OpenTTD Source 20260311-master-g511d3794ce
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 == VEH_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 == VEH_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 != 0) {
260 CargoTypes cargo_mask = GetCargoTypesOfArticulatedVehicle(v, &cargo_type);
261 if (!HasAtMostOneBit(cargo_mask)) {
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 (!HasBit(available_cargo_types, 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->colourmap = PAL_NONE;
388 this->cargo_age_counter = 1;
389 this->last_station_visited = StationID::Invalid();
390 this->last_loading_station = StationID::Invalid();
391}
392
397constexpr uint TILE_HASH_BITS = 7;
398constexpr uint TILE_HASH_SIZE = 1 << TILE_HASH_BITS;
399constexpr uint TILE_HASH_MASK = TILE_HASH_SIZE - 1;
400constexpr uint TOTAL_TILE_HASH_SIZE = 1 << (TILE_HASH_BITS * 2);
402
407constexpr uint TILE_HASH_RES = 0;
408
414static inline uint GetTileHash1D(uint p)
415{
416 return GB(p, TILE_HASH_RES, TILE_HASH_BITS);
417}
418
424static inline uint IncTileHash1D(uint h)
425{
426 return (h + 1) & TILE_HASH_MASK;
427}
428
435static inline uint ComposeTileHash(uint hx, uint hy)
436{
437 return hx | hy << TILE_HASH_BITS;
438}
439
446static inline uint GetTileHash(uint x, uint y)
447{
449}
450
451static std::array<Vehicle *, TOTAL_TILE_HASH_SIZE> _vehicle_tile_hash{};
452
460VehiclesNearTileXY::Iterator::Iterator(int32_t x, int32_t y, uint max_dist)
461{
462 /* There are no negative tile coordinates */
463 this->pos_rect.left = std::max<int>(0, x - max_dist);
464 this->pos_rect.right = std::max<int>(0, x + max_dist);
465 this->pos_rect.top = std::max<int>(0, y - max_dist);
466 this->pos_rect.bottom = std::max<int>(0, y + max_dist);
467
468 if (2 * max_dist < TILE_HASH_MASK * TILE_SIZE) {
469 /* Hash area to scan */
470 this->hxmin = this->hx = GetTileHash1D(this->pos_rect.left / TILE_SIZE);
471 this->hxmax = GetTileHash1D(this->pos_rect.right / TILE_SIZE);
472 this->hymin = this->hy = GetTileHash1D(this->pos_rect.top / TILE_SIZE);
473 this->hymax = GetTileHash1D(this->pos_rect.bottom / TILE_SIZE);
474 } else {
475 /* Scan all */
476 this->hxmin = this->hx = 0;
477 this->hxmax = TILE_HASH_MASK;
478 this->hymin = this->hy = 0;
479 this->hymax = TILE_HASH_MASK;
480 }
481
482 this->current_veh = _vehicle_tile_hash[ComposeTileHash(this->hx, this->hy)];
483 this->SkipEmptyBuckets();
484 this->SkipFalseMatches();
485}
486
491{
492 assert(this->current_veh != nullptr);
493 this->current_veh = this->current_veh->hash_tile_next;
494 this->SkipEmptyBuckets();
495}
496
501{
502 while (this->current_veh == nullptr) {
503 if (this->hx != this->hxmax) {
504 this->hx = IncTileHash1D(this->hx);
505 } else if (this->hy != this->hymax) {
506 this->hx = this->hxmin;
507 this->hy = IncTileHash1D(this->hy);
508 } else {
509 return;
510 }
511 this->current_veh = _vehicle_tile_hash[ComposeTileHash(this->hx, this->hy)];
512 }
513}
514
519{
520 while (this->current_veh != nullptr && !this->pos_rect.Contains({this->current_veh->x_pos, this->current_veh->y_pos})) this->Increment();
521}
522
529{
530 this->current = _vehicle_tile_hash[GetTileHash(TileX(tile), TileY(tile))];
531 this->SkipFalseMatches();
532}
533
539{
540 this->current = this->current->hash_tile_next;
541}
542
547{
548 while (this->current != nullptr && this->current->tile != this->tile) this->Increment();
549}
550
557{
558 int z = GetTileMaxPixelZ(tile);
559
560 /* Value v is not safe in MP games, however, it is used to generate a local
561 * error message only (which may be different for different machines).
562 * Such a message does not affect MP synchronisation.
563 */
564 for (const Vehicle *v : VehiclesOnTile(tile)) {
565 if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) continue;
566 if (v->z_pos > z) continue;
567
568 return CommandCost(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
569 }
570 return CommandCost();
571}
572
581{
582 for (TileIndex t : {tile, endtile}) {
583 /* Value v is not safe in MP games, however, it is used to generate a local
584 * error message only (which may be different for different machines).
585 * Such a message does not affect MP synchronisation.
586 */
587 for (const Vehicle *v : VehiclesOnTile(t)) {
588 if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) continue;
589 if (v == ignore) continue;
590 return CommandCost(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
591 }
592 }
593 return CommandCost();
594}
595
605{
606 /* Value v is not safe in MP games, however, it is used to generate a local
607 * error message only (which may be different for different machines).
608 * Such a message does not affect MP synchronisation.
609 */
610 for (const Vehicle *v : VehiclesOnTile(tile)) {
611 if (v->type != VEH_TRAIN) continue;
612
613 const Train *t = Train::From(v);
614 if ((t->track != track_bits) && !TracksOverlap(t->track | track_bits)) continue;
615
616 return CommandCost(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
617 }
618 return CommandCost();
619}
620
621static void UpdateVehicleTileHash(Vehicle *v, bool remove)
622{
623 Vehicle **old_hash = v->hash_tile_current;
624 Vehicle **new_hash;
625
626 if (remove) {
627 new_hash = nullptr;
628 } else {
629 new_hash = &_vehicle_tile_hash[GetTileHash(TileX(v->tile), TileY(v->tile))];
630 }
631
632 if (old_hash == new_hash) return;
633
634 /* Remove from the old position in the hash table */
635 if (old_hash != nullptr) {
638 }
639
640 /* Insert vehicle at beginning of the new position in the hash table */
641 if (new_hash != nullptr) {
642 v->hash_tile_next = *new_hash;
643 if (v->hash_tile_next != nullptr) v->hash_tile_next->hash_tile_prev = &v->hash_tile_next;
644 v->hash_tile_prev = new_hash;
645 *new_hash = v;
646 }
647
648 /* Remember current hash position */
649 v->hash_tile_current = new_hash;
650}
651
652static std::array<Vehicle *, 1 << (GEN_HASHX_BITS + GEN_HASHY_BITS)> _vehicle_viewport_hash{};
653
654static void UpdateVehicleViewportHash(Vehicle *v, int x, int y, int old_x, int old_y)
655{
656 Vehicle **old_hash, **new_hash;
657
658 new_hash = (x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GetViewportHash(x, y)];
659 old_hash = (old_x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GetViewportHash(old_x, old_y)];
660
661 if (old_hash == new_hash) return;
662
663 /* remove from hash table? */
664 if (old_hash != nullptr) {
667 }
668
669 /* insert into hash table? */
670 if (new_hash != nullptr) {
671 v->hash_viewport_next = *new_hash;
673 v->hash_viewport_prev = new_hash;
674 *new_hash = v;
675 }
676}
677
678void ResetVehicleHash()
679{
680 for (Vehicle *v : Vehicle::Iterate()) { v->hash_tile_current = nullptr; }
681 _vehicle_viewport_hash.fill(nullptr);
682 _vehicle_tile_hash.fill(nullptr);
683}
684
685void ResetVehicleColourMap()
686{
687 for (Vehicle *v : Vehicle::Iterate()) { v->colourmap = PAL_NONE; }
688}
689
694using AutoreplaceMap = std::map<VehicleID, bool>;
695static AutoreplaceMap _vehicles_to_autoreplace;
696
697void InitializeVehicles()
698{
699 _vehicles_to_autoreplace.clear();
700 ResetVehicleHash();
701}
702
703uint CountVehiclesInChain(const Vehicle *v)
704{
705 uint count = 0;
706 do count++; while ((v = v->Next()) != nullptr);
707 return count;
708}
709
715{
716 switch (this->type) {
717 case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors
718 case VEH_TRAIN:
719 return !this->IsArticulatedPart() && // tenders and other articulated parts
720 !Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
721 case VEH_ROAD: return RoadVehicle::From(this)->IsFrontEngine();
722 case VEH_SHIP: return true;
723 default: return false; // Only count company buildable vehicles
724 }
725}
726
732{
733 switch (this->type) {
734 case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft();
735 case VEH_TRAIN:
736 case VEH_ROAD:
737 case VEH_SHIP: return true;
738 default: return false;
739 }
740}
741
748{
749 return Engine::Get(this->engine_type);
750}
751
758{
759 return this->GetEngine()->GetGRF();
760}
761
767uint32_t Vehicle::GetGRFID() const
768{
769 return this->GetEngine()->GetGRFID();
770}
771
777void Vehicle::ShiftDates(TimerGameEconomy::Date interval)
778{
779 this->date_of_last_service = std::max(this->date_of_last_service + interval, TimerGameEconomy::Date(0));
780 /* date_of_last_service_newgrf is not updated here as it must stay stable
781 * for vehicles outside of a depot. */
782}
783
792{
793 if (path_found) {
794 /* Route found, is the vehicle marked with "lost" flag? */
795 if (!this->vehicle_flags.Test(VehicleFlag::PathfinderLost)) return;
796
797 /* Clear the flag as the PF's problem was solved. */
801 /* Delete the news item. */
803 return;
804 }
805
806 /* Were we already lost? */
807 if (this->vehicle_flags.Test(VehicleFlag::PathfinderLost)) return;
808
809 /* It is first time the problem occurred, set the "lost" flag. */
813
814 /* Unbunching data is no longer valid. */
815 this->ResetDepotUnbunching();
816
817 /* Notify user about the event. */
818 AI::NewEvent(this->owner, new ScriptEventVehicleLost(this->index));
819 if (_settings_client.gui.lost_vehicle_warn && this->owner == _local_company) {
820 AddVehicleAdviceNewsItem(AdviceType::VehicleLost, GetEncodedString(STR_NEWS_VEHICLE_IS_LOST, this->index), this->index);
821 }
822}
823
826{
827 if (CleaningPool()) return;
828
831 st->loading_vehicles.remove(this);
832
834 this->CancelReservation(StationID::Invalid(), st);
835 delete this->cargo_payment;
836 assert(this->cargo_payment == nullptr); // cleared by ~CargoPayment
837 }
838
839 if (this->IsEngineCountable()) {
841 if (this->IsPrimaryVehicle()) GroupStatistics::CountVehicle(this, -1);
843
846 }
847
848 Company::Get(this->owner)->freeunits[this->type].ReleaseID(this->unitnumber);
849
850 if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
851 Aircraft *a = Aircraft::From(this);
853 if (st != nullptr) {
854 const auto &layout = st->airport.GetFTA()->layout;
855 st->airport.blocks.Reset(layout[a->previous_pos].blocks | layout[a->pos].blocks);
856 }
857 }
858
859
860 if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) {
862 if (!v->vehstatus.Test(VehState::Crashed) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
863 /* Leave the drive through roadstop, when you have not already left it. */
865 }
866
867 if (v->disaster_vehicle != VehicleID::Invalid()) ReleaseDisasterVehicle(v->disaster_vehicle);
868 }
869
870 if (this->Previous() == nullptr) {
872 }
873
874 if (this->IsPrimaryVehicle()) {
882 }
884
885 this->cargo.Truncate();
888
889 StopGlobalFollowVehicle(this);
890}
891
893{
894 if (CleaningPool()) {
895 this->cargo.OnCleanPool();
896 return;
897 }
898
899 /* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
900 * it may happen that vehicle chain is deleted when visible */
901 if (!this->vehstatus.Test(VehState::Hidden)) this->MarkAllViewportsDirty();
902
903 Vehicle *v = this->Next();
904 this->SetNext(nullptr);
905
906 delete v;
907
908 UpdateVehicleTileHash(this, true);
909 UpdateVehicleViewportHash(this, INVALID_COORD, 0, this->sprite_cache.old_coord.left, this->sprite_cache.old_coord.top);
910 if (this->type != VEH_EFFECT) {
913 }
914}
915
921{
922 /* Vehicle should stop in the depot if it was in 'stopping' state */
923 _vehicles_to_autoreplace[v->index] = !v->vehstatus.Test(VehState::Stopped);
924
925 /* We ALWAYS set the stopped state. Even when the vehicle does not plan on
926 * stopping in the depot, so we stop it to ensure that it will not reserve
927 * the path out of the depot before we might autoreplace it to a different
928 * engine. The new engine would not own the reserved path we store that we
929 * stopped the vehicle, so autoreplace can start it again */
931}
932
937{
938 if (_game_mode != GM_NORMAL) return;
939
940 /* Run the calendar day proc for every DAY_TICKS vehicle starting at TimerGameCalendar::date_fract. */
942 Vehicle *v = Vehicle::Get(i);
943 if (v == nullptr) continue;
944 v->OnNewCalendarDay();
945 }
946}
947
954{
955 if (_game_mode != GM_NORMAL) return;
956
957 /* Run the economy day proc for every DAY_TICKS vehicle starting at TimerGameEconomy::date_fract. */
959 Vehicle *v = Vehicle::Get(i);
960 if (v == nullptr) continue;
961
962 /* Call the 32-day callback if needed */
963 if ((v->day_counter & 0x1F) == 0 && v->HasEngineType()) {
964 uint16_t callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
965 if (callback != CALLBACK_FAILED) {
966 if (HasBit(callback, 0)) {
967 TriggerVehicleRandomisation(v, VehicleRandomTrigger::Callback32); // Trigger vehicle trigger 10
968 }
969
970 /* After a vehicle trigger, the graphics and properties of the vehicle could change.
