OpenTTD Source 20260531-master-g0e951f3528
vehicle_base.h
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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#ifndef VEHICLE_BASE_H
11#define VEHICLE_BASE_H
12
13#include "sprite.h"
14#include "track_type.h"
15#include "command_type.h"
16#include "order_base.h"
17#include "cargopacket.h"
18#include "texteff.hpp"
19#include "engine_type.h"
20#include "order_func.h"
21#include "transport_type.h"
22#include "group_type.h"
23#include "base_consist.h"
24#include "network/network.h"
25#include "saveload/saveload.h"
27
28const uint TILE_AXIAL_DISTANCE = 192;
29const uint TILE_CORNER_DISTANCE = 128;
30
32enum class VehState : uint8_t {
33 Hidden = 0,
34 Stopped = 1,
38 Shadow = 5,
40 Crashed = 7,
41};
42using VehStates = EnumBitSet<VehState, uint8_t>;
43
53
56 /* Values calculated when they are requested for the first time after invalidating the NewGRF cache. */
60 uint32_t company_information = 0;
61 uint32_t position_in_vehicle = 0;
62 uint8_t cache_valid = 0;
63
64 auto operator<=>(const NewGRFCache &) const = default;
65};
66
80
83 uint16_t cached_max_speed = 0;
85
86 uint8_t cached_vis_effect = 0;
87
88 auto operator<=>(const VehicleCache &) const = default;
89};
90
93 std::array<PalSpriteID, 8> seq;
94 uint count;
95
96 bool operator==(const VehicleSpriteSeq &other) const
97 {
98 return std::ranges::equal(std::span(this->seq.data(), this->count), std::span(other.seq.data(), other.count));
99 }
100
105 bool IsValid() const
106 {
107 return this->count != 0;
108 }
109
113 void Clear()
114 {
115 this->count = 0;
116 }
117
122 void Set(SpriteID sprite)
123 {
124 this->count = 1;
125 this->seq[0].sprite = sprite;
126 this->seq[0].pal = 0;
127 }
128
134 {
135 this->count = src.count;
136 for (uint i = 0; i < src.count; ++i) {
137 this->seq[i].sprite = src.seq[i].sprite;
138 this->seq[i].pal = 0;
139 }
140 }
141
142 void GetBounds(Rect *bounds) const;
143 void Draw(int x, int y, PaletteID default_pal, bool force_pal) const;
144};
145
157
161
162/* Some declarations of functions, so we can make them friendly */
163struct GroundVehicleCache;
164struct LoadgameState;
165struct GRFFile;
166
170struct RefitDesc {
172 uint16_t capacity;
173 uint16_t remaining;
174 RefitDesc(CargoType cargo, uint16_t capacity, uint16_t remaining) :
176};
177
182struct ClosestDepot {
183 TileIndex location = INVALID_TILE;
185 bool reverse = false;
186 bool found = false;
187
188 ClosestDepot() = default;
189
190 ClosestDepot(TileIndex location, DestinationID destination, bool reverse = false) :
191 location(location), destination(destination), reverse(reverse), found(true) {}
192};
193
195struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle, BaseConsist {
196private:
197 typedef std::list<RefitDesc> RefitList;
198
199 Vehicle *next = nullptr;
200 Vehicle *previous = nullptr;
201 Vehicle *first = nullptr;
202 Vehicle *last = nullptr;
203
204 Vehicle *next_shared = nullptr;
206
207public:
208 friend void FixOldVehicles(LoadgameState &ls);
209 friend void AfterLoadVehiclesPhase1(bool part_of_load);
210 friend bool LoadOldVehicle(LoadgameState &ls, int num);
211 /* So we can use private/protected variables in the saveload code */
212 friend class SlVehicleCommon;
213 friend class SlVehicleDisaster;
214 friend void Ptrs_VEHS();
215
217
224
227 Money value = 0;
228
230
231 mutable Rect coord{};
232
235
239
241
242 /* Related to age and service time */
249 uint16_t reliability = 0;
250 uint16_t reliability_spd_dec = 0;
251 uint8_t breakdown_ctr = 0;
252 uint8_t breakdown_delay = 0;
254 uint8_t breakdown_chance = 0;
255
256 int32_t x_pos = 0;
257 int32_t y_pos = 0;
258 int32_t z_pos = 0;
260
267 uint8_t spritenum = 0;
269 EngineID engine_type = EngineID::Invalid();
270
271 TextEffectID fill_percent_te_id = INVALID_TE_ID;
273
274 uint16_t cur_speed = 0;
275 uint8_t subspeed = 0;
276 uint8_t acceleration = 0;
277 uint32_t motion_counter = 0;
278 uint8_t progress = 0;
279
280 VehicleRandomTriggers waiting_random_triggers;
281 uint16_t random_bits = 0;
282
283 StationID last_station_visited = StationID::Invalid();
284 StationID last_loading_station = StationID::Invalid();
286
289 uint8_t cargo_subtype = 0;
290 uint16_t cargo_cap = 0;
291 uint16_t refit_cap = 0;
292 uint16_t cargo_age_counter = 0;
293 int8_t trip_occupancy = 0;
294
295 uint8_t day_counter = 0;
296 uint8_t tick_counter = 0;
297 uint8_t running_ticks = 0;
298 uint16_t load_unload_ticks = 0;
299
300 VehStates vehstatus{};
301 uint8_t subtype = 0;
303
304 union {
305 OrderList *orders = nullptr;
306 uint32_t old_orders;
307 };
308
311
312 GroupID group_id = GroupID::Invalid();
313
315
320 virtual uint16_t GetMaxWeight() const
321 {
322 return 0;
323 }
324
326
327 void PreDestructor();
329 ~Vehicle() override;
330
331 void BeginLoading();
332 void CancelReservation(StationID next, Station *st);
