vehicle_func.h File Reference

Functions related to vehicles. More...

#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 "company_type.h"

Go to the source code of this file.

Data Structures

struct  GetNewVehiclePosResult
 Position information of a vehicle after it moved. More...

Defines

#define is_custom_sprite(x)   (x >= 0xFD)
#define IS_CUSTOM_FIRSTHEAD_SPRITE(x)   (x == 0xFD)
#define IS_CUSTOM_SECONDHEAD_SPRITE(x)   (x == 0xFE)

Typedefs

typedef VehicleVehicleFromPosProc (Vehicle *v, void *data)

Functions

void VehicleServiceInDepot (Vehicle *v)
uint CountVehiclesInChain (const Vehicle *v)
void FindVehicleOnPos (TileIndex tile, void *data, VehicleFromPosProc *proc)
 Find a vehicle from a specific location.
void FindVehicleOnPosXY (int x, int y, void *data, VehicleFromPosProc *proc)
 Find a vehicle from a specific location.
bool HasVehicleOnPos (TileIndex tile, void *data, VehicleFromPosProc *proc)
 Checks whether a vehicle in on a specific location.
bool HasVehicleOnPosXY (int x, int y, void *data, VehicleFromPosProc *proc)
 Checks whether a vehicle in on a specific location.
void CallVehicleTicks ()
uint8 CalcPercentVehicleFilled (const Vehicle *v, StringID *colour)
 Calculates how full a vehicle is.
byte VehicleRandomBits ()
 Get a value for a vehicle's random_bits.
void ResetVehiclePosHash ()
void ResetVehicleColourMap ()
byte GetBestFittingSubType (Vehicle *v_from, Vehicle *v_for)
 Get the best fitting subtype when 'cloning'/'replacing' v_from with v_for.
CommandCost RefitVehicle (Vehicle *v, bool only_this, CargoID new_cid, byte new_subtype, DoCommandFlag flags)
 Refits a vehicle (chain).
void ViewportAddVehicles (DrawPixelInfo *dpi)
void ShowNewGrfVehicleError (EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical)
 Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.
bool HasVehicleOnTunnelBridge (TileIndex tile, TileIndex endtile, const Vehicle *ignore=NULL)
 Finds vehicle in tunnel / bridge.
void DecreaseVehicleValue (Vehicle *v)
void CheckVehicleBreakdown (Vehicle *v)
void AgeVehicle (Vehicle *v)
void VehicleEnteredDepotThisTick (Vehicle *v)
 Adds a vehicle to the list of vehicles, that visited a depot this tick.
void VehicleMove (Vehicle *v, bool update_viewport)
 Move a vehicle in the game state; that is moving it's position in the position hashes and marking it's location in the viewport dirty if requested.
void MarkSingleVehicleDirty (const Vehicle *v)
 Marks viewports dirty where the vehicle's image is In fact, it equals BeginVehicleMove(v); EndVehicleMove(v);.
UnitID GetFreeUnitNumber (VehicleType type)
CommandCost SendAllVehiclesToDepot (VehicleType type, DoCommandFlag flags, bool service, Owner owner, uint16 vlw_flag, uint32 id)
 Send all vehicles of type to depots.
void VehicleEnterDepot (Vehicle *v)
bool CanBuildVehicleInfrastructure (VehicleType type)
 Check whether we can build infrastructure for the given vehicle type.
GetNewVehiclePosResult GetNewVehiclePos (const Vehicle *v)
 Get position information of a vehicle when moving one pixel in the direction it is facing.
Direction GetDirectionTowards (const Vehicle *v, int x, int y)
static bool IsCompanyBuildableVehicleType (VehicleType type)
static bool IsCompanyBuildableVehicleType (const BaseVehicle *v)
struct LiveryGetEngineLivery (EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
 Determines the livery for a vehicle.
SpriteID GetEnginePalette (EngineID engine_type, CompanyID company)
 Get the colour map for an engine.
SpriteID GetVehiclePalette (const Vehicle *v)
 Get the colour map for a vehicle.
uint GetVehicleCapacity (const Vehicle *v, uint16 *mail_capacity=NULL)
 Determines capacity of a given vehicle from scratch.
static uint32 GetCmdBuildVeh (VehicleType type)
static uint32 GetCmdBuildVeh (const BaseVehicle *v)
static uint32 GetCmdSellVeh (VehicleType type)
static uint32 GetCmdSellVeh (const BaseVehicle *v)
static uint32 GetCmdRefitVeh (VehicleType type)
static uint32 GetCmdRefitVeh (const BaseVehicle *v)
static uint32 GetCmdSendToDepot (VehicleType type)
static uint32 GetCmdSendToDepot (const BaseVehicle *v)
bool EnsureNoVehicleOnGround (TileIndex tile)
void StopAllVehicles ()
bool CanVehicleUseStation (EngineID engine_type, const struct Station *st)
bool CanVehicleUseStation (const Vehicle *v, const struct Station *st)
void ReleaseDisastersTargetingVehicle (VehicleID vehicle)
 Notify disasters that we are about to delete a vehicle.