971 * Note: MarkDirty also invalidates the palette, which is the meaning of bit 1. So, nothing special there. */
972 if (callback != 0) v->First()->MarkDirty();
973
974 if (callback & ~3) ErrorUnknownCallbackResult(v->GetGRFID(), CBID_VEHICLE_32DAY_CALLBACK, callback);
975 }
976 }
977
978 /* This is called once per day for each vehicle, but not in the first tick of the day */
979 v->OnNewEconomyDay();
980 }
981}
982
983void CallVehicleTicks()
984{
985 _vehicles_to_autoreplace.clear();
986
988
989 {
990 PerformanceMeasurer framerate(PFE_GL_ECONOMY);
992 }
997
998 for (Vehicle *v : Vehicle::Iterate()) {
999 [[maybe_unused]] VehicleID vehicle_index = v->index;
1000
1001 /* Vehicle could be deleted in this tick */
1002 if (!v->Tick()) {
1003 assert(Vehicle::Get(vehicle_index) == nullptr);
1004 continue;
1005 }
1006
1007 assert(Vehicle::Get(vehicle_index) == v);
1008
1009 switch (v->type) {
1010 default: break;
1011
1012 case VEH_TRAIN:
1013 case VEH_ROAD:
1014 case VEH_AIRCRAFT:
1015 case VEH_SHIP: {
1016 Vehicle *front = v->First();
1017
1018 if (v->vcache.cached_cargo_age_period != 0) {
1020 if (--v->cargo_age_counter == 0) {
1021 v->cargo.AgeCargo();
1023 }
1024 }
1025
1026 /* Do not play any sound when crashed */
1027 if (front->vehstatus.Test(VehState::Crashed)) continue;
1028
1029 /* Do not play any sound when in depot or tunnel */
1030 if (v->vehstatus.Test(VehState::Hidden)) continue;
1031
1032 /* Do not play any sound when stopped */
1033 if (front->vehstatus.Test(VehState::Stopped) && (front->type != VEH_TRAIN || front->cur_speed == 0)) continue;
1034
1035 /* Update motion counter for animation purposes. */
1036 v->motion_counter += front->cur_speed;
1037
1038 /* Check vehicle type specifics */
1039 switch (v->type) {
1040 case VEH_TRAIN:
1041 if (!Train::From(v)->IsEngine()) continue;
1042 break;
1043
1044 case VEH_ROAD:
1045 if (!RoadVehicle::From(v)->IsFrontEngine()) continue;
1046 break;
1047
1048 case VEH_AIRCRAFT:
1049 if (!Aircraft::From(v)->IsNormalAircraft()) continue;
1050 break;
1051
1052 default:
1053 break;
1054 }
1055
1056 /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
1057 if (GB(v->motion_counter, 0, 8) < front->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
1058
1059 /* Play an alternating running sound every 16 ticks */
1060 if (GB(v->tick_counter, 0, 4) == 0) {
1061 /* Play running sound when speed > 0 and not braking */
1062 bool running = (front->cur_speed > 0) && !front->vehstatus.Any({VehState::Stopped, VehState::TrainSlowing});
1064 }
1065
1066 break;
1067 }
1068 }
1069 }
1070
1071 Backup<CompanyID> cur_company(_current_company);
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 cur_company.Change(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 cur_company.Restore();
1115}
1116
1121static void DoDrawVehicle(const Vehicle *v)
1122{
1123 PaletteID pal = PAL_NONE;
1124
1126
1127 /* Check whether the vehicle shall be transparent due to the game state */
1128 bool shadowed = v->vehstatus.Test(VehState::Shadow);
1129
1130 if (v->type == VEH_EFFECT) {
1131 /* Check whether the vehicle shall be transparent/invisible due to GUI settings.
1132 * However, transparent smoke and bubbles look weird, so always hide them. */
1134 if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
1135 }
1136
1138 for (uint i = 0; i < v->sprite_cache.sprite_seq.count; ++i) {
1139 PaletteID pal2 = v->sprite_cache.sprite_seq.seq[i].pal;
1140 if (!pal2 || v->vehstatus.Test(VehState::Crashed)) pal2 = pal;
1141 AddSortableSpriteToDraw(v->sprite_cache.sprite_seq.seq[i].sprite, pal2, v->x_pos, v->y_pos, v->z_pos, v->bounds, shadowed);
1142 }
1144}
1145
1151{
1152 /* The bounding rectangle */
1153 const int l = dpi->left;
1154 const int r = dpi->left + dpi->width;
1155 const int t = dpi->top;
1156 const int b = dpi->top + dpi->height;
1157
1158 /* Border size of MAX_VEHICLE_PIXEL_xy */
1159 const int xb = MAX_VEHICLE_PIXEL_X * ZOOM_BASE;
1160 const int yb = MAX_VEHICLE_PIXEL_Y * ZOOM_BASE;
1161
1162 /* The hash area to scan */
1163 uint xl, xu, yl, yu;
1164
1165 if (static_cast<uint>(dpi->width + xb) < GEN_HASHX_SIZE) {
1166 xl = GetViewportHashX(l - xb);
1167 xu = GetViewportHashX(r);
1168 } else {
1169 /* scan whole hash row */
1170 xl = 0;
1171 xu = GEN_HASHX_MASK;
1172 }
1173
1174 if (static_cast<uint>(dpi->height + yb) < GEN_HASHY_SIZE) {
1175 yl = GetViewportHashY(t - yb);
1176 yu = GetViewportHashY(b);
1177 } else {
1178 /* scan whole column */
1179 yl = 0;
1180 yu = GEN_HASHY_MASK;
1181 }
1182
1183 for (uint y = yl;; y = (y + GEN_HASHY_INC) & GEN_HASHY_MASK) {
1184 for (uint x = xl;; x = (x + GEN_HASHX_INC) & GEN_HASHX_MASK) {
1185 const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF
1186
1187 while (v != nullptr) {
1188
1189 if (!v->vehstatus.Test(VehState::Hidden) &&
1190 l <= v->coord.right + xb &&
1191 t <= v->coord.bottom + yb &&
1192 r >= v->coord.left - xb &&
1193 b >= v->coord.top - yb)
1194 {
1195 /*
1196 * This vehicle can potentially be drawn as part of this viewport and
1197 * needs to be revalidated, as the sprite may not be correct.
1198 */
1200 VehicleSpriteSeq seq;
1201 v->GetImage(v->direction, EIT_ON_MAP, &seq);
1202
1203 if (seq.IsValid() && v->sprite_cache.sprite_seq != seq) {
1204 v->sprite_cache.sprite_seq = seq;
1205 /*
1206 * A sprite change may also result in a bounding box change,
1207 * so we need to update the bounding box again before we
1208 * check to see if the vehicle should be drawn. Note that
1209 * we can't interfere with the viewport hash at this point,
1210 * so we keep the original hash on the assumption there will
1211 * not be a significant change in the top and left coordinates
1212 * of the vehicle.
1213 */
1215
1216 }
1217
1219 }
1220
1221 if (l <= v->coord.right &&
1222 t <= v->coord.bottom &&
1223 r >= v->coord.left &&
1224 b >= v->coord.top) DoDrawVehicle(v);
1225 }
1226
1227 v = v->hash_viewport_next;
1228 }
1229
1230 if (x == xu) break;
1231 }
1232
1233 if (y == yu) break;
1234 }
1235}
1236
1244Vehicle *CheckClickOnVehicle(const Viewport &vp, int x, int y)
1245{
1246 Vehicle *found = nullptr;
1247 uint dist, best_dist = UINT_MAX;
1248
1249 x -= vp.left;
1250 y -= vp.top;
1251 if (!IsInsideMM(x, 0, vp.width) || !IsInsideMM(y, 0, vp.height)) return nullptr;
1252
1253 x = ScaleByZoom(x, vp.zoom) + vp.virtual_left;
1254 y = ScaleByZoom(y, vp.zoom) + vp.virtual_top;
1255
1256 /* Border size of MAX_VEHICLE_PIXEL_xy */
1257 const int xb = MAX_VEHICLE_PIXEL_X * ZOOM_BASE;
1258 const int yb = MAX_VEHICLE_PIXEL_Y * ZOOM_BASE;
1259
1260 /* The hash area to scan */
1261 uint xl = GetViewportHashX(x - xb);
1262 uint xu = GetViewportHashX(x);
1263 uint yl = GetViewportHashY(y - yb);
1264 uint yu = GetViewportHashY(y);
1265
1266 for (uint hy = yl;; hy = (hy + GEN_HASHY_INC) & GEN_HASHY_MASK) {
1267 for (uint hx = xl;; hx = (hx + GEN_HASHX_INC) & GEN_HASHX_MASK) {
1268 Vehicle *v = _vehicle_viewport_hash[hx + hy]; // already masked & 0xFFF
1269
1270 while (v != nullptr) {
1271 if (!v->vehstatus.Any({VehState::Hidden, VehState::Unclickable}) &&
1272 x >= v->coord.left && x <= v->coord.right &&
1273 y >= v->coord.top && y <= v->coord.bottom) {
1274
1275 dist = std::max(
1276 abs(((v->coord.left + v->coord.right) >> 1) - x),
1277 abs(((v->coord.top + v->coord.bottom) >> 1) - y)
1278 );
1279
1280 if (dist < best_dist) {
1281 found = v;
1282 best_dist = dist;
1283 }
1284 }
1285 v = v->hash_viewport_next;
1286 }
1287 if (hx == xu) break;
1288 }
1289 if (hy == yu) break;
1290 }
1291
1292 return found;
1293}
1294
1300{
1301 v->value -= v->value >> 8;
1303}
1304
1305static const uint8_t _breakdown_chance[64] = {
1306 3, 3, 3, 3, 3, 3, 3, 3,
1307 4, 4, 5, 5, 6, 6, 7, 7,
1308 8, 8, 9, 9, 10, 10, 11, 11,
1309 12, 13, 13, 13, 13, 14, 15, 16,
1310 17, 19, 21, 25, 28, 31, 34, 37,
1311 40, 44, 48, 52, 56, 60, 64, 68,
1312 72, 80, 90, 100, 110, 120, 130, 140,
1313 150, 170, 190, 210, 230, 250, 250, 250,
1314};
1315
1321{
1322 /* Vehicles in the menu don't break down. */
1323 if (_game_mode == GM_MENU) return;
1324
1325 /* If both breakdowns and automatic servicing are disabled, we don't decrease reliability or break down. */
1326 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::None && _settings_game.order.no_servicing_if_no_breakdowns) return;
1327
1328 /* With Reduced breakdowns, vehicles (un)loading at stations don't lose reliability. */
1329 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::Reduced && v->current_order.IsType(OT_LOADING)) return;
1330
1331 /* Decrease reliability. */
1332 int rel, rel_old;
1333 v->reliability = rel = std::max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
1334 if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
1335
1336 /* Some vehicles lose reliability but won't break down. */
1337 /* Breakdowns are disabled. */
1338 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::None) return;
1339 /* The vehicle is already broken down. */
1340 if (v->breakdown_ctr != 0) return;
1341 /* The vehicle is stopped or going very slow. */
1342 if (v->cur_speed < 5) return;
1343 /* The vehicle has been manually stopped. */
1344 if (v->vehstatus.Test(VehState::Stopped)) return;
1345
1346 /* Time to consider breaking down. */
1347
1348 uint32_t r = Random();
1349
1350 /* Increase chance of failure. */
1351 int chance = v->breakdown_chance + 1;
1352 if (Chance16I(1, 25, r)) chance += 25;
1354
1355 /* Calculate reliability value to use in comparison. */
1356 rel = v->reliability;
1357 if (v->type == VEH_SHIP) rel += 0x6666;
1358
1359 /* Reduce the chance if the player has chosen the Reduced setting. */
1360 if (_settings_game.difficulty.vehicle_breakdowns == VehicleBreakdowns::Reduced) rel += 0x6666;
1361
1362 /* Check the random chance and inform the vehicle of the result. */
1363 if (_breakdown_chance[ClampTo<uint16_t>(rel) >> 10] <= v->breakdown_chance) {
1364 v->breakdown_ctr = GB(r, 16, 6) + 0x3F;
1365 v->breakdown_delay = GB(r, 24, 7) + 0x80;
1366 v->breakdown_chance = 0;
1367 }
1368}
1369
1377{
1378 /* Possible states for Vehicle::breakdown_ctr
1379 * 0 - vehicle is running normally
1380 * 1 - vehicle is currently broken down
1381 * 2 - vehicle is going to break down now
1382 * >2 - vehicle is counting down to the actual breakdown event */
1383 switch (this->breakdown_ctr) {
1384 case 0:
1385 return false;
1386
1387 case 2:
1388 this->breakdown_ctr = 1;
1389
1390 if (this->breakdowns_since_last_service != 255) {
1392 }
1393
1394 if (this->type == VEH_AIRCRAFT) {
1395 /* Aircraft just need this flag, the rest is handled elsewhere */
1397 } else {
1398 this->cur_speed = 0;
1399
1400 if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
1401 bool train_or_ship = this->type == VEH_TRAIN || this->type == VEH_SHIP;