333 void LeaveStation();
334
337
338 uint16_t &GetGroundVehicleFlags();
339 const uint16_t &GetGroundVehicleFlags() const;
340
342
343 void HandleLoading(bool mode = false);
344
353 virtual void MarkDirty() {}
354
359 virtual void UpdateDeltaXY() {}
360
366
371 bool IsMovingFront() const { return this->First()->IsPrimaryVehicle() && (this->IsDrivingBackwards() ? this->Next() : this->Previous()) == nullptr; }
372
377 Vehicle *GetMovingFront() const { return this->IsDrivingBackwards() ? this->Last() : this->First(); }
378
383 Vehicle *GetMovingBack() const { return this->IsDrivingBackwards() ? this->First() : this->Last(); }
384
389 Vehicle *GetMovingNext() const { return this->IsDrivingBackwards() ? this->Previous() : this->Next(); }
390
395 Vehicle *GetMovingPrev() const { return this->IsDrivingBackwards() ? this->Next() : this->Previous(); }
396
401 Direction GetMovingDirection() const { return this->IsDrivingBackwards() ? ReverseDir(this->direction) : this->direction; }
402
407 void SetMovingDirection(Direction d) { this->direction = this->IsDrivingBackwards() ? ReverseDir(d) : d; }
408
422 inline uint GetOldAdvanceSpeed(uint speed)
423 {
424 return IsDiagonalDirection(this->GetMovingDirection()) ? speed : speed * 3 / 4;
425 }
426
439 static inline uint GetAdvanceSpeed(uint speed)
440 {
441 return speed * 3 / 4;
442 }
443
455
461 virtual ExpensesType GetExpenseType([[maybe_unused]] bool income) const { return ExpensesType::Other; }
462
467 virtual void PlayLeaveStationSound([[maybe_unused]] bool force = false) const {}
468
473 virtual bool IsPrimaryVehicle() const { return false; }
474
475 const Engine *GetEngine() const;
476
483 virtual void GetImage([[maybe_unused]] Direction direction, [[maybe_unused]] EngineImageType image_type, [[maybe_unused]] VehicleSpriteSeq *result) const { result->Clear(); }
484
485 const GRFFile *GetGRF() const;
486 uint32_t GetGRFID() const;
487
493 {
494 this->grf_cache.cache_valid = 0;
495 }
496
502 {
503 for (Vehicle *u = this; u != nullptr; u = u->Next()) {
504 u->InvalidateNewGRFCache();
505 }
506 }
507
512 [[debug_inline]] inline bool IsGroundVehicle() const
513 {
514 return this->type == VehicleType::Train || this->type == VehicleType::Road;
515 }
516
521 virtual int GetDisplaySpeed() const { return 0; }
522
527 virtual int GetDisplayMaxSpeed() const { return 0; }
528
533 virtual int GetCurrentMaxSpeed() const { return 0; }
534
539 virtual Money GetRunningCost() const { return 0; }
540
545 virtual bool IsInDepot() const { return false; }
546
551 virtual bool IsChainInDepot() const { return this->IsInDepot(); }
552
557 bool IsStoppedInDepot() const
558 {
559 assert(this == this->First());
560 /* Free wagons have no VehState::Stopped state */
561 if (this->IsPrimaryVehicle() && !this->vehstatus.Test(VehState::Stopped)) return false;
562 return this->IsChainInDepot();
563 }
564
569 virtual bool Tick() { return true; };
570
574 virtual void OnNewCalendarDay() {};
575
579 virtual void OnNewEconomyDay() {};
580
581 void ShiftDates(TimerGameEconomy::Date interval);
582
588 virtual uint Crash(bool flooded = false);
589
602 virtual Trackdir GetVehicleTrackdir() const { return INVALID_TRACKDIR; }
603
608 Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
609
614 Money GetDisplayProfitThisYear() const { return (this->profit_this_year >> 8); }
615
620 Money GetDisplayProfitLastYear() const { return (this->profit_last_year >> 8); }
621
622 void SetNext(Vehicle *next);
623
629 inline Vehicle *Next() const { return this->next; }
630
636 inline Vehicle *Previous() const { return this->previous; }
637
642 inline Vehicle *First() const { return this->first; }
643
648 inline Vehicle *Last() const { return this->last; }
649
655 inline Vehicle *Move(int n)
656 {
657 Vehicle *v = this;
658 if (n < 0) {
659 for (int i = 0; i != n && v != nullptr; i--) v = v->Previous();
660 } else {
661 for (int i = 0; i != n && v != nullptr; i++) v = v->Next();
662 }
663 return v;
664 }
665
671 inline const Vehicle *Move(int n) const
672 {
673 const Vehicle *v = this;
674 if (n < 0) {
675 for (int i = 0; i != n && v != nullptr; i--) v = v->Previous();
676 } else {
677 for (int i = 0; i != n && v != nullptr; i++) v = v->Next();
678 }
679 return v;
680 }
681
686 inline const Order *GetFirstOrder() const { return (this->orders == nullptr) ? nullptr : this->GetOrder(this->orders->GetFirstOrder()); }
687
688 inline std::span<const Order> Orders() const
689 {
690 if (this->orders == nullptr) return {};
691 return this->orders->GetOrders();
692 }
693
694 inline std::span<Order> Orders()
695 {
696 if (this->orders == nullptr) return {};
697 return this->orders->GetOrders();
698 }
699
700 void AddToShared(Vehicle *shared_chain);
701 void RemoveFromShared();
702
707 inline Vehicle *NextShared() const { return this->next_shared; }
708
713 inline Vehicle *PreviousShared() const { return this->previous_shared; }
