/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file vehicle_func.h Functions related to vehicles. */ #ifndef VEHICLE_FUNC_H #define VEHICLE_FUNC_H #include "gfx_type.h" #include "direction_type.h" #include "command_type.h" #include "vehicle_type.h" #include "engine_type.h" #include "transport_type.h" #include "newgrf_config.h" #include "track_type.h" #include "livery.h" #define is_custom_sprite(x) (x >= 0xFD) #define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD) #define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE) static const int VEHICLE_PROFIT_MIN_AGE = DAYS_IN_YEAR * 2; ///< Only vehicles older than this have a meaningful profit. static const Money VEHICLE_PROFIT_THRESHOLD = 10000; ///< Threshold for a vehicle to be considered making good profit. struct Viewport; /** * Helper to check whether an image index is valid for a particular vehicle. * @tparam T The type of vehicle. * @param image_index The image index to check. * @return True iff the image index is valid. */ template bool IsValidImageIndex(uint8 image_index); typedef Vehicle *VehicleFromPosProc(Vehicle *v, void *data); void VehicleServiceInDepot(Vehicle *v); uint CountVehiclesInChain(const Vehicle *v); /** * Find a vehicle from a specific location. It will call \a proc for ALL vehicles * on the tile and YOU must make SURE that the "best one" is stored in the * data value and is ALWAYS the same regardless of the order of the vehicles * where proc was called on! * When you fail to do this properly you create an almost untraceable DESYNC! * @note The return value of \a proc will be ignored. * @note Use this function when you have the intention that all vehicles * should be iterated over. * @param tile The location on the map * @param data Arbitrary data passed to \a proc. * @param proc The proc that determines whether a vehicle will be "found". */ inline void FindVehicleOnPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc) { extern Vehicle *VehicleFromPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first); VehicleFromPos(tile, type, data, proc, false); } /** * Checks whether a vehicle is on a specific location. It will call \a proc for * vehicles until it returns non-nullptr. * @note Use #FindVehicleOnPos when you have the intention that all vehicles * should be iterated over. * @param tile The location on the map * @param data Arbitrary data passed to \a proc. * @param proc The \a proc that determines whether a vehicle will be "found". * @return True if proc returned non-nullptr. */ inline bool HasVehicleOnPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc) { extern Vehicle *VehicleFromPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first); return VehicleFromPos(tile, type, data, proc, true) != nullptr; } /** * Find a vehicle from a specific location. It will call proc for ALL vehicles * on the tile and YOU must make SURE that the "best one" is stored in the * data value and is ALWAYS the same regardless of the order of the vehicles * where proc was called on! * When you fail to do this properly you create an almost untraceable DESYNC! * @note The return value of proc will be ignored. * @note Use this when you have the intention that all vehicles * should be iterated over. * @param x The X location on the map * @param y The Y location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". */ inline void FindVehicleOnPosXY(int x, int y, VehicleType type, void *data, VehicleFromPosProc *proc) { extern Vehicle *VehicleFromPosXY(int x, int y, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first); VehicleFromPosXY(x, y, type, data, proc, false); } /** * Checks whether a vehicle in on a specific location. It will call proc for * vehicles until it returns non-nullptr. * @note Use FindVehicleOnPosXY when you have the intention that all vehicles * should be iterated over. * @param x The X location on the map * @param y The Y location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @return True if proc returned non-nullptr. */ inline bool HasVehicleOnPosXY(int x, int y, VehicleType type, void *data, VehicleFromPosProc *proc) { extern Vehicle *VehicleFromPosXY(int x, int y, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first); return VehicleFromPosXY(x, y, type, data, proc, true) != nullptr; } void