1402 SndPlayVehicleFx((_settings_game.game_creation.landscape != LandscapeType::Toyland) ?
1405 }
1406
1407 if (!this->vehstatus.Test(VehState::Hidden) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::NoBreakdownSmoke)) {
1409 if (u != nullptr) u->animation_state = this->breakdown_delay * 2;
1410 }
1411 }
1412
1413 this->MarkDirty(); // Update graphics after speed is zeroed
1416
1417 [[fallthrough]];
1418 case 1:
1419 /* Aircraft breakdowns end only when arriving at the airport */
1420 if (this->type == VEH_AIRCRAFT) return false;
1421
1422 /* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
1423 if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
1424 if (--this->breakdown_delay == 0) {
1425 this->breakdown_ctr = 0;
1426 this->MarkDirty();
1428 }
1429 }
1430 return true;
1431
1432 default:
1433 if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
1434 return false;
1435 }
1436}
1437
1449
1455{
1456 if (v->age < CalendarTime::MAX_DATE) v->age++;
1457
1458 if (!v->IsPrimaryVehicle() && (v->type != VEH_TRAIN || !Train::From(v)->IsEngine())) return;
1459
1460 auto age = v->age - v->max_age;
1461 for (int32_t i = 0; i <= 4; i++) {
1462 if (age == TimerGameCalendar::DateAtStartOfYear(TimerGameCalendar::Year{i})) {
1463 v->reliability_spd_dec <<= 1;
1464 break;
1465 }
1466 }
1467
1469
1470 /* Don't warn if warnings are disabled */
1471 if (!_settings_client.gui.old_vehicle_warn) return;
1472
1473 /* 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 */
1474 if (v->Previous() != nullptr || v->owner != _local_company || v->vehstatus.Any({VehState::Crashed, VehState::Stopped})) return;
1475
1476 const Company *c = Company::Get(v->owner);
1477 /* Don't warn if a renew is active */
1478 if (c->settings.engine_renew && v->GetEngine()->company_avail.Any()) return;
1479 /* Don't warn if a replacement is active */
1481
1482 StringID str;
1483 if (age == TimerGameCalendar::DateAtStartOfYear(TimerGameCalendar::Year{-1})) {
1484 str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
1485 } else if (age == TimerGameCalendar::DateAtStartOfYear(TimerGameCalendar::Year{0})) {
1486 str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
1487 } else if (age > TimerGameCalendar::DateAtStartOfYear(TimerGameCalendar::Year{0}) && (age.base() % CalendarTime::DAYS_IN_LEAP_YEAR) == 0) {
1488 str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
1489 } else {
1490 return;
1491 }
1492
1494}
1495
1505uint8_t CalcPercentVehicleFilled(const Vehicle *front, StringID *colour)
1506{
1507 int count = 0;
1508 int max = 0;
1509 int cars = 0;
1510 int unloading = 0;
1511 bool loading = false;
1512
1513 bool is_loading = front->current_order.IsType(OT_LOADING);
1514
1515 /* The station may be nullptr when the (colour) string does not need to be set. */
1517 assert(colour == nullptr || (st != nullptr && is_loading));
1518
1519 bool order_no_load = is_loading && front->current_order.GetLoadType() == OrderLoadType::NoLoad;
1520 bool order_full_load = is_loading && front->current_order.IsFullLoadOrder();
1521
1522 /* Count up max and used */
1523 for (const Vehicle *v = front; v != nullptr; v = v->Next()) {
1524 count += v->cargo.StoredCount();
1525 max += v->cargo_cap;
1526 if (v->cargo_cap != 0 && colour != nullptr) {
1527 unloading += v->vehicle_flags.Test(VehicleFlag::CargoUnloading) ? 1 : 0;
1528 loading |= !order_no_load &&
1529 (order_full_load || st->goods[v->cargo_type].HasRating()) &&
1531 cars++;
1532 }
1533 }
1534
1535 if (colour != nullptr) {
1536 if (unloading == 0 && loading) {
1537 *colour = STR_PERCENT_UP;
1538 } else if (unloading == 0 && !loading) {
1539 *colour = STR_PERCENT_NONE;
1540 } else if (cars == unloading || !loading) {
1541 *colour = STR_PERCENT_DOWN;
1542 } else {
1543 *colour = STR_PERCENT_UP_DOWN;
1544 }
1545 }
1546
1547 /* Train without capacity */
1548 if (max == 0) return 100;
1549
1550 /* Return the percentage */
1551 if (count * 2 < max) {
1552 /* Less than 50%; round up, so that 0% means really empty. */
1553 return CeilDiv(count * 100, max);
1554 } else {
1555 /* More than 50%; round down, so that 100% means really full. */
1556 return (count * 100) / max;
1557 }
1558}
1559
1565{
1566 /* Always work with the front of the vehicle */
1567 assert(v == v->First());
1568
1569 switch (v->type) {
1570 case VEH_TRAIN: {
1571 Train *t = Train::From(v);
1573 /* Clear path reservation */
1574 SetDepotReservation(t->tile, false);
1575 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
1576
1578 t->wait_counter = 0;
1582 break;
1583 }
1584
1585 case VEH_ROAD:
1587 break;
1588
1589 case VEH_SHIP: {
1591 Ship *ship = Ship::From(v);
1592 ship->state = TRACK_BIT_DEPOT;
1593 ship->UpdateCache();
1594 ship->UpdateViewport(true, true);
1596 break;
1597 }
1598
1599 case VEH_AIRCRAFT:
1602 break;
1603 default: NOT_REACHED();
1604 }
1605 if (v->type != VEH_TRAIN) {
1606 /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
1607 * 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 */
1609 }
1611
1613 v->cur_speed = 0;
1614
1616
1617 /* Store that the vehicle entered a depot this tick */
1619
1620 /* After a vehicle trigger, the graphics and properties of the vehicle could change. */
1621 TriggerVehicleRandomisation(v, VehicleRandomTrigger::Depot);
1622 v->MarkDirty();
1623
1625
1626 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1627 const Order *real_order = v->GetOrder(v->cur_real_order_index);
1628
1629 /* Test whether we are heading for this depot. If not, do nothing.
1630 * Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
1632 real_order != nullptr && !real_order->GetDepotActionType().Test(OrderDepotActionFlag::NearestDepot) &&
1634 /* We are heading for another depot, keep driving. */
1635 return;
1636 }
1637
1638 if (v->current_order.IsRefit()) {
1639 Backup<CompanyID> cur_company(_current_company, v->owner);
1640 CommandCost cost = std::get<0>(Command<Commands::RefitVehicle>::Do(DoCommandFlag::Execute, v->index, v->current_order.GetRefitCargo(), 0xFF, false, false, 0));
1641 cur_company.Restore();
1642
1643 if (cost.Failed()) {
1644 _vehicles_to_autoreplace[v->index] = false;
1645 if (v->owner == _local_company) {
1646 /* Notify the user that we stopped the vehicle */
1647 AddVehicleAdviceNewsItem(AdviceType::RefitFailed, GetEncodedString(STR_NEWS_ORDER_REFIT_FAILED, v->index), v->index);
1648 }
1649 } else if (cost.GetCost() != 0) {
1650 v->profit_this_year -= cost.GetCost() << 8;
1651 if (v->owner == _local_company) {
1653 }
1654 }
1655 }
1656
1658 /* Part of orders */
1660 UpdateVehicleTimetable(v, true);
1662 }
1664 /* Vehicles are always stopped on entering depots. Do not restart this one. */
1665 _vehicles_to_autoreplace[v->index] = false;
1666 /* Invalidate last_loading_station. As the link from the station
1667 * before the stop to the station after the stop can't be predicted
1668 * we shouldn't construct it when the vehicle visits the next stop. */
1669 v->last_loading_station = StationID::Invalid();
1670
1671 /* Clear unbunching data. */
1673
1674 /* Announce that the vehicle is waiting to players and AIs. */
1675 if (v->owner == _local_company) {
1676 AddVehicleAdviceNewsItem(AdviceType::VehicleWaiting, GetEncodedString(STR_NEWS_TRAIN_IS_WAITING + v->type, v->index), v->index);
1677 }
1678 AI::NewEvent(v->owner, new ScriptEventVehicleWaitingInDepot(v->index));
1679 }
1680
1681 /* If we've entered our unbunching depot, record the round trip duration. */
1684 if (v->round_trip_time == 0) {
1685 /* This might be our first round trip. */
1686 v->round_trip_time = measured_round_trip;
1687 } else {
1688 /* If we have a previous trip, smooth the effects of outlier trip calculations caused by jams or other interference. */
1689 v->round_trip_time = Clamp(measured_round_trip, (v->round_trip_time / 2), ClampTo<TimerGameTick::Ticks>(v->round_trip_time * 2));
1690 }
1691 }
1692
1694 }
1695}
1696
1697
1703{
1704 UpdateVehicleTileHash(this, false);
1705}
1706
1711void Vehicle::UpdateBoundingBoxCoordinates(bool update_cache) const
1712{
1713 Rect new_coord;
1714 this->sprite_cache.sprite_seq.GetBounds(&new_coord);
1715
1716 /* z-bounds are not used. */
1717 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);
1718 new_coord.left += pt.x;
1719 new_coord.top += pt.y;
1720 new_coord.right += pt.x + 2 * ZOOM_BASE;
1721 new_coord.bottom += pt.y + 2 * ZOOM_BASE;
1722
1723 extern bool _draw_bounding_boxes;
1724 if (_draw_bounding_boxes) {
1725 int x = this->x_pos + this->bounds.origin.x;
1726 int y = this->y_pos + this->bounds.origin.y;
1727 int z = this->z_pos + this->bounds.origin.z;
1728 new_coord.left = std::min(new_coord.left, RemapCoords(x + bounds.extent.x, y, z).x);
1729 new_coord.right = std::max(new_coord.right, RemapCoords(x, y + bounds.extent.y, z).x + 1);
1730 new_coord.top = std::min(new_coord.top, RemapCoords(x, y, z + bounds.extent.z).y);
1731 new_coord.bottom = std::max(new_coord.bottom, RemapCoords(x + bounds.extent.x, y + bounds.extent.y, z).y + 1);
1732 }
1733
1734 if (update_cache) {
1735 /*
1736 * If the old coordinates are invalid, set the cache to the new coordinates for correct
1737 * behaviour the next time the coordinate cache is checked.
