
bool VehiclesHaveSameOrderList(const Vehicle *v1, const Vehicle *v2)
Checks if two vehicles have the same list of orders.
Definition vehicle.cpp:3325
SpriteID GetEnginePalette(EngineID engine_type, CompanyID company)
Get the colour map for an engine.
Definition vehicle.cpp:2160
void VehicleEnterDepot(Vehicle *v)
Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it,...
Definition vehicle.cpp:1562
static const TimerGameEconomy::Date VEHICLE_PROFIT_MIN_AGE
Only vehicles older than this have a meaningful profit.
void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8_t num_vehicles)
Calculates the set of vehicles that will be affected by a given selection.
Definition vehicle.cpp:3254
UnitID GetFreeUnitNumber(VehicleType type)
Get an unused unit number for a vehicle (if allowed).
Definition vehicle.cpp:1913
void RunVehicleCalendarDayProc()
Age all vehicles, spreading out the action using the current TimerGameCalendar::date_fract.
Definition vehicle.cpp:937
void VehicleServiceInDepot(Vehicle *v)
Service a vehicle and all subsequent vehicles in the consist.
Definition vehicle.cpp:187
CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits)
Tests if a vehicle interacts with the specified track bits.
Definition vehicle.cpp:605
LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
Determines the LiveryScheme for a vehicle.
Definition vehicle.cpp:1989
void CheckVehicleBreakdown(Vehicle *v)
Periodic check for a vehicle to maybe break down.
Definition vehicle.cpp:1318
void ViewportAddVehicles(DrawPixelInfo *dpi)
Add the vehicle sprites that should be drawn at a part of the screen.
Definition vehicle.cpp:1148
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1802
StringID GetVehicleCannotUseStationReason(const Vehicle *v, const Station *st)
Get reason string why this station can't be used by the given vehicle.
Definition vehicle.cpp:3140
void ReleaseDisasterVehicle(VehicleID vehicle)
Notify disasters that we are about to delete a vehicle.
void DecreaseVehicleValue(Vehicle *v)
Decrease the value of a vehicle.
Definition vehicle.cpp:1297
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1440
const struct Livery * GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, uint8_t livery_setting)
Determines the livery for a vehicle.
Definition vehicle.cpp:2083
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore=nullptr)
Finds vehicle in tunnel / bridge.
Definition vehicle.cpp:581
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1452
SpriteID GetVehiclePalette(const Vehicle *v)
Get the colour map for a vehicle.
Definition vehicle.cpp:2170
uint8_t CalcPercentVehicleFilled(const Vehicle *v, StringID *colour)
Calculates how full a vehicle is.
Definition vehicle.cpp:1503
bool IsCompanyBuildableVehicleType(VehicleType type)
Is the given vehicle type buildable by a company?
bool CanBuildVehicleInfrastructure(VehicleType type, RoadTramType subtype=RoadTramType::Invalid)
Check whether we can build infrastructure for the given vehicle type.
Definition vehicle.cpp:1941
@ VIWD_MODIFY_ORDERS
Other order modifications.
Definition vehicle_gui.h:36
WindowClass GetWindowClassForVehicleType(VehicleType vt)
Get WindowClass for vehicle list of given vehicle type.
Definition vehicle_gui.h:97
@ EIT_ON_MAP
Vehicle drawn in viewport.
PoolID< uint32_t, struct VehicleIDTag, 0xFF000, 0xFFFFF > VehicleID
The type all our vehicle IDs have.
VehicleType
Available vehicle types.
@ Ship
Ship vehicle type.
@ Effect
Effect vehicle type (smoke, explosions, sparks, bubbles).
@ Aircraft
Aircraft vehicle type.
@ Road
Road vehicle type.
@ Disaster
Disaster vehicle type.
@ Train
Train vehicle type.
@ Callback32
All vehicles in consist: 32 day callback requested rerandomisation.
@ Depot
Front vehicle only: Consist arrived in depot.
@ DontCancel
Don't cancel current goto depot command if any.
@ Service
The vehicle will leave the depot right after arrival (service only).
EnumIndexArray< T, VehicleType, Tend > VehicleTypeIndexArray
Array with VehicleType as index.
static const uint VEHICLE_LENGTH
The length of a vehicle in tile units.
@ WID_VV_START_STOP
Start or stop this vehicle, and show information about the current state.
Functions and type for generating vehicle lists.
@ VL_SHARED_ORDERS
Index is the first vehicle of the shared orders.
Definition vehiclelist.h:24
void StartSpriteCombine()
Starts a block of sprites, which are "combined" into a single bounding box.
Definition viewport.cpp:759
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int z, const SpriteBounds &bounds, bool transparent, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:658
void EndSpriteCombine()
Terminates a block of sprites started by StartSpriteCombine.
Definition viewport.cpp:769
Functions related to (drawing on) viewports.
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition window.cpp:1209
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting).
Definition window.cpp:3230
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition window.cpp:3322
void SetWindowWidgetDirty(WindowClass cls, WindowNumber number, WidgetID widget_index)
Mark a particular widget in a particular window as dirty (in need of repainting).
Definition window.cpp:3216
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3200
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
Mark window data of all windows of a given class as invalid (in need of re-computing) Note that by de...
Definition window.cpp:3340
@ WC_ROADVEH_LIST
Road vehicle list; Window numbers:
@ WC_VEHICLE_ORDERS
Vehicle orders; Window numbers:
@ WC_VEHICLE_DEPOT
Depot view; Window numbers:
@ WC_SHIPS_LIST
Ships list; Window numbers:
@ WC_STATION_VIEW
Station view; Window numbers:
@ WC_TRAINS_LIST
Trains list; Window numbers:
@ WC_VEHICLE_REFIT
Vehicle refit; Window numbers:
@ WC_VEHICLE_DETAILS
Vehicle details; Window numbers:
@ WC_COMPANY
Company view; Window numbers:
@ WC_VEHICLE_VIEW
Vehicle view; Window numbers:
@ WC_VEHICLE_TIMETABLE
Vehicle timetable; Window numbers:
@ WC_AIRCRAFT_LIST
Aircraft list; Window numbers:
@ Station
station encountered (could be a target next time)
Definition yapf_type.hpp:26
Functions related to zooming.
int ScaleByZoom(int value, ZoomLevel zoom)
Scale by zoom level, usually shift left (when zoom > ZoomLevel::Min) When shifting right,...
Definition zoom_func.h:22