714
719 inline Vehicle *FirstShared() const { return (this->orders == nullptr) ? this->First() : this->orders->GetFirstSharedVehicle(); }
720
725 inline bool IsOrderListShared() const { return this->orders != nullptr && this->orders->IsShared(); }
726
731 inline VehicleOrderID GetNumOrders() const { return (this->orders == nullptr) ? 0 : this->orders->GetNumOrders(); }
732
737 inline VehicleOrderID GetNumManualOrders() const { return (this->orders == nullptr) ? 0 : this->orders->GetNumManualOrders(); }
738
743 inline void GetNextStoppingStation(std::vector<StationID> &next_station) const
744 {
745 if (this->orders == nullptr) return;
746 this->orders->GetNextStoppingStation(next_station, this);
747 }
748
749 void ResetRefitCaps();
750
751 void ReleaseUnitNumber();
752
760 {
761 this->CopyConsistPropertiesFrom(src);
762
763 this->ReleaseUnitNumber();
764 this->unitnumber = src->unitnumber;
765
766 this->current_order = src->current_order;
767 this->dest_tile = src->dest_tile;
768
769 this->profit_this_year = src->profit_this_year;
770 this->profit_last_year = src->profit_last_year;
771
772 src->unitnumber = 0;
773 }
774
775
776 bool HandleBreakdown();
777
778 bool NeedsAutorenewing(const Company *c, bool use_renew_setting = true) const;
779
780 bool NeedsServicing() const;
781 bool NeedsAutomaticServicing() const;
782
790 virtual TileIndex GetOrderStationLocation([[maybe_unused]] StationID station) { return INVALID_TILE; }
791
796 virtual TileIndex GetCargoTile() const { return this->tile; }
797
803 virtual ClosestDepot FindClosestDepot() { return {}; }
804
809 virtual void SetDestTile(TileIndex tile) { this->dest_tile = tile; }
810
811 CommandCost SendToDepot(DoCommandFlags flags, DepotCommandFlags command);
812
813 void UpdateVisualEffect(bool allow_power_change = true);
814 void ShowVisualEffect() const;
815
816 void UpdatePosition();
817 void UpdateViewport(bool dirty);
818 void UpdateBoundingBoxCoordinates(bool update_cache) const;
820 bool MarkAllViewportsDirty() const;
821
822 inline uint16_t GetServiceInterval() const { return this->service_interval; }
823
824 inline void SetServiceInterval(uint16_t interval) { this->service_interval = interval; }
825
826 inline bool ServiceIntervalIsCustom() const { return this->vehicle_flags.Test(VehicleFlag::ServiceIntervalIsCustom); }
827
828 inline bool ServiceIntervalIsPercent() const { return this->vehicle_flags.Test(VehicleFlag::ServiceIntervalIsPercent); }
829
830 inline void SetServiceIntervalIsCustom(bool on) { this->vehicle_flags.Set(VehicleFlag::ServiceIntervalIsCustom, on); }
831
832 inline void SetServiceIntervalIsPercent(bool on) { this->vehicle_flags.Set(VehicleFlag::ServiceIntervalIsPercent, on); }
833
834 bool HasFullLoadOrder() const;
835 bool HasConditionalOrder() const;
836 bool HasUnbunchingOrder() const;
838 bool IsWaitingForUnbunching() const;
839
840private:
846 {
847 if (this->GetNumManualOrders() > 0) {
848 /* Advance to next real order */
849 do {
850 this->cur_real_order_index++;
851 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
852 } while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT));
853 } else {
854 this->cur_real_order_index = 0;
855 }
856 }
857
858public:
865 {
867 /* Increment real order index as well */
869 }
870
872
873 /* Advance to next implicit order */
874 do {
876 if (this->cur_implicit_order_index >= this->GetNumOrders()) this->cur_implicit_order_index = 0;
877 } while (this->cur_implicit_order_index != this->cur_real_order_index && !this->GetOrder(this->cur_implicit_order_index)->IsType(OT_IMPLICIT));
878
879 InvalidateVehicleOrder(this, 0);
880 }
881
889 {
891 /* Increment both real and implicit order */
893 } else {
894 /* Increment real order only */
896 InvalidateVehicleOrder(this, 0);
897 }
898 }
899
904 {
905 /* Make sure the index is valid */
906 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
907
908 if (this->GetNumManualOrders() > 0) {
909 /* Advance to next real order */
910 while (this->GetOrder(this->cur_real_order_index)->IsType(OT_IMPLICIT)) {
911 this->cur_real_order_index++;
912 if (this->cur_real_order_index >= this->GetNumOrders()) this->cur_real_order_index = 0;
913 }
914 } else {
915 this->cur_real_order_index = 0;
916 }
917 }
918
924 inline Order *GetOrder(int index) const
925 {
926 return (this->orders == nullptr) ? nullptr : this->orders->GetOrderAt(index);
927 }
928
933 inline const Order *GetLastOrder() const
934 {
935 return (this->orders == nullptr) ? nullptr : this->orders->GetOrderAt(this->orders->GetLastOrder());
936 }
937
938 bool IsEngineCountable() const;
939 bool HasEngineType() const;
940 bool HasDepotOrder() const;
941 void HandlePathfindingResult(bool path_found);
942
947 [[debug_inline]] inline bool IsFrontEngine() const
948 {
949 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_FRONT);
950 }
951
956 inline bool IsArticulatedPart() const