1738 */
1739 this->sprite_cache.old_coord = this->coord.left == INVALID_COORD ? new_coord : this->coord;
1740 }
1741 else {
1742 /* Extend the bounds of the existing cached bounding box so the next dirty window is correct */
1743 this->sprite_cache.old_coord.left = std::min(this->sprite_cache.old_coord.left, this->coord.left);
1744 this->sprite_cache.old_coord.top = std::min(this->sprite_cache.old_coord.top, this->coord.top);
1745 this->sprite_cache.old_coord.right = std::max(this->sprite_cache.old_coord.right, this->coord.right);
1746 this->sprite_cache.old_coord.bottom = std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom);
1747 }
1748
1749 this->coord = new_coord;
1750}
1751
1757{
1758 /* If the existing cache is invalid we should ignore it, as it will be set to the current coords by UpdateBoundingBoxCoordinates */
1759 bool ignore_cached_coords = this->sprite_cache.old_coord.left == INVALID_COORD;
1760
1761 this->UpdateBoundingBoxCoordinates(true);
1762
1763 if (ignore_cached_coords) {
1764 UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, INVALID_COORD, INVALID_COORD);
1765 } else {
1766 UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, this->sprite_cache.old_coord.left, this->sprite_cache.old_coord.top);
1767 }
1768
1769 if (dirty) {
1770 if (ignore_cached_coords) {
1771 this->sprite_cache.is_viewport_candidate = this->MarkAllViewportsDirty();
1772 } else {
1773 this->sprite_cache.is_viewport_candidate = ::MarkAllViewportsDirty(
1774 std::min(this->sprite_cache.old_coord.left, this->coord.left),
1775 std::min(this->sprite_cache.old_coord.top, this->coord.top),
1776 std::max(this->sprite_cache.old_coord.right, this->coord.right),
1777 std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom));
1778 }
1779 }
1780}
1781
1786{
1787 if (this->type != VEH_EFFECT) this->UpdatePosition();
1788 this->UpdateViewport(true);
1789}
1790
1796{
1797 return ::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
1798}
1799
1806{
1807 static const int8_t _delta_coord[16] = {
1808 -1,-1,-1, 0, 1, 1, 1, 0, /* x */
1809 -1, 0, 1, 1, 1, 0,-1,-1, /* y */
1810 };
1811
1812 int x = v->x_pos + _delta_coord[v->direction];
1813 int y = v->y_pos + _delta_coord[v->direction + 8];
1814
1816 gp.x = x;
1817 gp.y = y;
1818 gp.old_tile = v->tile;
1819 gp.new_tile = TileVirtXY(x, y);
1820 return gp;
1821}
1822
1823static const Direction _new_direction_table[] = {
1824 DIR_N, DIR_NW, DIR_W,
1827};
1828
1829Direction GetDirectionTowards(const Vehicle *v, int x, int y)
1830{
1831 int i = 0;
1832
1833 if (y >= v->y_pos) {
1834 if (y != v->y_pos) i += 3;
1835 i += 3;
1836 }
1837
1838 if (x >= v->x_pos) {
1839 if (x != v->x_pos) i++;
1840 i++;
1841 }
1842
1843 Direction dir = v->direction;
1844
1845 DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
1846 if (dirdiff == DIRDIFF_SAME) return dir;
1847 return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
1848}
1849
1859VehicleEnterTileStates VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
1860{
1861 return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
1862}
1863
1870{
1871 for (auto it = std::begin(this->used_bitmap); it != std::end(this->used_bitmap); ++it) {
1872 BitmapStorage available = ~(*it);
1873 if (available == 0) continue;
1874 return static_cast<UnitID>(std::distance(std::begin(this->used_bitmap), it) * BITMAP_SIZE + FindFirstBit(available) + 1);
1875 }
1876 return static_cast<UnitID>(this->used_bitmap.size() * BITMAP_SIZE + 1);
1877}
1878
1885{
1886 if (index == 0 || index == UINT16_MAX) return index;
1887
1888 index--;
1889
1890 size_t slot = index / BITMAP_SIZE;
1891 if (slot >= this->used_bitmap.size()) this->used_bitmap.resize(slot + 1);
1892 SetBit(this->used_bitmap[index / BITMAP_SIZE], index % BITMAP_SIZE);
1893
1894 return index + 1;
1895}
1896
1902{
1903 if (index == 0 || index == UINT16_MAX) return;
1904
1905 index--;
1906
1907 assert(index / BITMAP_SIZE < this->used_bitmap.size());
1908 ClrBit(this->used_bitmap[index / BITMAP_SIZE], index % BITMAP_SIZE);
1909}
1910
1917{
1918 /* Check whether it is allowed to build another vehicle. */
1919 uint max_veh;
1920 switch (type) {
1921 case VEH_TRAIN: max_veh = _settings_game.vehicle.max_trains; break;
1922 case VEH_ROAD: max_veh = _settings_game.vehicle.max_roadveh; break;
1923 case VEH_SHIP: max_veh = _settings_game.vehicle.max_ships; break;
1924 case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break;
1925 default: NOT_REACHED();
1926 }
1927
1929 if (c->group_all[type].num_vehicle >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.
1930
1931 return c->freeunits[type].NextID();
1932}
1933
1934
1945{
1946 assert(IsCompanyBuildableVehicleType(type));
1947
1948 if (!Company::IsValidID(_local_company)) return false;
1949
1950 UnitID max;
1951 switch (type) {
1952 case VEH_TRAIN:
1953 if (!HasAnyRailTypesAvail(_local_company)) return false;
1954 max = _settings_game.vehicle.max_trains;
1955 break;
1956 case VEH_ROAD:
1957 if (!HasAnyRoadTypesAvail(_local_company, (RoadTramType)subtype)) return false;
1958 max = _settings_game.vehicle.max_roadveh;
1959 break;
1960 case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
1961 case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
1962 default: NOT_REACHED();
1963 }
1964
1965 /* We can build vehicle infrastructure when we may build the vehicle type */
1966 if (max > 0) {
1967 /* Can we actually build the vehicle type? */
1968 for (const Engine *e : Engine::IterateType(type)) {
1969 if (type == VEH_ROAD && GetRoadTramType(e->VehInfo<RoadVehicleInfo>().roadtype) != (RoadTramType)subtype) continue;
1970 if (e->company_avail.Test(_local_company)) return true;
1971 }
1972 return false;
1973 }
1974
1975 /* We should be able to build infrastructure when we have the actual vehicle type */
1976 for (const Vehicle *v : Vehicle::Iterate()) {
1977 if (v->type == VEH_ROAD && GetRoadTramType(RoadVehicle::From(v)->roadtype) != (RoadTramType)subtype) continue;
1978 if (v->owner == _local_company && v->type == type) return true;
1979 }
1980
1981 return false;
1982}
1983
1984
1992LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
1993{
1994 CargoType cargo_type = v == nullptr ? INVALID_CARGO : v->cargo_type;
1995 const Engine *e = Engine::Get(engine_type);
1996 switch (e->type) {
1997 default: NOT_REACHED();
1998 case VEH_TRAIN:
1999 if (v != nullptr && parent_engine_type != EngineID::Invalid() && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->VehInfo<RailVehicleInfo>().railveh_type != RAILVEH_WAGON))) {
2000 /* Wagonoverrides use the colour scheme of the front engine.
2001 * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
2002 engine_type = parent_engine_type;
2003 e = Engine::Get(engine_type);
2004 /* Note: Luckily cargo_type is not needed for engines */
2005 }
2006
2007 if (!IsValidCargoType(cargo_type)) cargo_type = e->GetDefaultCargoType();
2008 if (!IsValidCargoType(cargo_type)) cargo_type = GetCargoTypeByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
2009 assert(IsValidCargoType(cargo_type));
2010 if (e->VehInfo<RailVehicleInfo>().railveh_type == RAILVEH_WAGON) {
2011 if (!CargoSpec::Get(cargo_type)->is_freight) {
2012 if (parent_engine_type == EngineID::Invalid()) {
2013 return LS_PASSENGER_WAGON_STEAM;
2014 } else {
2015 bool is_mu = EngInfo(parent_engine_type)->misc_flags.Test(EngineMiscFlag::RailIsMU);
2016 switch (RailVehInfo(parent_engine_type)->engclass) {
2017 default: NOT_REACHED();
2018 case EC_STEAM: return LS_PASSENGER_WAGON_STEAM;
2019 case EC_DIESEL: return is_mu ? LS_DMU : LS_PASSENGER_WAGON_DIESEL;
2020 case EC_ELECTRIC: return is_mu ? LS_EMU : LS_PASSENGER_WAGON_ELECTRIC;
2021 case EC_MONORAIL: return LS_PASSENGER_WAGON_MONORAIL;
2022 case EC_MAGLEV: return LS_PASSENGER_WAGON_MAGLEV;
2023 }
2024 }
2025 } else {
2026 return LS_FREIGHT_WAGON;
2027 }
2028 } else {
2029 bool is_mu = e->info.misc_flags.Test(EngineMiscFlag::RailIsMU);
2030
2031 switch (e->VehInfo<RailVehicleInfo>().engclass) {
2032 default: NOT_REACHED();
2033 case EC_STEAM: return LS_STEAM;
2034 case EC_DIESEL: return is_mu ? LS_DMU : LS_DIESEL;
2035 case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC;
2036 case EC_MONORAIL: return LS_MONORAIL;
2037 case EC_MAGLEV: return LS_MAGLEV;
2038 }
2039 }
2040
2041 case VEH_ROAD:
2042 /* Always use the livery of the front */
2043 if (v != nullptr && parent_engine_type != EngineID::Invalid()) {
2044 engine_type = parent_engine_type;
2045 e = Engine::Get(engine_type);
2046 cargo_type = v->First()->cargo_type;
2047 }
2048 if (!IsValidCargoType(cargo_type)) cargo_type = e->GetDefaultCargoType();
2049 if (!IsValidCargoType(cargo_type)) cargo_type = GetCargoTypeByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
2050 assert(IsValidCargoType(cargo_type));
2051
2052 /* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
2054 /* Tram */
2055 return IsCargoInClass(cargo_type, CargoClass::Passengers) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
2056 } else {
2057 /* Bus or truck */
2058 return IsCargoInClass(cargo_type, CargoClass::Passengers) ? LS_BUS : LS_TRUCK;
2059 }
2060
2061 case VEH_SHIP:
2062 if (!IsValidCargoType(cargo_type)) cargo_type = e->GetDefaultCargoType();
2063 if (!IsValidCargoType(cargo_type)) cargo_type = GetCargoTypeByLabel(CT_GOODS); // The vehicle does not carry anything, let's pick some freight cargo
2064 assert(IsValidCargoType(cargo_type));
2065 return IsCargoInClass(cargo_type, CargoClass::Passengers) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
2066
2067 case VEH_AIRCRAFT:
2068 switch (e->VehInfo<AircraftVehicleInfo>().subtype) {
2069 case AIR_HELI: return LS_HELICOPTER;
2070 case AIR_CTOL: return LS_SMALL_PLANE;
2071 case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
2072 default: NOT_REACHED();
2073 }
2074 }
2075}
2076
2086const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, uint8_t livery_setting)
2087{
2088 const Company *c = Company::Get(company);
2089 LiveryScheme scheme = LS_DEFAULT;
2090
2091 if (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company)) {
2092 if (v != nullptr) {
2093 const Group *g = Group::GetIfValid(v->First()->group_id);
2094 if (g != nullptr) {
2095 /* Traverse parents until we find a livery or reach the top */
2096 while (!g->livery.in_use.Any({Livery::Flag::Primary, Livery::Flag::Secondary}) && g->parent != GroupID::Invalid()) {
2097 g = Group::Get(g->parent);
2098 }
2099 if (g->livery.in_use.Any({Livery::Flag::Primary, Livery::Flag::Secondary})) return &g->livery;
2100 }
2101 }
2102
2103 /* The default livery is always available for use, but its in_use flag determines
2104 * whether any _other_ liveries are in use. */
2105 if (c->livery[LS_DEFAULT].in_use.Any({Livery::Flag::Primary, Livery::Flag::Secondary})) {
2106 /* Determine the livery scheme to use */
2107 scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);
2108 }
2109 }
2110
2111 return &c->livery[scheme];
2112}
2113
2114
2115static PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
2116{
2117 PaletteID map = (v != nullptr) ? v->colourmap : PAL_NONE;
2118
2119 /* Return cached value if any */
2120 if (map != PAL_NONE) return map;
2121
2122 const Engine *e = Engine::Get(engine_type);
2123
2124 /* Check if we should use the colour map callback */
2126 uint16_t callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
2127 /* Failure means "use the default two-colour" */
2128 if (callback != CALLBACK_FAILED) {
2129 static_assert(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) coincidences with default value (PAL_NONE)
2130 map = GB(callback, 0, 14);
2131 /* If bit 14 is set, then the company colours are applied to the
2132 * map else it's returned as-is. */
2133 if (!HasBit(callback, 14)) {
2134 /* Update cache */
2135 if (v != nullptr) const_cast<Vehicle *>(v)->colourmap = map;