CallVehicleTicks(); uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour); uint8 CalcPercentVehicleFilledOfCargo(const Vehicle *v, CargoID cargo); void VehicleLengthChanged(const Vehicle *u); byte VehicleRandomBits(); void ResetVehicleHash(); void ResetVehicleColourMap(); byte GetBestFittingSubType(Vehicle *v_from, Vehicle *v_for, CargoID dest_cargo_type); void ViewportAddVehicles(DrawPixelInfo *dpi, bool update_vehicles); void ViewportMapDrawVehicles(DrawPixelInfo *dpi, Viewport *vp); void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical); CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore = nullptr, bool across_only = false); Train *GetTrainClosestToTunnelBridgeEnd(TileIndex tile, TileIndex other_tile); int GetAvailableFreeTilesInSignalledTunnelBridge(TileIndex entrance, TileIndex exit, TileIndex tile); int GetAvailableFreeTilesInSignalledTunnelBridgeWithStartOffset(TileIndex entrance, TileIndex exit, int offset); void DecreaseVehicleValue(Vehicle *v); void CheckVehicleBreakdown(Vehicle *v); void AgeVehicle(Vehicle *v); void VehicleEnteredDepotThisTick(Vehicle *v); UnitID GetFreeUnitNumber(VehicleType type); void VehicleEnterDepot(Vehicle *v); bool CanBuildVehicleInfrastructure(VehicleType type, byte subtype = 0); /** Position information of a vehicle after it moved */ struct GetNewVehiclePosResult { int x, y; ///< x and y position of the vehicle after moving TileIndex old_tile; ///< Current tile of the vehicle TileIndex new_tile; ///< Tile of the vehicle after moving }; GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v); Direction GetDirectionTowards(const Vehicle *v, int x, int y); /** * Is the given vehicle type buildable by a company? * @param type Vehicle type being queried. * @return Vehicle type is buildable by a company. */ static inline bool IsCompanyBuildableVehicleType(VehicleType type) { switch (type) { case VEH_TRAIN: case VEH_ROAD: case VEH_SHIP: case VEH_AIRCRAFT: return true; default: return false; } } /** * Is the given vehicle buildable by a company? * @param v Vehicle being queried. * @return Vehicle is buildable by a company. */ static inline bool IsCompanyBuildableVehicleType(const BaseVehicle *v) { return IsCompanyBuildableVehicleType(v->type); } LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v); const struct Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting, bool ignore_group = false); SpriteID GetEnginePalette(EngineID engine_type, CompanyID company); SpriteID GetVehiclePalette(const Vehicle *v); SpriteID GetUncachedTrainPaletteIgnoringGroup(const Train *v); extern const uint32 _veh_build_proc_table[]; extern const uint32 _veh_sell_proc_table[]; extern const uint32 _veh_refit_proc_table[]; extern const uint32 _send_to_depot_proc_table[]; /* Functions to find the right command for certain vehicle type */ static inline uint32 GetCmdBuildVeh(VehicleType type) { return _veh_build_proc_table[type]; } static inline uint32 GetCmdBuildVeh(const BaseVehicle *v) { return GetCmdBuildVeh(v->type); } static inline uint32 GetCmdSellVeh(VehicleType type) { return _veh_sell_proc_table[type]; } static inline uint32 GetCmdSellVeh(const BaseVehicle *v) { return GetCmdSellVeh(v->type); } static inline uint32 GetCmdRefitVeh(VehicleType type) { return _veh_refit_proc_table[type]; } static inline uint32 GetCmdRefitVeh(const BaseVehicle *v) { return GetCmdRefitVeh(v->type); } static inline uint32 GetCmdSendToDepot(VehicleType type) { return _send_to_depot_proc_table[type]; } static inline uint32 GetCmdSendToDepot(const BaseVehicle *v) { return GetCmdSendToDepot(v->type); } CommandCost EnsureNoVehicleOnGround(TileIndex tile); CommandCost EnsureNoRoadVehicleOnGround(TileIndex tile); CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits); extern VehicleID _new_vehicle_id; extern uint _returned_refit_capacity; extern uint16 _returned_mail_refit_capacity; bool CanVehicleUseStation(EngineID engine_type, const struct Station *st); bool CanVehicleUseStation(const Vehicle *v, const struct Station *st); StringID GetVehicleCannotUseStationReason(const Vehicle *v, const Station *st); void ReleaseDisastersTargetingVehicle(VehicleID vehicle); typedef std::vector VehicleSet; void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles); void CheckCargoCapacity(Vehicle *v); #endif /* VEHICLE_FUNC_H */