957 {
958 return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_ARTICULATED_PART);
959 }
960
965 inline bool HasArticulatedPart() const
966 {
967 return this->Next() != nullptr && this->Next()->IsArticulatedPart();
968 }
969
976 {
977 assert(this->HasArticulatedPart());
978 return this->Next();
979 }
980
986 {
987 Vehicle *v = this;
988 while (v->IsArticulatedPart()) v = v->Previous();
989 return v;
990 }
991
996 inline const Vehicle *GetFirstEnginePart() const
997 {
998 const Vehicle *v = this;
999 while (v->IsArticulatedPart()) v = v->Previous();
1000 return v;
1001 }
1002
1008 {
1009 Vehicle *v = this;
1010 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
1011 return v;
1012 }
1013
1018 inline Vehicle *GetNextVehicle() const
1019 {
1020 const Vehicle *v = this;
1021 while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
1022
1023 /* v now contains the last articulated part in the engine */
1024 return v->Next();
1025 }
1026
1031 inline Vehicle *GetPrevVehicle() const
1032 {
1033 Vehicle *v = this->Previous();
1034 while (v != nullptr && v->IsArticulatedPart()) v = v->Previous();
1035
1036 return v;
1037 }
1038
1039 uint32_t GetDisplayMaxWeight() const;
1040 uint32_t GetDisplayMinPowerToWeight() const;
1041};
1042
1047template <class T, VehicleType Type>
1049 static const VehicleType EXPECTED_TYPE = Type;
1050
1052
1058 {
1059 this->sprite_cache.sprite_seq.count = 1;
1060 }
1061
1063 inline T *GetMovingFront() const { return (T *)this->Vehicle::GetMovingFront(); }
1065 inline T *GetMovingBack() const { return (T *)this->Vehicle::GetMovingBack(); }
1067 inline T *GetMovingNext() const { return (T *)this->Vehicle::GetMovingNext(); }
1069 inline T *GetMovingPrev() const { return (T *)this->Vehicle::GetMovingPrev(); }
1070
1075 inline T *First() const { return (T *)this->Vehicle::First(); }
1076
1081 inline T *Last() { return (T *)this->Vehicle::Last(); }
1082
1087 inline const T *Last() const { return (const T *)this->Vehicle::Last(); }
1088
1093 inline T *Next() const { return (T *)this->Vehicle::Next(); }
1094
1099 inline T *Previous() const { return (T *)this->Vehicle::Previous(); }
1100
1107
1113 inline T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
1114
1119 inline T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
1120
1125 inline const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
1126
1131 inline T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
1132
1137 inline T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }
1138
1143 inline T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }
1144
1150 static inline bool IsValidID(auto index)
1151 {
1152 return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type;
1153 }
1154
1160 static inline T *Get(auto index)
1161 {
1162 return (T *)Vehicle::Get(index);
1163 }
1164
1170 static inline T *GetIfValid(auto index)
1171 {
1172 return IsValidID(index) ? Get(index) : nullptr;
1173 }
1174
1180 template <typename... Targs>
1181 static inline T *Create(Targs &&... args)
1182 {
1183 return Vehicle::Create<T>(std::forward<Targs&&>(args)...);
1184 }
1185
1192 template <typename... Targs>
1193 static inline T *CreateAtIndex(VehicleID index, Targs &&... args)
1194 {
1195 return Vehicle::CreateAtIndex<T>(index, std::forward<Targs&&>(args)...);
1196 }
1197
1203 static inline T *From(Vehicle *v)
1204 {
1205 assert(v->type == Type);
1206 return (T *)v;
1207 }
1208
1214 static inline const T *From(const Vehicle *v)
1215 {
1216 assert(v->type == Type);
1217 return (const T *)v;
1218 }
1219
1225 inline void UpdateViewport(bool force_update, bool update_delta)
1226 {
1227 bool sprite_has_changed = false;
1228
1229 /* Skip updating sprites on dedicated servers without screen */
1230 if (_network_dedicated) return;
1231
1232 /* Explicitly choose method to call to prevent vtable dereference -
1233 * it gives ~3% runtime improvements in games with many vehicles */
1234 if (update_delta) ((T *)this)->T::UpdateDeltaXY();
1235
1236 /*
1237 * Only check for a new sprite sequence if the vehicle direction
1238 * has changed since we last checked it, assuming that otherwise
1239 * there won't be enough change in bounding box or offsets to need
1240 * to resolve a new sprite.
1241 */
1242 if (this->direction != this->sprite_cache.last_direction || this->sprite_cache.is_viewport_candidate) {
1243 VehicleSpriteSeq seq;
1244
1245 ((T*)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
1246 if (this->sprite_cache.sprite_seq != seq) {
1247 sprite_has_changed = true;
1248 this->sprite_cache.sprite_seq = seq;
1249 }
1250
1251 this->sprite_cache.last_direction = this->direction;
1252 this->sprite_cache.revalidate_before_draw = false;
1253 } else {
1254 /*
1255 * A change that could potentially invalidate the sprite has been
1256 * made, signal that we should still resolve it before drawing on a
1257 * viewport.