2136 return map;
2137 }
2138 }
2139 }
2140
2141 bool twocc = e->info.misc_flags.Test(EngineMiscFlag::Uses2CC);
2142
2143 if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START;
2144
2145 /* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
2146 if (!Company::IsValidID(company)) return map;
2147
2148 const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);
2149
2150 map += livery->colour1;
2151 if (twocc) map += livery->colour2 * 16;
2152
2153 /* Update cache */
2154 if (v != nullptr) const_cast<Vehicle *>(v)->colourmap = map;
2155 return map;
2156}
2157
2164PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
2165{
2166 return GetEngineColourMap(engine_type, company, EngineID::Invalid(), nullptr);
2167}
2168
2175{
2176 if (v->IsGroundVehicle()) {
2177 return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v);
2178 }
2179
2180 return GetEngineColourMap(v->engine_type, v->owner, EngineID::Invalid(), v);
2181}
2182
2187{
2188 if (this->IsGroundVehicle()) {
2189 uint16_t &gv_flags = this->GetGroundVehicleFlags();
2190 if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) {
2191 /* Do not delete orders, only skip them */
2194 InvalidateVehicleOrder(this, 0);
2195 return;
2196 }
2197 }
2198
2199 auto orders = this->Orders();
2201 while (cur != INVALID_VEH_ORDER_ID) {
2202 if (this->cur_implicit_order_index == this->cur_real_order_index) break;
2203
2204 if (orders[cur].IsType(OT_IMPLICIT)) {
2206 /* DeleteOrder does various magic with order_indices, so resync 'order' with 'cur_implicit_order_index' */
2207 } else {
2208 /* Skip non-implicit orders, e.g. service-orders */
2209 if (cur < this->orders->GetNext(cur)) {
2211 } else {
2212 /* Wrapped around. */
2213 this->cur_implicit_order_index = 0;
2214 }
2215 cur = this->orders->GetNext(cur);
2216 }
2217 }
2218}
2219
2225{
2226 assert(IsTileType(this->tile, TileType::Station) || this->type == VEH_SHIP);
2227
2229 if (this->current_order.IsType(OT_GOTO_STATION) &&
2230 this->current_order.GetDestination() == this->last_station_visited) {
2232
2233 /* Now both order indices point to the destination station, and we can start loading */
2234 this->current_order.MakeLoading(true);
2235 UpdateVehicleTimetable(this, true);
2236
2237 /* Furthermore add the Non Stop flag to mark that this station
2238 * is the actual destination of the vehicle, which is (for example)
2239 * necessary to be known for HandleTrainLoading to determine
2240 * whether the train is lost or not; not marking a train lost
2241 * that arrives at random stations is bad. */
2243
2244 } else {
2245 /* We weren't scheduled to stop here. Insert an implicit order
2246 * to show that we are stopping here.
2247 * While only groundvehicles have implicit orders, e.g. aircraft might still enter
2248 * the 'wrong' terminal when skipping orders etc. */
2249 Order *in_list = this->GetOrder(this->cur_implicit_order_index);
2250 if (this->IsGroundVehicle() &&
2251 (in_list == nullptr || !in_list->IsType(OT_IMPLICIT) ||
2252 in_list->GetDestination() != this->last_station_visited)) {
2253 bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
2254 /* Do not create consecutive duplicates of implicit orders */
2255 const Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : nullptr);
2256 if (prev_order == nullptr ||
2257 (!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
2258 prev_order->GetDestination() != this->last_station_visited) {
2259
2260 /* Prefer deleting implicit orders instead of inserting new ones,
2261 * so test whether the right order follows later. In case of only
2262 * implicit orders treat the last order in the list like an
2263 * explicit one, except if the overall number of orders surpasses
2264 * IMPLICIT_ORDER_ONLY_CAP. */
2265 int target_index = this->cur_implicit_order_index;
2266 bool found = false;
2267 while (target_index != this->cur_real_order_index || this->GetNumManualOrders() == 0) {
2268 const Order *order = this->GetOrder(target_index);
2269 if (order == nullptr) break; // No orders.
2270 if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) {
2271 found = true;
2272 break;
2273 }
2274 target_index++;
2275 if (target_index >= this->orders->GetNumOrders()) {
2276 if (this->GetNumManualOrders() == 0 &&
2278 break;
2279 }
2280 target_index = 0;
2281 }
2282 if (target_index == this->cur_implicit_order_index) break; // Avoid infinite loop.
2283 }
2284
2285 if (found) {
2286 if (suppress_implicit_orders) {
2287 /* Skip to the found order */
2288 this->cur_implicit_order_index = target_index;
2289 InvalidateVehicleOrder(this, 0);
2290 } else {
2291 /* Delete all implicit orders up to the station we just reached */
2292 const Order *order = this->GetOrder(this->cur_implicit_order_index);
2293 while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) {
2294 if (order->IsType(OT_IMPLICIT)) {
2296 } else {
2297 /* Skip non-implicit orders, e.g. service-orders */
2299 }
2300 order = this->GetOrder(this->cur_implicit_order_index);
2301
2302 /* Wrapped around. */
2303 if (order == nullptr) {
2304 this->cur_implicit_order_index = 0;
2305 order = this->GetOrder(this->cur_implicit_order_index);
2306 }
2307 assert(order != nullptr);
2308 }
2309 }
2310 } else if (!suppress_implicit_orders &&
2311 (this->orders == nullptr ? OrderList::CanAllocateItem() : this->orders->GetNumOrders() < MAX_VEH_ORDER_ID)) {
2312 /* Insert new implicit order */
2313 Order implicit_order{};
2314 implicit_order.MakeImplicit(this->last_station_visited);
2315 InsertOrder(this, std::move(implicit_order), this->cur_implicit_order_index);
2317
2318 /* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order.
2319 * Reenable it for this vehicle */
2320 uint16_t &gv_flags = this->GetGroundVehicleFlags();
2322 }
2323 }
2324 }
2325 this->current_order.MakeLoading(false);
2326 }
2327
2328 if (this->last_loading_station != StationID::Invalid() &&
2330 (this->current_order.GetLoadType() != OrderLoadType::NoLoad ||
2331 this->current_order.GetUnloadType() != OrderUnloadType::NoUnload)) {
2332 IncreaseStats(Station::Get(this->last_loading_station), this, this->last_station_visited, travel_time);
2333 }
2334
2335 PrepareUnload(this);
2336
2341
2343 this->cur_speed = 0;
2344 this->MarkDirty();
2345}
2346
2354{
2355 for (Vehicle *v = this; v != nullptr; v = v->next) {
2357 if (cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
2358 Debug(misc, 1, "cancelling cargo reservation");
2359 cargo.Return(UINT_MAX, &st->goods[v->cargo_type].GetOrCreateData().cargo, next, v->tile);
2360 }
2361 cargo.KeepAll();
2362 }
2363}
2364
2370{
2371 assert(this->current_order.IsType(OT_LOADING));
2372
2373 delete this->cargo_payment;
2374 assert(this->cargo_payment == nullptr); // cleared by ~CargoPayment
2375
2376 /* Only update the timetable if the vehicle was supposed to stop here. */
2377 if (this->current_order.GetNonStopType().Any()) UpdateVehicleTimetable(this, false);
2378
2379 if (this->current_order.GetLoadType() != OrderLoadType::NoLoad ||
2380 this->current_order.GetUnloadType() != OrderUnloadType::NoUnload) {
2381 if (this->current_order.CanLeaveWithCargo(this->last_loading_station != StationID::Invalid())) {
2382 /* Refresh next hop stats to make sure we've done that at least once
2383 * during the stop and that refit_cap == cargo_cap for each vehicle in
2384 * the consist. */
2385 this->ResetRefitCaps();
2386 LinkRefresher::Run(this);
2387
2388 /* if the vehicle could load here or could stop with cargo loaded set the last loading station */
2391 } else {
2392 /* if the vehicle couldn't load and had to unload or transfer everything
2393 * set the last loading station to invalid as it will leave empty. */
2394 this->last_loading_station = StationID::Invalid();
2395 }
2396 }
2397
2398 this->current_order.MakeLeaveStation();
2400 this->CancelReservation(StationID::Invalid(), st);
2401 st->loading_vehicles.remove(this);
2402
2405
2406 if (this->type == VEH_TRAIN && !this->vehstatus.Test(VehState::Crashed)) {
2407 /* Trigger station animation (trains only) */
2408 if (IsTileType(this->tile, TileType::Station)) {
2410 TriggerStationAnimation(st, this->tile, StationAnimationTrigger::VehicleDeparts);
2411 }
2412
2414 }
2415 if (this->type == VEH_ROAD && !this->vehstatus.Test(VehState::Crashed)) {
2416 /* Trigger road stop animation */
2417 if (IsStationRoadStopTile(this->tile)) {
2419 TriggerRoadStopAnimation(st, this->tile, StationAnimationTrigger::VehicleDeparts);
2420 }
2421 }
2422
2423
2424 this->MarkDirty();
2425}
2426
2431{
2432 for (Vehicle *v = this; v != nullptr; v = v->Next()) v->refit_cap = v->cargo_cap;
2433}
2434
2439{
2440 Company::Get(this->owner)->freeunits[this->type].ReleaseID(this->unitnumber);
2441 this->unitnumber = 0;
2442}
2443
2450{
2451 switch (this->current_order.GetType()) {
2452 case OT_LOADING: {
2453 TimerGameTick::Ticks wait_time = std::max(this->current_order.GetTimetabledWait() - this->lateness_counter, 0);
2454
2455 /* Not the first call for this tick, or still loading */
2456 if (mode || !this->vehicle_flags.Test(VehicleFlag::LoadingFinished) || this->current_order_time < wait_time) return;
2457
2458 this->PlayLeaveStationSound();
2459
2460 this->LeaveStation();
2461
2462 /* Only advance to next order if we just loaded at the current one */
2463 const Order *order = this->GetOrder(this->cur_implicit_order_index);
2464 if (order == nullptr ||
2465 (!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) ||
2466 order->GetDestination() != this->last_station_visited) {
2467 return;
2468 }
2469 break;
2470 }
2471
2472 case OT_DUMMY: break;
2473
2474 default: return;
2475 }
2476
2478}
2479
2485{
2486 return std::ranges::any_of(this->Orders(), [](const Order &o) {
2487 return o.IsType(OT_GOTO_STATION) && o.IsFullLoadOrder();
2488 });
2489}
2490
2496{
2497 return std::ranges::any_of(this->Orders(), [](const Order &o) { return o.IsType(OT_CONDITIONAL); });
2498}
2499
2505{
2506 return std::ranges::any_of(this->Orders(), [](const Order &o) {
2507 return o.IsType(OT_GOTO_DEPOT) && o.GetDepotActionType().Test(OrderDepotActionFlag::Unbunch);
2508 });
2509}
2510
2517{
2518 /* If we are headed for the first order, we must wrap around back to the last order. */
2519 bool is_first_order = (v->GetOrder(v->cur_implicit_order_index) == v->GetFirstOrder());
2520 const Order *previous_order = (is_first_order) ? v->GetLastOrder() : v->GetOrder(v->cur_implicit_order_index - 1);
2521
2522 if (previous_order == nullptr || !previous_order->IsType(OT_GOTO_DEPOT)) return false;
2523 return previous_order->GetDepotActionType().Test(OrderDepotActionFlag::Unbunch);
2524}
2525
2530{
2531 /* Don't do anything if this is not our unbunching order. */
2532 if (!PreviousOrderIsUnbunching(this)) return;
2533
2534 /* Set the start point for this round trip time. */
2536
2537 /* Tell the timetable we are now "on time." */
2538 this->lateness_counter = 0;
2540
2541 /* Find the average travel time of vehicles that we share orders with. */
2542 int num_vehicles = 0;
2543 TimerGameTick::Ticks total_travel_time = 0;
2544
2545 Vehicle *u = this->FirstShared();
2546 for (; u != nullptr; u = u->NextShared()) {
2547 /* Ignore vehicles that are manually stopped or crashed. */
2548 if (u->vehstatus.Any({VehState::Stopped, VehState::Crashed})) continue;
2549
2550 num_vehicles++;
2551 total_travel_time += u->round_trip_time;
2552 }
2553
2554 /* Make sure we cannot divide by 0. */
2555 num_vehicles = std::max(num_vehicles, 1);
2556
2557 /* Calculate the separation by finding the average travel time, then calculating equal separation (minimum 1 tick) between vehicles. */
2558 TimerGameTick::Ticks separation = std::max((total_travel_time / num_vehicles / num_vehicles), 1);
2559 TimerGameTick::TickCounter next_departure = TimerGameTick::counter + separation;