Variables

const uint32 _veh_build_proc_table []
const uint32 _veh_sell_proc_table []
const uint32 _veh_refit_proc_table []
const uint32 _send_to_depot_proc_table []
VehicleID _vehicle_id_ctr_day
const Vehicle_place_clicked_vehicle
VehicleID _new_vehicle_id
uint16 _returned_refit_capacity
byte _age_cargo_skip_counter
 Skip aging of cargo?

Detailed Description

Functions related to vehicles.

Definition in file vehicle_func.h.


Function Documentation

uint8 CalcPercentVehicleFilled ( const Vehicle v,
StringID colour 
)

Calculates how full a vehicle is.

Parameters:
v The Vehicle to check. For trains, use the first engine.
colour The string to show depending on if we are unloading or loading
Returns:
A percentage of how full the Vehicle is.

Definition at line 950 of file vehicle.cpp.

References Vehicle::cargo, Vehicle::cargo_cap, Vehicle::cargo_type, CargoList< Tinst >::Count(), Vehicle::current_order, SpecializedStation< Station, false >::Get(), Order::GetLoadType(), Station::goods, HasBit(), max(), Vehicle::Next(), OLFB_NO_LOAD, and Vehicle::vehicle_flags.

Referenced by LoadUnloadVehicle(), and ProcessConditionalOrder().

bool CanBuildVehicleInfrastructure ( VehicleType  type  ) 

Check whether we can build infrastructure for the given vehicle type.

This to disable building stations etc. when you are not allowed/able to have the vehicle type yet.

Parameters:
type the vehicle type to check this for
Returns:
true if there is any reason why you may build the infrastructure for the given vehicle type

Definition at line 1250 of file vehicle.cpp.

References _settings_client, _settings_game, GUISettings::always_build_infrastructure, ClientSettings::gui, HasBit(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), max(), VehicleSettings::max_aircraft, VehicleSettings::max_roadveh, VehicleSettings::max_ships, VehicleSettings::max_trains, BaseVehicle::type, VEH_AIRCRAFT, VEH_ROAD, VEH_SHIP, VEH_TRAIN, and GameSettings::vehicle.

Referenced by MainToolbarWindow::OnKeyPress(), MainToolbarWindow::OnPaint(), and BuildDocksToolbarWindow::OnPaint().

void FindVehicleOnPos ( TileIndex  tile,
void *  data,
VehicleFromPosProc *  proc 
)

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.
Use this when you have the intention that all vehicles should be iterated over.
Parameters:
tile The location on the map
data Arbitrary data passed to proc
proc The proc that determines whether a vehicle will be "found".

Definition at line 411 of file vehicle.cpp.

References VehicleFromPos().

Referenced by CheckTrainCollision(), CmdConvertRail(), DeleteLastWagon(), FloodVehicles(), FollowTrainReservation(), GetTrainForReservation(), RoadStop::Entry::Rebuild(), and RemoveRoadStop().

void FindVehicleOnPosXY ( int  x,
int  y,
void *  data,
VehicleFromPosProc *  proc 
)

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.
Use this when you have the intention that all vehicles should be iterated over.
Parameters:
x The X location on the map
y The Y location on the map
data Arbitrary data passed to proc
proc The proc that determines whether a vehicle will be "found".

Definition at line 351 of file vehicle.cpp.

References VehicleFromPosXY().

Referenced by CheckTrainCollision().

byte GetBestFittingSubType ( Vehicle v_from,
Vehicle v_for 
)

Get the best fitting subtype when 'cloning'/'replacing' v_from with v_for.

Assuming they are going to carry the same cargo ofcourse!

Parameters:
v_from the vehicle to match the subtype from
v_for the vehicle to get the subtype for
Returns:
the best sub type

Definition at line 170 of file vehicle_gui.cpp.