1258 */
1259 this->sprite_cache.revalidate_before_draw = true;
1260 }
1261
1262 if (force_update || sprite_has_changed) {
1263 this->Vehicle::UpdateViewport(true);
1264 }
1265 }
1266
1272 static Pool::IterateWrapper<T> Iterate(size_t from = 0) { return Pool::IterateWrapper<T>(from); }
1273};
1274
1276static const int32_t INVALID_COORD = 0x7fffffff;
1277
1278#endif /* VEHICLE_BASE_H */
Properties for front vehicles/consists.
@ ServiceIntervalIsCustom
Service interval is custom.
@ ServiceIntervalIsPercent
Service interval is percent.
@ DrivingBackwards
Vehicle is driving backwards.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:22
Base class for cargo packets.
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
Common return value for all commands.
Enum-as-bit-set wrapper.
uint64_t TickCounter
The type that the tick counter is stored in.
StrongType::Typedef< int32_t, struct YearTag< struct Calendar >, StrongType::Compare, StrongType::Integer > Year
StrongType::Typedef< int32_t, DateTag< struct Calendar >, StrongType::Compare, StrongType::Integer > Date
CargoList that is used for vehicles.
Types related to commands.
static constexpr Owner INVALID_OWNER
An invalid owner.
Direction ReverseDir(Direction d)
Return the reverse of a direction.
bool IsDiagonalDirection(Direction dir)
Checks if a given Direction is diagonal.
Direction
Defines the 8 directions on the map.
@ Invalid
Flag for an invalid direction.
ExpensesType
Types of expenses.
@ Other
Other expenses.
Types related to engines.
PoolID< uint16_t, struct EngineIDTag, 64000, 0xFFFF > EngineID
Unique identification number of an engine.
Definition engine_type.h:26
#define T
Climate temperate.
Definition engines.h:91
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint32_t PaletteID
The number of the palette.
Definition gfx_type.h:18
virtual void MarkDirty()
Marks the vehicles to be redrawn and updates cached variables.
Types of a group.
#define Rect
Macro that prevents name conflicts between included headers.
bool _network_dedicated
are we a dedicated server?
Definition network.cpp:70
Basic functions/variables used all over the place.
Base class for orders.
void InvalidateVehicleOrder(const Vehicle *v, int data)
Updates the widgets of a vehicle which contains the order-data.
Functions related to orders.
uint8_t VehicleOrderID
The index of an order within its current vehicle (not pool related).
Definition order_type.h:18
Functions/types related to saving and loading games.
Base for drawing complex sprites.
#define debug_inline
When making a (pure) debug build, the compiler will by default disable inlining of functions.
Definition stdafx.h:222
Various front vehicle properties that are preserved when autoreplacing, using order-backup or switchi...
VehicleOrderID cur_real_order_index
The index to the current real (non-implicit) order.
VehicleFlags vehicle_flags
Used for gradual loading and other miscellaneous things (.
VehicleOrderID cur_implicit_order_index
The index to the current implicit order.
uint16_t service_interval
The interval for (automatic) servicing; either in days or %.
void CopyConsistPropertiesFrom(const BaseConsist *src)
Copy properties of other BaseConsist.
Base vehicle class.
VehicleType type
Type of vehicle.
Helper class to perform the cargo payment.
Structure to return information about the closest depot location, and whether it could be found.
DestinationID destination
The DestinationID as used for orders.
Dynamic data of a loaded NewGRF.
Definition newgrf.h:119
Cached, frequently calculated values.
Cache for vehicle sprites and values relating to whether they should be updated before drawing,...
bool revalidate_before_draw
We need to do a GetImage() and check bounds before drawing this sprite.
VehicleSpriteSeq sprite_seq
Vehicle appearance.
bool is_viewport_candidate
This vehicle can potentially be drawn on a viewport.
Direction last_direction
Last direction we obtained sprites for.
Rect old_coord
Co-ordinates from the last valid bounding box.
Cached often queried (NewGRF) values.
uint32_t position_in_vehicle
Cache for NewGRF var 4D.
uint32_t position_consist_length
Cache for NewGRF var 40.
uint32_t consist_cargo_information
Cache for NewGRF var 42. (Note: The cargotype is untranslated in the cache because the accessing GRF ...
uint8_t cache_valid
Bitset that indicates which cache values are valid.
uint32_t company_information
Cache for NewGRF var 43.
uint32_t position_same_id_length
Cache for NewGRF var 41.
Shared order list linking together the linked list of orders and the list of vehicles sharing this or...
Definition order_base.h:384
If you change this, keep in mind that it is also saved in 2 other places:
Definition order_base.h:34
static T * CreateAtIndex(VehicleID index, Targs &&... args)
static Vehicle * Get(auto index)
static T * Create(Targs &&... args)
Base class for all pools.
CargoType cargo
Cargo type the vehicle will be carrying.
uint16_t capacity
Capacity the vehicle will have.
uint16_t remaining
Capacity remaining from before the previous refit.
T * GetMovingFront() const
Get the moving front of the vehicle chain.
T * GetMovingPrev() const
Get the previous vehicle in the vehicle chain, relative to its current movement.
T * Next() const
Get next vehicle in the chain.
static Pool::IterateWrapper< T > Iterate(size_t from=0)
Returns an iterable ensemble of all valid vehicles of type T.