2560
2561 /* Set the departure time of all vehicles that we share orders with. */
2562 u = this->FirstShared();
2563 for (; u != nullptr; u = u->NextShared()) {
2564 /* Ignore vehicles that are manually stopped or crashed. */
2565 if (u->vehstatus.Any({VehState::Stopped, VehState::Crashed})) continue;
2566
2567 u->depot_unbunching_next_departure = next_departure;
2569 }
2570}
2571
2577{
2578 assert(this->IsInDepot());
2579
2580 /* Don't bother if there are no vehicles sharing orders. */
2581 if (!this->IsOrderListShared()) return false;
2582
2583 /* Don't do anything if there aren't enough orders. */
2584 if (this->GetNumOrders() <= 1) return false;
2585
2586 /* Don't do anything if this is not our unbunching order. */
2587 if (!PreviousOrderIsUnbunching(this)) return false;
2588
2590};
2591
2598CommandCost Vehicle::SendToDepot(DoCommandFlags flags, DepotCommandFlags command)
2599{
2600 CommandCost ret = CheckOwnership(this->owner);
2601 if (ret.Failed()) return ret;
2602
2603 if (this->vehstatus.Test(VehState::Crashed)) return CMD_ERROR;
2604 if (this->IsStoppedInDepot()) return CMD_ERROR;
2605
2606 /* No matter why we're headed to the depot, unbunching data is no longer valid. */
2608
2609 if (this->current_order.IsType(OT_GOTO_DEPOT)) {
2610 bool halt_in_depot = this->current_order.GetDepotActionType().Test(OrderDepotActionFlag::Halt);
2611 if (command.Test(DepotCommandFlag::Service) == halt_in_depot) {
2612 /* We called with a different DEPOT_SERVICE setting.
2613 * Now we change the setting to apply the new one and let the vehicle head for the same depot.
2614 * Note: the if is (true for requesting service == true for ordered to stop in depot) */
2615 if (flags.Test(DoCommandFlag::Execute)) {
2616 this->current_order.SetDepotOrderType({});
2617 this->current_order.SetDepotActionType(halt_in_depot ? OrderDepotActionFlags{} : OrderDepotActionFlag::Halt);
2619 }
2620 return CommandCost();
2621 }
2622
2623 if (command.Test(DepotCommandFlag::DontCancel)) return CMD_ERROR; // Requested no cancellation of depot orders
2624 if (flags.Test(DoCommandFlag::Execute)) {
2625 /* If the orders to 'goto depot' are in the orders list (forced servicing),
2626 * then skip to the next order; effectively cancelling this forced service */
2627 if (this->current_order.GetDepotOrderType().Test(OrderDepotTypeFlag::PartOfOrders)) this->IncrementRealOrderIndex();
2628
2629 if (this->IsGroundVehicle()) {
2630 uint16_t &gv_flags = this->GetGroundVehicleFlags();
2632 }
2633
2634 this->current_order.MakeDummy();
2636 }
2637 return CommandCost();
2638 }
2639
2640 ClosestDepot closest_depot = this->FindClosestDepot();
2641 static const StringID no_depot[] = {STR_ERROR_UNABLE_TO_FIND_ROUTE_TO, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR};
2642 if (!closest_depot.found) return CommandCost(no_depot[this->type]);
2643
2644 if (flags.Test(DoCommandFlag::Execute)) {
2645 if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
2646
2647 if (this->IsGroundVehicle() && this->GetNumManualOrders() > 0) {
2648 uint16_t &gv_flags = this->GetGroundVehicleFlags();
2650 }
2651
2652 this->SetDestTile(closest_depot.location);
2653 this->current_order.MakeGoToDepot(closest_depot.destination.ToDepotID(), {});
2654 if (!command.Test(DepotCommandFlag::Service)) this->current_order.SetDepotActionType(OrderDepotActionFlag::Halt);
2656
2657 /* If there is no depot in front and the train is not already reversing, reverse automatically (trains only) */
2658 if (this->type == VEH_TRAIN && (closest_depot.reverse ^ Train::From(this)->flags.Test(VehicleRailFlag::Reversing))) {
2659 Command<Commands::ReverseTrainDirection>::Do(DoCommandFlag::Execute, this->index, false);
2660 }
2661
2662 if (this->type == VEH_AIRCRAFT) {
2663 Aircraft *a = Aircraft::From(this);
2664 if (a->state == FLYING && a->targetairport != closest_depot.destination) {
2665 /* The aircraft is now heading for a different hangar than the next in the orders */
2667 }
2668 }
2669 }
2670
2671 return CommandCost();
2672
2673}
2674
2679void Vehicle::UpdateVisualEffect(bool allow_power_change)
2680{
2681 bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
2682 const Engine *e = this->GetEngine();
2683
2684 /* Evaluate properties */
2685 uint8_t visual_effect;
2686 switch (e->type) {
2687 case VEH_TRAIN: visual_effect = e->VehInfo<RailVehicleInfo>().visual_effect; break;
2688 case VEH_ROAD: visual_effect = e->VehInfo<RoadVehicleInfo>().visual_effect; break;
2689 case VEH_SHIP: visual_effect = e->VehInfo<ShipVehicleInfo>().visual_effect; break;
2690 default: visual_effect = 1 << VE_DISABLE_EFFECT; break;
2691 }
2692
2693 /* Check powered wagon / visual effect callback */
2695 uint16_t callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);
2696
2697 if (callback != CALLBACK_FAILED) {
2698 if (callback >= 0x100 && e->GetGRF()->grf_version >= 8) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_VISUAL_EFFECT, callback);
2699
2700 callback = GB(callback, 0, 8);
2701 /* Avoid accidentally setting 'visual_effect' to the default value
2702 * Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */
2703 if (callback == VE_DEFAULT) {
2704 assert(HasBit(callback, VE_DISABLE_EFFECT));
2705 SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
2706 }
2707 visual_effect = callback;
2708 }
2709 }
2710
2711 /* Apply default values */
2712 if (visual_effect == VE_DEFAULT ||
2713 (!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
2714 /* Only train engines have default effects.
2715 * Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
2716 if (e->type != VEH_TRAIN || e->VehInfo<RailVehicleInfo>().railveh_type == RAILVEH_WAGON || !IsInsideMM(e->VehInfo<RailVehicleInfo>().engclass, EC_STEAM, EC_MONORAIL)) {
2717 if (visual_effect == VE_DEFAULT) {
2718 visual_effect = 1 << VE_DISABLE_EFFECT;
2719 } else {
2720 SetBit(visual_effect, VE_DISABLE_EFFECT);
2721 }
2722 } else {
2723 if (visual_effect == VE_DEFAULT) {
2724 /* Also set the offset */
2725 visual_effect = (VE_OFFSET_CENTRE - (e->VehInfo<RailVehicleInfo>().engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START;
2726 }
2727 SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->VehInfo<RailVehicleInfo>().engclass - EC_STEAM + VE_TYPE_STEAM);
2728 }
2729 }
2730
2731 this->vcache.cached_vis_effect = visual_effect;
2732
2733 if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
2734 ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
2735 ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GRFBug::VehPoweredWagon, false);
2736 }
2737}
2738
2739static const int8_t _vehicle_smoke_pos[8] = {
2740 1, 1, 1, 0, -1, -1, -1, 0
2741};
2742
2748{
2749 std::array<int32_t, 4> regs100;
2750 uint16_t callback = GetVehicleCallback(CBID_VEHICLE_SPAWN_VISUAL_EFFECT, 0, Random(), v->engine_type, v, regs100);
2751 if (callback == CALLBACK_FAILED) return;
2752
2753 uint count = GB(callback, 0, 2);
2754 assert(count <= std::size(regs100));
2755 bool auto_center = HasBit(callback, 13);
2756 bool auto_rotate = !HasBit(callback, 14);
2757
2758 int8_t l_center = 0;
2759 if (auto_center) {
2760 /* For road vehicles: Compute offset from vehicle position to vehicle center */
2761 if (v->type == VEH_ROAD) l_center = -(int)(VEHICLE_LENGTH - RoadVehicle::From(v)->gcache.cached_veh_length) / 2;
2762 } else {
2763 /* For trains: Compute offset from vehicle position to sprite position */
2764 if (v->type == VEH_TRAIN) l_center = (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
2765 }
2766
2767 Direction l_dir = v->direction;
2768 if (v->type == VEH_TRAIN && Train::From(v)->flags.Test(VehicleRailFlag::Flipped)) l_dir = ReverseDir(l_dir);
2769 Direction t_dir = ChangeDir(l_dir, DIRDIFF_90RIGHT);
2770
2771 int8_t x_center = _vehicle_smoke_pos[l_dir] * l_center;
2772 int8_t y_center = _vehicle_smoke_pos[t_dir] * l_center;
2773
2774 for (uint i = 0; i < count; i++) {
2775 int32_t reg = regs100[i];
2776 uint type = GB(reg, 0, 8);
2777 int8_t x = GB(reg, 8, 8);
2778 int8_t y = GB(reg, 16, 8);
2779 int8_t z = GB(reg, 24, 8);
2780
2781 if (auto_rotate) {
2782 int8_t l = x;
2783 int8_t t = y;
2784 x = _vehicle_smoke_pos[l_dir] * l + _vehicle_smoke_pos[t_dir] * t;
2785 y = _vehicle_smoke_pos[t_dir] * l - _vehicle_smoke_pos[l_dir] * t;
2786 }
2787
2788 if (type >= 0xF0) {
2789 switch (type) {
2790 case 0xF1: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_STEAM_SMOKE); break;
2791 case 0xF2: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_DIESEL_SMOKE); break;
2792 case 0xF3: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_ELECTRIC_SPARK); break;
2793 case 0xFA: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_BREAKDOWN_SMOKE_AIRCRAFT); break;
2794 default: break;
2795 }
2796 }
2797 }
2798}
2799
2805static bool IsBridgeAboveVehicle(const Vehicle *v)
2806{
2807 if (IsBridgeTile(v->tile)) {
2808 /* If the vehicle is 'on' a bridge tile, check the real position of the vehicle. If it's different then the
2809 * vehicle is on the middle of the bridge, which cannot have a bridge above. */
2810 TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
2811 if (tile != v->tile) return false;
2812 }
2813 return IsBridgeAbove(v->tile);
2814}
2815
2821{
2822 assert(this->IsPrimaryVehicle());
2823 bool sound = false;
2824
2825 /* Do not show any smoke when:
2826 * - vehicle smoke is disabled by the player
2827 * - the vehicle is slowing down or stopped (by the player)
2828 * - the vehicle is moving very slowly
2829 */
2830 if (_settings_game.vehicle.smoke_amount == 0 ||
2831 this->vehstatus.Any({VehState::TrainSlowing, VehState::Stopped}) ||
2832 this->cur_speed < 2) {
2833 return;
2834 }
2835
2836 /* Use the speed as limited by underground and orders. */
2837 uint max_speed = this->GetCurrentMaxSpeed();
2838
2839 if (this->type == VEH_TRAIN) {
2840 const Train *t = Train::From(this);
2841 /* For trains, do not show any smoke when:
2842 * - the train is reversing
2843 * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
2844 */
2847 t->cur_speed >= max_speed)) {
2848 return;
2849 }
2850 }
2851
2852 const Vehicle *v = this;
2853
2854 do {
2857 VisualEffectSpawnModel effect_model = VESM_NONE;
2858 if (advanced) {
2859 effect_offset = VE_OFFSET_CENTRE;
2861 if (effect_model >= VESM_END) effect_model = VESM_NONE; // unknown spawning model
2862 } else {
2864 assert(effect_model != (VisualEffectSpawnModel)VE_TYPE_DEFAULT); // should have been resolved by UpdateVisualEffect
2865 static_assert((uint)VESM_STEAM == (uint)VE_TYPE_STEAM);
2866 static_assert((uint)VESM_DIESEL == (uint)VE_TYPE_DIESEL);
2867 static_assert((uint)VESM_ELECTRIC == (uint)VE_TYPE_ELECTRIC);
2868 }
2869
2870 /* Show no smoke when:
2871 * - Smoke has been disabled for this vehicle
2872 * - The vehicle is not visible
2873 * - The vehicle is under a bridge
2874 * - The vehicle is on a depot tile
2875 * - The vehicle is on a tunnel tile
2876 * - The vehicle is a train engine that is currently unpowered */
2877 if (effect_model == VESM_NONE ||
2880 IsDepotTile(v->tile) ||
2881 IsTunnelTile(v->tile) ||
2882 (v->type == VEH_TRAIN &&
2883 !HasPowerOnRail(Train::From(v)->railtypes, GetTileRailType(v->tile)))) {
2884 continue;
2885 }
2886
2887 EffectVehicleType evt = EV_END;
2888 switch (effect_model) {
2889 case VESM_STEAM:
2890 /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
2891 * Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
2892 * third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
2893 * REGULATION:
2894 * - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
2895 if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / max_speed))) == 0) {
2896 evt = EV_STEAM_SMOKE;
2897 }
2898 break;
2899
2900 case VESM_DIESEL: {
2901 /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
2902 * when smoke emission stops.