References CALLBACK_FAILED, EngineInfo::callback_mask, Engine::CanCarryCargo(), Vehicle::cargo_subtype, Vehicle::cargo_type, CBID_VEHICLE_CARGO_SUFFIX, CBM_VEHICLE_CARGO_SUFFIX, Vehicle::First(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::PoolItem<&_engine_pool >::Get(), GetCargoSubtypeText(), GetVehicleCallback(), HasBit(), and Vehicle::InvalidateNewGRFCache().

Referenced by BuildReplacementVehicle(), and CmdCloneVehicle().

struct Livery* GetEngineLivery ( EngineID  engine_type,
CompanyID  company,
EngineID  parent_engine_type,
const Vehicle v 
) [read]
SpriteID GetEnginePalette ( EngineID  engine_type,
CompanyID  company 
)

Get the colour map for an engine.

This used for unbuilt engines in the user interface.

Parameters:
engine_type ID of engine
company ID of company
Returns:
A ready-to-use palette modifier

Definition at line 1439 of file vehicle.cpp.

Referenced by DrawEngineList(), NewsWindow::DrawWidget(), and EnginePreviewWindow::DrawWidget().

GetNewVehiclePosResult GetNewVehiclePos ( const Vehicle v  ) 

Get position information of a vehicle when moving one pixel in the direction it is facing.

Parameters:
v Vehicle to move
Returns:
Position information after the move

Definition at line 1141 of file vehicle.cpp.

References GetNewVehiclePosResult::new_tile, GetNewVehiclePosResult::old_tile, Vehicle::tile, and GetNewVehiclePosResult::y.

Referenced by AircraftController(), DisasterTick_Aircraft(), DisasterTick_Big_Ufo(), DisasterTick_Big_Ufo_Destroyer(), DisasterTick_Submarine(), DisasterTick_Ufo(), DisasterTick_Zeppeliner(), UpdateAirplanesOnNewStation(), and UpdateOldAircraft().

uint GetVehicleCapacity ( const Vehicle v,
uint16 *  mail_capacity 
)
SpriteID GetVehiclePalette ( const Vehicle v  ) 
bool HasVehicleOnPos ( TileIndex  tile,
void *  data,
VehicleFromPosProc *  proc 
)

Checks whether a vehicle in on a specific location.

It will call proc for vehicles until it returns non-NULL.

Note:
Use FindVehicleOnPos when you have the intention that all vehicles should be iterated over.
Parameters:
tile The location on the map
data Arbitrary data passed to proc
proc The proc that determines whether a vehicle will be "found".
Returns:
True if proc returned non-NULL.

Definition at line 426 of file vehicle.cpp.

References VehicleFromPos().

Referenced by CheckRoadBlockedForOvertaking(), EnsureNoTrainOnTrack(), ExploreSegment(), HasVehicleOnTunnelBridge(), TrainApproachingCrossing(), and UpdateLevelCrossing().

bool HasVehicleOnPosXY ( int  x,
int  y,
void *  data,
VehicleFromPosProc *  proc 
)

Checks whether a vehicle in on a specific location.

It will call proc for vehicles until it returns non-NULL.

Note:
Use FindVehicleOnPosXY when you have the intention that all vehicles should be iterated over.
Parameters:
x The X location on the map
y The Y location on the map
data Arbitrary data passed to proc
proc The proc that determines whether a vehicle will be "found".
Returns:
True if proc returned non-NULL.

Definition at line 367 of file vehicle.cpp.

References VehicleFromPosXY().

bool HasVehicleOnTunnelBridge ( TileIndex  tile,
TileIndex  endtile,
const Vehicle ignore 
)

Finds vehicle in tunnel / bridge.

Parameters:
tile first end
endtile second end
ignore Ignore this vehicle when searching
Returns:
true if the bridge has a vehicle

Definition at line 255 of file vehicle.cpp.

References GetVehicleTunnelBridgeProc(), and HasVehicleOnPos().

Referenced by ClearPathReservation(), CmdBuildRoad(), CmdConvertRail(), and RemoveRoad().

void MarkSingleVehicleDirty ( const Vehicle v  ) 

Marks viewports dirty where the vehicle's image is In fact, it equals BeginVehicleMove(v); EndVehicleMove(v);.

Parameters:
v vehicle to mark dirty
See also:
BeginVehicleMove()
EndVehicleMove()

Definition at line 1132 of file vehicle.cpp.

References MarkAllViewportsDirty().

Referenced by Vehicle::Crash(), InitializeDisasterVehicle(), and Vehicle::~Vehicle().

CommandCost RefitVehicle ( Vehicle v,
bool  only_this,
CargoID  new_cid,
byte  new_subtype,
DoCommandFlag  flags 
)

Refits a vehicle (chain).