T * Previous() const
Get previous vehicle in the chain.
static const T * From(const Vehicle *v)
Converts a const Vehicle to const SpecializedVehicle with type checking.
static T * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
T * GetNextArticulatedPart()
Get the next part of an articulated engine.
static bool IsValidID(auto index)
Tests whether given index is a valid index for vehicle of this type.
static T * GetIfValid(auto index)
Returns vehicle if the index is a valid index for this vehicle type.
const T * GetFirstEnginePart() const
Get the first part of an articulated engine.
T * First() const
Get the first vehicle in the chain.
T * GetPrevVehicle() const
Get the previous real (non-articulated part) vehicle in the consist.
SpecializedVehicle(VehicleID index)
Set vehicle type correctly.
T * GetNextVehicle() const
Get the next real (non-articulated part) vehicle in the consist.
T * GetNextArticulatedPart() const
Get the next part of an articulated engine.
static T * Get(auto index)
Gets vehicle with given index.
void UpdateViewport(bool force_update, bool update_delta)
Update vehicle sprite- and position caches.
T * GetMovingNext() const
Get the next vehicle in the vehicle chain, relative to its current movement.
T * GetLastEnginePart()
Get the last part of an articulated engine.
static T * Create(Targs &&... args)
Creates a new T-object in the vehicle pool.
T * GetFirstEnginePart()
Get the first part of an articulated engine.
SpecializedVehicle< T, Type > SpecializedVehicleBase
Our type.
T * Last()
Get the last vehicle in the chain.
static const VehicleType EXPECTED_TYPE
Specialized type.
T * GetMovingBack() const
Get the moving back of the vehicle chain.
static T * CreateAtIndex(VehicleID index, Targs &&... args)
Creates a new T-object in the vehicle pool.
const T * Last() const
Get the last vehicle in the chain.
Station data structure.
Cached often queried values common to all vehicles.
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.
uint16_t cached_max_speed
Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
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 Set(SpriteID sprite)
Assign a single sprite to the sequence.
void Clear()
Clear all information.
void CopyWithoutPalette(const VehicleSpriteSeq &src)
Copy data from another sprite sequence, while dropping all recolouring information.
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.
virtual int GetDisplaySpeed() const
Gets the speed in km-ish/h that can be sent into string parameters for string processing.
Vehicle * GetMovingPrev() const
Get the previous vehicle in the vehicle chain, relative to its current movement.
static uint GetAdvanceSpeed(uint speed)
Determines the effective vehicle movement speed.
int32_t z_pos
z coordinate.
Vehicle * last
NOSAVE: pointer for the last vehicle in the chain.
uint16_t & GetGroundVehicleFlags()
Access the ground vehicle flags of the vehicle.
Definition vehicle.cpp:3241
Direction direction
facing
void ShiftDates(TimerGameEconomy::Date interval)
Shift all dates by given interval.
Definition vehicle.cpp:778
const Order * GetLastOrder() const
Returns the last order of a vehicle, or nullptr if it doesn't exists.
friend void AfterLoadVehiclesPhase1(bool part_of_load)
So we can set the previous and first pointers while loading.
TimerGameEconomy::Date economy_age
Age in economy days.
bool IsOrderListShared() const
Check if we share our orders with another vehicle.
const Engine * GetEngine() const
Retrieves the engine of the vehicle.
Definition vehicle.cpp:748
Direction GetMovingDirection() const
Get the moving direction of this vehicle chain.
void IncrementRealOrderIndex()
Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates t...
virtual uint Crash(bool flooded=false)
Crash the (whole) vehicle chain.
Definition vehicle.cpp:300
bool IsStoppedInDepot() const
Check whether the vehicle is in the depot and stopped.
bool IsMovingFront() const
Is this vehicle the moving front of the vehicle chain?
virtual ExpensesType GetExpenseType(bool income) const
Sets the expense type associated to this vehicle type.
Vehicle * GetNextArticulatedPart() const
Get the next part of an articulated engine.
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.
virtual TileIndex GetCargoTile() const
Tile to use for economic calculations when moving cargo into or out of this vehicle.
friend void FixOldVehicles(LoadgameState &ls)
Convert the old style vehicles into something that resembles the old new style savegames.
void LeaveStation()
Perform all actions when leaving a station.
Definition vehicle.cpp:2372
virtual bool IsChainInDepot() const
Check whether the whole vehicle chain is in the depot.
void AddToShared(Vehicle *shared_chain)
Adds this vehicle to a shared vehicle chain.
Definition vehicle.cpp:3023
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:2508
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.
Vehicle * GetFirstEnginePart()
Get the first part of an articulated engine.
uint8_t subtype
subtype (Filled with values from AircraftSubType/DisasterSubType/EffectVehicleType/GroundVehicleSubty...
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:2602
friend bool LoadOldVehicle(LoadgameState &ls, int num)
So we can set the proper next pointer while loading.
virtual void UpdateDeltaXY()
Updates the x and y offsets and the size of the sprite used for this vehicle.
void SetMovingDirection(Direction d)
Set the movement direction of this vehicle chain.
uint16_t random_bits
Bits used for randomized variational spritegroups.
void ReleaseUnitNumber()
Release the vehicle's unit number.
Definition vehicle.cpp:2442
virtual void SetDestTile(TileIndex tile)
Set the destination of this vehicle.
void UpdateBoundingBoxCoordinates(bool update_cache) const
Update the bounding box co-ordinates of the vehicle.
Definition vehicle.cpp:1708
uint8_t day_counter
Increased by one for each day.
void HandleLoading(bool mode=false)
Handle the loading of the vehicle; when not it skips through dummy orders and does nothing in all oth...