2903 * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
2904 * emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
2905 * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
2906 * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
2907 * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
2908 * maximum speed no diesel_smoke is emitted.
2909 * REGULATION:
2910 * - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
2911 * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
2912 int power_weight_effect = 0;
2913 if (v->type == VEH_TRAIN) {
2914 power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9));
2915 }
2916 if (this->cur_speed < (max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
2917 Chance16((64 - ((this->cur_speed << 5) / max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
2918 evt = EV_DIESEL_SMOKE;
2919 }
2920 break;
2921 }
2922
2923 case VESM_ELECTRIC:
2924 /* Electric train's spark - more often occurs when train is departing (more load)
2925 * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
2926 * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
2927 * reaching its max. speed, quarter by quarter of it, chance decreases until the usual 2,22% at train's top speed.
2928 * REGULATION:
2929 * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
2930 if (GB(v->tick_counter, 0, 2) == 0 &&
2931 Chance16((6 - ((this->cur_speed << 2) / max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
2932 evt = EV_ELECTRIC_SPARK;
2933 }
2934 break;
2935
2936 default:
2937 NOT_REACHED();
2938 }
2939
2940 if (evt != EV_END && advanced) {
2941 sound = true;
2943 } else if (evt != EV_END) {
2944 sound = true;
2945
2946 /* The effect offset is relative to a point 4 units behind the vehicle's
2947 * front (which is the center of an 8/8 vehicle). Shorter vehicles need a
2948 * correction factor. */
2949 if (v->type == VEH_TRAIN) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
2950
2951 int x = _vehicle_smoke_pos[v->direction] * effect_offset;
2952 int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
2953
2954 if (v->type == VEH_TRAIN && Train::From(v)->flags.Test(VehicleRailFlag::Flipped)) {
2955 x = -x;
2956 y = -y;
2957 }
2958
2959 CreateEffectVehicleRel(v, x, y, 10, evt);
2960 }
2961 } while ((v = v->Next()) != nullptr);
2962
2963 if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
2964}
2965
2971{
2972 assert(this != next);
2973
2974 if (this->next != nullptr) {
2975 /* We had an old next vehicle. Update the first and previous pointers */
2976 for (Vehicle *v = this->next; v != nullptr; v = v->Next()) {
2977 v->first = this->next;
2978 }
2979 this->next->previous = nullptr;
2980 }
2981
2982 this->next = next;
2983
2984 if (this->next != nullptr) {
2985 /* A new next vehicle. Update the first and previous pointers */
2986 if (this->next->previous != nullptr) this->next->previous->next = nullptr;
2987 this->next->previous = this;
2988 for (Vehicle *v = this->next; v != nullptr; v = v->Next()) {
2989 v->first = this->first;
2990 }
2991 }
2992}
2993
3000{
3001 assert(this->previous_shared == nullptr && this->next_shared == nullptr);
3002
3003 if (shared_chain->orders == nullptr) {
3004 assert(shared_chain->previous_shared == nullptr);
3005 assert(shared_chain->next_shared == nullptr);
3006 this->orders = shared_chain->orders = OrderList::Create(shared_chain);
3007 }
3008
3009 this->next_shared = shared_chain->next_shared;
3010 this->previous_shared = shared_chain;
3011
3012 shared_chain->next_shared = this;
3013
3014 if (this->next_shared != nullptr) this->next_shared->previous_shared = this;
3015
3016 shared_chain->orders->AddVehicle(this);
3017}
3018
3023{
3024 /* Remember if we were first and the old window number before RemoveVehicle()
3025 * as this changes first if needed. */
3026 bool were_first = (this->FirstShared() == this);
3028
3029 this->orders->RemoveVehicle(this);
3030
3031 if (!were_first) {
3032 /* We are not the first shared one, so only relink our previous one. */
3033 this->previous_shared->next_shared = this->NextShared();
3034 }
3035
3036 if (this->next_shared != nullptr) this->next_shared->previous_shared = this->previous_shared;
3037
3038
3039 if (this->orders->GetNumVehicles() == 1) {
3040 /* When there is only one vehicle, remove the shared order list window. */
3043 } else if (were_first) {
3044 /* If we were the first one, update to the new first one.
3045 * Note: FirstShared() is already the new first */
3046 InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.ToWindowNumber(), this->FirstShared()->index.base() | (1U << 31));
3047 }
3048
3049 this->next_shared = nullptr;
3050 this->previous_shared = nullptr;
3051}
3052
3053static const IntervalTimer<TimerGameEconomy> _economy_vehicles_yearly({TimerGameEconomy::Trigger::Year, TimerGameEconomy::Priority::Vehicle}, [](auto)
3054{
3055 for (Vehicle *v : Vehicle::Iterate()) {
3056 if (v->IsPrimaryVehicle()) {
3057 /* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
3058 Money profit = v->GetDisplayProfitThisYear();
3059 if (v->economy_age >= VEHICLE_PROFIT_MIN_AGE && profit < 0) {
3062 GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_VEHICLE_UNPROFITABLE_PERIOD : STR_NEWS_VEHICLE_UNPROFITABLE_YEAR, v->index, profit),
3063 v->index);
3064 }
3065 AI::NewEvent(v->owner, new ScriptEventVehicleUnprofitable(v->index));
3066 }
3067
3069 v->profit_this_year = 0;
3071 }
3072 }
3078});
3079
3089bool CanVehicleUseStation(EngineID engine_type, const Station *st)
3090{
3091 const Engine *e = Engine::GetIfValid(engine_type);
3092 assert(e != nullptr);
3093
3094 switch (e->type) {
3095 case VEH_TRAIN:
3097
3098 case VEH_ROAD:
3099 /* For road vehicles we need the vehicle to know whether it can actually
3100 * use the station, but if it doesn't have facilities for RVs it is
3101 * certainly not possible that the station can be used. */
3103
3104 case VEH_SHIP:
3106
3107 case VEH_AIRCRAFT:
3110
3111 default:
3112 return false;
3113 }
3114}
3115
3122bool CanVehicleUseStation(const Vehicle *v, const Station *st)
3123{
3124 if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != nullptr;
3125
3126 return CanVehicleUseStation(v->engine_type, st);
3127}
3128
3136{
3137 switch (v->type) {
3138 case VEH_TRAIN:
3139 return STR_ERROR_NO_RAIL_STATION;
3140
3141 case VEH_ROAD: {
3142 const RoadVehicle *rv = RoadVehicle::From(v);
3143 RoadStop *rs = st->GetPrimaryRoadStop(rv->IsBus() ? RoadStopType::Bus : RoadStopType::Truck);
3144
3145 StringID err = rv->IsBus() ? STR_ERROR_NO_BUS_STATION : STR_ERROR_NO_TRUCK_STATION;
3146
3147 for (; rs != nullptr; rs = rs->next) {
3148 /* Articulated vehicles cannot use bay road stops, only drive-through. Make sure the vehicle can actually use this bay stop */
3150 err = STR_ERROR_NO_STOP_ARTICULATED_VEHICLE;
3151 continue;
3152 }
3153
3154 /* Bay stop errors take precedence, but otherwise the vehicle may not be compatible with the roadtype/tramtype of this station tile.