Definition vehicle.cpp:2453
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.
uint GetOldAdvanceSpeed(uint speed)
Determines the effective direction-specific vehicle movement speed.
uint8_t breakdown_delay
Counter for managing breakdown length.
Vehicle * GetNextVehicle() const
Get the next real (non-articulated part) vehicle in the consist.
uint GetAdvanceDistance()
Determines the vehicle "progress" needed for moving a step.
GroupID group_id
Index of group Pool array.
const Vehicle * Move(int n) const
Get the vehicle at offset n of this vehicle chain.
virtual int GetDisplayMaxSpeed() const
Gets the maximum speed in km-ish/h that can be sent into string parameters for string processing.
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:2356
Money profit_last_year
Profit last year << 8, low 8 bits are fract.
bool IsEngineCountable() const
Check if a vehicle is counted in num_engines in each company struct.
Definition vehicle.cpp:715
uint8_t subspeed
fractional speed
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
Vehicle * GetMovingBack() const
Get the moving back of the vehicle chain.
void UpdateVisualEffect(bool allow_power_change=true)
Update the cached visual effect.
Definition vehicle.cpp:2683
void LeaveUnbunchingDepot()
Leave an unbunching depot and calculate the next departure time for shared order vehicles.
Definition vehicle.cpp:2533
Vehicle * Move(int n)
Get the vehicle at offset n of this vehicle chain.
void GetNextStoppingStation(std::vector< StationID > &next_station) const
Get the next station the vehicle will stop at.
CargoType cargo_type
type of cargo this vehicle is carrying
uint8_t acceleration
used by train & aircraft
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).
virtual TileIndex GetOrderStationLocation(StationID station)
Determine the location for the station where the vehicle goes to next.
Order current_order
The current order (+ status, like: loading).
Vehicle(VehicleID index, VehicleType type=VehicleType::Invalid)
Vehicle constructor.
Definition vehicle.cpp:379
void PreDestructor()
Destroy all stuff that (still) needs the virtual functions to work properly.
Definition vehicle.cpp:826
TimerGameTick::TickCounter last_loading_tick
Last TimerGameTick::counter tick that the vehicle has stopped at a station and could possibly leave w...
void HandlePathfindingResult(bool path_found)
Handle the pathfinding result, especially the lost status.
Definition vehicle.cpp:792
Vehicle * Next() const
Get the next vehicle of this vehicle.
int32_t y_pos
y coordinate.
int32_t x_pos
x coordinate.
const GRFFile * GetGRF() const
Retrieve the NewGRF the vehicle is tied to.
Definition vehicle.cpp:758
OrderList * orders
Pointer to the order list for this vehicle.
uint32_t GetDisplayMinPowerToWeight() const
Calculates the minimum power-to-weight ratio using the maximum weight of the ground vehicle.
Definition vehicle.cpp:3315
Vehicle * GetMovingFront() const
Get the moving front of the vehicle chain.
virtual ClosestDepot FindClosestDepot()
Find the closest depot for this vehicle and tell us the location, DestinationID and whether we should...
void UpdateViewport(bool dirty)
Update the vehicle on the viewport, updating the right hash and setting the new coordinates.
Definition vehicle.cpp:1753
Money value
Value of the vehicle.
bool MarkAllViewportsDirty() const
Marks viewports dirty where the vehicle's image is.
Definition vehicle.cpp:1792
uint16_t refit_cap
Capacity left over from before last refit.
void InvalidateNewGRFCache()
Invalidates cached NewGRF variables.
VehicleRandomTriggers waiting_random_triggers
Triggers to be yet matched before rerandomizing the random bits.
VehicleCache vcache
Cache of often used vehicle values.
Vehicle * GetLastEnginePart()
Get the last part of an articulated engine.
uint32_t motion_counter
counter to occasionally play a vehicle sound.
NewGRFCache grf_cache
Cache of often used calculated NewGRF values.
uint32_t GetGRFID() const
Retrieve the GRF ID of the NewGRF the vehicle is tied to.
Definition vehicle.cpp:768
SpriteBounds bounds
Bounding box of vehicle.
GroundVehicleCache * GetGroundVehicleCache()
Access the ground vehicle cache of the vehicle.
Definition vehicle.cpp:3211
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:2488
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:2227
uint32_t old_orders
Only used during conversion of old save games.
uint16_t load_unload_ticks
Ticks to wait before starting next cycle.
Money GetDisplayProfitLastYear() const
Gets the profit vehicle had last year.
Vehicle * hash_tile_next
NOSAVE: Next vehicle in the tile location hash.
uint8_t spritenum
currently displayed sprite index 0xfd == custom sprite, 0xfe == custom second head sprite 0xff == res...
uint16_t cur_speed
current speed
Vehicle * previous
NOSAVE: pointer to the previous vehicle in the chain.
uint8_t cargo_subtype
Used for livery refits (NewGRF variations).
~Vehicle() override
We want to 'destruct' the right class.
Definition vehicle.cpp:893
bool IsFrontEngine() const
Check if the vehicle is a front engine.
bool HasEngineType() const
Check whether Vehicle::engine_type has any meaning.
Definition vehicle.cpp:732
Vehicle * GetMovingNext() const
Get the next vehicle in the vehicle chain, relative to its current movement.
TimerGameCalendar::Date age
Age in calendar days.
bool IsWaitingForUnbunching() const
Check whether a vehicle inside a depot is waiting for unbunching.
Definition vehicle.cpp:2580
TextEffectID fill_percent_te_id
a text-effect id to a loading indicator object
Money GetDisplayRunningCost() const
Gets the running cost of a vehicle that can be sent into string parameters for string processing.
void SetNext(Vehicle *next)
Set the next vehicle of this vehicle.
Definition vehicle.cpp:2987
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:3300
Vehicle * PreviousShared() const
Get the previous vehicle of the shared vehicle chain.
Vehicle * FirstShared() const
Get the first vehicle of this vehicle chain.
void RemoveFromShared()
Removes the vehicle from the shared order list.
Definition vehicle.cpp:3046
bool HandleBreakdown()
Handle all of the aspects of a vehicle breakdown This includes adding smoke and sounds,...
Definition vehicle.cpp:1374
uint8_t progress
The percentage (if divided by 256) this vehicle already crossed the tile unit.
void UpdatePositionAndViewport()
Update the position of the vehicle, and update the viewport.
Definition vehicle.cpp:1782
Vehicle * Previous() const
Get the previous vehicle of this vehicle.
virtual void PlayLeaveStationSound(bool force=false) const
Play the sound associated with leaving the station.
Vehicle * GetPrevVehicle() const
Get the previous real (non-articulated part) vehicle in the consist.
Vehicle * Last() const
Get the last vehicle of this vehicle chain.
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.
void SkipToNextRealOrderIndex()
Advance cur_real_order_index to the next real order.
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.
void CopyVehicleConfigAndStatistics(Vehicle *src)
Copy certain configurations and statistics of a vehicle after successful autoreplace/renew The functi...
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:2499
virtual uint16_t GetMaxWeight() const
Calculates the weight value that this vehicle will have when fully loaded with its current cargo.
void UpdatePosition()
Update the position of the vehicle.
Definition vehicle.cpp:1699
virtual Money GetRunningCost() const
Gets the running cost of a vehicle.
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:2434
bool IsDrivingBackwards() const
Is this vehicle moving backwards?
void InvalidateNewGRFCacheOfChain()
Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle).
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:2836
TimerGameCalendar::Year build_year
Year the vehicle has been built.
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:2189
uint8_t running_ticks
Number of ticks this vehicle was not stopped this day.
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.
virtual Trackdir GetVehicleTrackdir() const
Returns the Trackdir on which the vehicle is currently located.
void UpdateRealOrderIndex()
Skip implicit orders until cur_real_order_index is a non-implicit order.
const Vehicle * GetFirstEnginePart() const
Get the first part of an articulated engine.
Functions related to text effects.
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
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
Definition of the game-calendar-timer.
All types related to tracks.
Trackdir
Enumeration for tracks and directions.
Definition track_type.h:73
@ INVALID_TRACKDIR
Flag for an invalid trackdir.
Definition track_type.h:92
Base types related to transport.
uint16_t UnitID
Type for the company global vehicle unit number.
VehiclePool _vehicle_pool("Vehicle")
The pool with all our precious vehicles.
const uint TILE_AXIAL_DISTANCE
Logical length of the tile in any DiagDirection used in vehicle movement.
const uint TILE_CORNER_DISTANCE
Logical length of the tile corner crossing in any non-diagonal direction used in vehicle movement.
VehState
Vehicle state bits in Vehicle::vehstatus.
@ Unclickable
Vehicle is not clickable by the user (shadow vehicles).
@ Crashed
Vehicle is crashed.
@ Shadow
Vehicle is a shadow vehicle.
@ TrainSlowing
Train is slowing down.
@ AircraftBroken
Aircraft is broken down.
@ Hidden
Vehicle is not visible.
@ DefaultPalette
Use default vehicle palette.
@ Stopped
Vehicle is stopped by the player.
GroundVehicleSubtypeFlags
Enum to handle ground vehicle subtypes.
@ GVSF_ARTICULATED_PART
Articulated part of an engine.
@ GVSF_FRONT
Leading engine of a consist.
@ GVSF_MULTIHEADED
Engine is multiheaded (not used for road vehicles).
@ GVSF_FREE_WAGON
First in a wagon chain (in depot) (not used for road vehicles).
@ GVSF_WAGON
Wagon (not used for road vehicles).
@ GVSF_ENGINE
Engine that can be front engine, but might be placed behind another engine (not used for road vehicle...
Pool< Vehicle, VehicleID, 512 > VehiclePool
A vehicle pool for a little over 1 million vehicles.
NewGRFCacheValidValues
Bit numbers used to indicate which of the NewGRFCache values are valid.
@ NCVV_COMPANY_INFORMATION
This bit will be set if the NewGRF var 43 currently stored is valid.
@ NCVV_CONSIST_CARGO_INFORMATION
This bit will be set if the NewGRF var 42 currently stored is valid.
@ NCVV_POSITION_CONSIST_LENGTH
This bit will be set if the NewGRF var 40 currently stored is valid.
@ NCVV_POSITION_SAME_ID_LENGTH
This bit will be set if the NewGRF var 41 currently stored is valid.
@ NCVV_POSITION_IN_VEHICLE
This bit will be set if the NewGRF var 4D currently stored is valid.
@ NCVV_END
End of the bits.
static const int32_t INVALID_COORD
Sentinel for an invalid coordinate.
EngineImageType
Visualisation contexts of vehicles and engines.
@ 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.
@ Invalid
Non-existing type of vehicle.
@ Road
Road vehicle type.
@ Train
Train vehicle type.