3155 * We give bay stop errors precedence because they are usually a bus sent to a tram station or vice versa. */
3156 if (!HasTileAnyRoadType(rs->xy, rv->compatible_roadtypes) && err != STR_ERROR_NO_STOP_ARTICULATED_VEHICLE) {
3157 err = RoadTypeIsRoad(rv->roadtype) ? STR_ERROR_NO_STOP_COMPATIBLE_ROAD_TYPE : STR_ERROR_NO_STOP_COMPATIBLE_TRAM_TYPE;
3158 continue;
3159 }
3160 }
3161
3162 return err;
3163 }
3164
3165 case VEH_SHIP:
3166 return STR_ERROR_NO_DOCK;
3167
3168 case VEH_AIRCRAFT:
3169 if (!st->facilities.Test(StationFacility::Airport)) return STR_ERROR_NO_AIRPORT;
3170 if (v->GetEngine()->VehInfo<AircraftVehicleInfo>().subtype & AIR_CTOL) {
3171 return STR_ERROR_AIRPORT_NO_PLANES;
3172 } else {
3173 return STR_ERROR_AIRPORT_NO_HELICOPTERS;
3174 }
3175
3176 default:
3177 return INVALID_STRING_ID;
3178 }
3179}
3180
3187{
3188 assert(this->IsGroundVehicle());
3189 if (this->type == VEH_TRAIN) {
3190 return &Train::From(this)->gcache;
3191 } else {
3192 return &RoadVehicle::From(this)->gcache;
3193 }
3194}
3195
3202{
3203 assert(this->IsGroundVehicle());
3204 if (this->type == VEH_TRAIN) {
3205 return &Train::From(this)->gcache;
3206 } else {
3207 return &RoadVehicle::From(this)->gcache;
3208 }
3209}
3210
3217{
3218 assert(this->IsGroundVehicle());
3219 if (this->type == VEH_TRAIN) {
3220 return Train::From(this)->gv_flags;
3221 } else {
3222 return RoadVehicle::From(this)->gv_flags;
3223 }
3224}
3225
3231const uint16_t &Vehicle::GetGroundVehicleFlags() const
3232{
3233 assert(this->IsGroundVehicle());
3234 if (this->type == VEH_TRAIN) {
3235 return Train::From(this)->gv_flags;
3236 } else {
3237 return RoadVehicle::From(this)->gv_flags;
3238 }
3239}
3240
3249void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8_t num_vehicles)
3250{
3251 if (v->type == VEH_TRAIN) {
3252 Train *u = Train::From(v);
3253 /* Only include whole vehicles, so start with the first articulated part */
3254 u = u->GetFirstEnginePart();
3255
3256 /* Include num_vehicles vehicles, not counting articulated parts */
3257 for (; u != nullptr && num_vehicles > 0; num_vehicles--) {
3258 do {
3259 /* Include current vehicle in the selection. */
3260 include(set, u->index);
3261
3262 /* If the vehicle is multiheaded, add the other part too. */
3263 if (u->IsMultiheaded()) include(set, u->other_multiheaded_part->index);
3264
3265 u = u->Next();
3266 } while (u != nullptr && u->IsArticulatedPart());
3267 }
3268 }
3269}
3270
3276{
3277 uint32_t max_weight = 0;
3278
3279 for (const Vehicle *u = this; u != nullptr; u = u->Next()) {
3280 max_weight += u->GetMaxWeight();
3281 }
3282
3283 return max_weight;
3284}
3285
3291{
3292 uint32_t max_weight = GetDisplayMaxWeight();
3293 if (max_weight == 0) return 0;
3294 return GetGroundVehicleCache()->cached_power * 10u / max_weight;
3295}
3296
3304{
3305 while (true) {
3306 if (v1 == nullptr && v2 == nullptr) return true;
3307 if (v1 == nullptr || v2 == nullptr) return false;
3308 if (v1->GetEngine() != v2->GetEngine()) return false;
3309 v1 = v1->GetNextVehicle();
3310 v2 = v2->GetNextVehicle();
3311 }
3312}
3313
3321{
3322 return std::ranges::equal(v1->Orders(), v2->Orders(), [](const Order &o1, const Order &o2) { return o1.Equals(o2); });
3323}
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
uint8_t CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:21
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:108
@ Passengers
Passengers.
Definition cargotype.h:50
bool IsCargoInClass(CargoType cargo, CargoClasses cc)
Does cargo c have cargo class cc?
Definition cargotype.h:235
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:235
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is 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:160
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 VEH_ROAD, VEH_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:1884
void ReleaseID(UnitID index)
Release a unit number.
Definition vehicle.cpp:1901
UnitID NextID() const
Find first unused unit number.
Definition vehicle.cpp:1869
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.
static constexpr Date DateAtStartOfYear(Year year)
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:500
Iterator(int32_t x, int32_t y, uint max_dist)
Iterator constructor.
Definition vehicle.cpp:460
void Increment()
Advance the internal state to the next potential vehicle.
Definition vehicle.cpp:490
void SkipFalseMatches()
Advance the internal state until it reaches a vehicle within the search area.
Definition vehicle.cpp:518
Iterator(TileIndex tile)
Iterator constructor.
Definition vehicle.cpp:528
void Increment()
Advance the internal state to the next potential vehicle.
Definition vehicle.cpp:538
void SkipFalseMatches()
Advance the internal state until it reaches a vehicle on the correct tile or the end.
Definition vehicle.cpp:546
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:1923
void PrepareUnload(Vehicle *front_v)
Prepare the vehicle to be unloaded.
Definition economy.cpp:1249
Base classes related to the economy.
@ EXPENSES_NEW_VEHICLES
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
@ EC_DIESEL
Diesel rail engine.
Definition engine_type.h:40
@ EC_STEAM
Steam rail engine.
Definition engine_type.h:39
@ EC_MAGLEV
Maglev engine.
Definition engine_type.h:43
@ EC_ELECTRIC
Electric rail engine.
Definition engine_type.h:41
@ EC_MONORAIL
Mono rail engine.
Definition engine_type.h:42
@ RAILVEH_WAGON
simple wagon, not motorized
Definition engine_type.h:34
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 EnumClassIndexContainer< std::array< const TileTypeProcs *, to_underlying(TileType::MaxSize)>, TileType > _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:588
void ShowCostOrIncomeAnimation(int x, int y, int z, Money cost)
Display animated income or costs on the map.
Definition misc_gui.cpp:514
bool _networking
are we in networking mode?
Definition network.cpp:67
Basic functions/variables used all over the place.
@ 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.
GrfSpecFeature GetGrfSpecFeature(TileIndex tile)
Get the GrfSpecFeature associated with the tile.
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
@ NoDestination
The vehicle will stop at any station it passes except the destination, aka via.
Definition order_type.h:89
@ NoIntermediate
The vehicle will not stop at any stations it passes except the destination, aka non-stop.
Definition order_type.h:88
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 later.
void Restore()
Restore the variable.
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:138
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
std::array< GroupStatistics, VEH_COMPANY_END > 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:117
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
Colours colour2
Second colour, for vehicles with 2CC support.
Definition livery.h:89
Colours colour1
First colour, for all vehicles.
Definition livery.h:88
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
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:231
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
static Station * Get(auto index)
static Station * GetIfValid(auto index)
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.
uint16_t & GetGroundVehicleFlags()
Access the ground vehicle flags of the vehicle.
Definition vehicle.cpp:3216
Direction direction
facing
void ShiftDates(TimerGameEconomy::Date interval)
Shift all dates by given interval.
Definition vehicle.cpp:777
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:747
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:2369
void AddToShared(Vehicle *shared_chain)
Adds this vehicle to a shared vehicle chain.
Definition vehicle.cpp:2999
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:2504
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:2598
void ReleaseUnitNumber()
Release the vehicle's unit number.
Definition vehicle.cpp:2438
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:1711
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:2449
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:2353
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:714
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:2679
void LeaveUnbunchingDepot()
Leave an unbunching depot and calculate the next departure time for shared order vehicles.
Definition vehicle.cpp:2529
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).
void PreDestructor()
Destroy all stuff that (still) needs the virtual functions to work properly.
Definition vehicle.cpp:825
TimerGameTick::TickCounter last_loading_tick
Last TimerGameTick::counter tick that the vehicle has stopped at a station and could possibly leave w...
Vehicle(VehicleID index, VehicleType type=VEH_INVALID)
Vehicle constructor.
Definition vehicle.cpp:379
void HandlePathfindingResult(bool path_found)
Handle the pathfinding result, especially the lost status.
Definition vehicle.cpp:791
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:757
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:3290
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:1756
Money value
Value of the vehicle.
bool MarkAllViewportsDirty() const
Marks viewports dirty where the vehicle's image is.
Definition vehicle.cpp:1795
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:767
SpriteBounds bounds
Bounding box of vehicle.
GroundVehicleCache * GetGroundVehicleCache()
Access the ground vehicle cache of the vehicle.
Definition vehicle.cpp:3186
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:2484
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:2224
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:892
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:731
TimerGameCalendar::Date age
Age in calendar days.
bool IsWaitingForUnbunching() const
Check whether a vehicle inside a depot is waiting for unbunching.
Definition vehicle.cpp:2576
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:2970
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:3275
Vehicle * FirstShared() const
Get the first vehicle of this vehicle chain.
void RemoveFromShared()
Removes the vehicle from the shared order list.
Definition vehicle.cpp:3022
bool HandleBreakdown()
Handle all of the aspects of a vehicle breakdown This includes adding smoke and sounds,...
Definition vehicle.cpp:1376
void UpdatePositionAndViewport()
Update the position of the vehicle, and update the viewport.
Definition vehicle.cpp:1785
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:2495
void UpdatePosition()
Update the position of the vehicle.
Definition vehicle.cpp:1702
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:2430
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:2820
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:2186
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:1859
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:399
static uint GetTileHash(uint x, uint y)
Compute hash for tile coordinate.
Definition vehicle.cpp:446
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:920
static void SpawnAdvancedVisualEffect(const Vehicle *v)
Call CBID_VEHICLE_SPAWN_VISUAL_EFFECT and spawn requested effects.
Definition vehicle.cpp:2747
constexpr uint TOTAL_TILE_HASH_SIZE
Definition vehicle.cpp:400
static const uint GEN_HASHY_INC
Definition vehicle.cpp:105
static uint GetTileHash1D(uint p)
Compute hash for 1D tile coordinate.
Definition vehicle.cpp:414
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:953
constexpr uint TILE_HASH_SIZE
Definition vehicle.cpp:398
static const uint GEN_HASHY_SIZE
Definition vehicle.cpp:99
constexpr uint TILE_HASH_BITS
Definition vehicle.cpp:397
static uint ComposeTileHash(uint hx, uint hy)
Compose two 1D hashes into 2D hash.
Definition vehicle.cpp:435
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:424
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
Can this station be used by the given engine type?
Definition vehicle.cpp:3089
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:1244
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:694
static bool IsBridgeAboveVehicle(const Vehicle *v)
Test if a bridge is above a vehicle.
Definition vehicle.cpp:2805
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:407
static bool PreviousOrderIsUnbunching(const Vehicle *v)
Check if the previous order is a depot unbunching order.
Definition vehicle.cpp:2516
static void DoDrawVehicle(const Vehicle *v)
Add vehicle sprite for drawing to the screen.
Definition vehicle.cpp:1121
@ 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:556
bool VehiclesHaveSameEngineList(const Vehicle *v1, const Vehicle *v2)
Checks if two vehicle chains have the same list of engines.
Definition vehicle.cpp:3303
bool VehiclesHaveSameOrderList(const Vehicle *v1, const Vehicle *v2)
Checks if two vehicles have the same list of orders.
Definition vehicle.cpp:3320
SpriteID GetEnginePalette(EngineID engine_type, CompanyID company)
Get the colour map for an engine.
Definition vehicle.cpp:2164
void VehicleEnterDepot(Vehicle *v)
Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it,...
Definition vehicle.cpp:1564
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:3249
UnitID GetFreeUnitNumber(VehicleType type)
Get an unused unit number for a vehicle (if allowed).
Definition vehicle.cpp:1916
void RunVehicleCalendarDayProc()
Age all vehicles, spreading out the action using the current TimerGameCalendar::date_fract.
Definition vehicle.cpp:936
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:604
LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
Determines the LiveryScheme for a vehicle.
Definition vehicle.cpp:1992
void CheckVehicleBreakdown(Vehicle *v)
Periodic check for a vehicle to maybe break down.
Definition vehicle.cpp:1320
void ViewportAddVehicles(DrawPixelInfo *dpi)
Add the vehicle sprites that should be drawn at a part of the screen.
Definition vehicle.cpp:1150
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1805
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:3135
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:1299
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1442
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:2086
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore=nullptr)
Finds vehicle in tunnel / bridge.
Definition vehicle.cpp:580
bool CanBuildVehicleInfrastructure(VehicleType type, uint8_t subtype=0)
Check whether we can build infrastructure for the given vehicle type.
Definition vehicle.cpp:1944
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1454
SpriteID GetVehiclePalette(const Vehicle *v)
Get the colour map for a vehicle.
Definition vehicle.cpp:2174
uint8_t CalcPercentVehicleFilled(const Vehicle *v, StringID *colour)
Calculates how full a vehicle is.
Definition vehicle.cpp:1505
bool IsCompanyBuildableVehicleType(VehicleType type)
Is the given vehicle type buildable by a company?
@ 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.
@ VEH_ROAD
Road vehicle type.
@ VEH_DISASTER
Disaster vehicle type.
@ VEH_AIRCRAFT
Aircraft vehicle type.
@ VEH_SHIP
Ship vehicle type.
@ VEH_EFFECT
Effect vehicle type (smoke, explosions, sparks, bubbles).
@ VEH_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).
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:3229
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:3321
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:3215
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3199
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:3339
@ 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