This is the vehicle-type independent part of the CmdRefitXXX functions.

Parameters:
v The vehicle to refit.
only_this Whether to only refit this vehicle, or the whole chain.
new_cid Cargotype to refit to
new_subtype Cargo subtype to refit to
flags Command flags
Returns:
refit cost; or CMD_ERROR if no vehicle was actually refitable to the cargo

Definition at line 275 of file vehicle_cmd.cpp.

References Engine::CanCarryCargo(), Vehicle::cargo, Vehicle::cargo_cap, Vehicle::cargo_subtype, Vehicle::cargo_type, DC_EXEC, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::PoolItem<&_engine_pool >::Get(), Vehicle::GetExpenseType(), GetRefitCost(), GetVehicleCapacity(), HasBit(), Vehicle::InvalidateNewGRFCacheOfChain(), Vehicle::Next(), CargoList< Tinst >::Truncate(), BaseVehicle::type, and VEH_AIRCRAFT.

Referenced by CmdRefitAircraft(), CmdRefitRailVehicle(), CmdRefitRoadVeh(), and CmdRefitShip().

void ReleaseDisastersTargetingVehicle ( VehicleID  vehicle  ) 

Notify disasters that we are about to delete a vehicle.

So make them head elsewhere.

Parameters:
vehicle deleted vehicle

Definition at line 948 of file disaster_cmd.cpp.

References Vehicle::current_order, Vehicle::dest_tile, Order::GetDestination(), RandomTile, Order::SetDestination(), and Vehicle::subtype.

Referenced by Vehicle::PreDestructor().

CommandCost SendAllVehiclesToDepot ( VehicleType  type,
DoCommandFlag  flags,
bool  service,
Owner  owner,
uint16  vlw_flag,
uint32  id 
)

Send all vehicles of type to depots.

Parameters:
type type of vehicle
flags the flags used for DoCommand()
service should the vehicles only get service in the depots
owner owner of the vehicles to send
vlw_flag tells what kind of list requested the goto depot
id general purpose id whoms meaning is given by vlw_flag; e.g. StationID for station lists
Returns:
0 for success and CMD_ERROR if no vehicle is able to go to depot

Definition at line 576 of file vehicle_cmd.cpp.

References CMD_ERROR, DC_EXEC, DEPOT_DONT_CANCEL, DoCommand(), GenerateVehicleSortList(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::PoolItem< Tpool >::index, SmallVector< T, S >::Length(), CommandCost::Succeeded(), and Vehicle::tile.

Referenced by CmdSendAircraftToHangar(), CmdSendRoadVehToDepot(), CmdSendShipToDepot(), and CmdSendTrainToDepot().

void ShowNewGrfVehicleError ( EngineID  engine,
StringID  part1,
StringID  part2,
GRFBugs  bug_type,
bool  critical 
)

Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.

Parameters:
engine The engine that caused the problem
part1 Part 1 of the error message, taking the grfname as parameter 1
part2 Part 2 of the error message, taking the engine as parameter 2
bug_type Flag to check and set in grfconfig
critical Shall the "OpenTTD might crash"-message be shown when the player tries to unpause?

Definition at line 195 of file vehicle.cpp.

References _networking, CMD_PAUSE, DC_EXEC, DoCommand(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::PoolItem<&_engine_pool >::Get(), GRFConfig::grf_bugs, HasBit(), lastof, GRFConfig::name, PM_PAUSED_ERROR, PM_PAUSED_NORMAL, SetBit(), SetDParam(), SetDParamStr(), and ShowErrorMessage().

Referenced by CheckConsistencyOfArticulatedVehicle(), and RailVehicleLengthChanged().

void VehicleEnteredDepotThisTick ( Vehicle v  ) 

Adds a vehicle to the list of vehicles, that visited a depot this tick.

Parameters:
*v vehicle to add

Definition at line 635 of file vehicle.cpp.

References Vehicle::vehstatus.

void VehicleMove ( Vehicle v,
bool  update_viewport 
)

Move a vehicle in the game state; that is moving it's position in the position hashes and marking it's location in the viewport dirty if requested.

Parameters:
v vehicle to move
update_viewport whether to dirty the viewport

Definition at line 1097 of file vehicle.cpp.

References Sprite::height, MarkAllViewportsDirty(), max(), min(), RemapCoords(), ST_NORMAL, Sprite::width, Sprite::x_offs, and Sprite::y_offs.

Referenced by AfterLoadVehicles(), CmdBuildAircraft(), CmdBuildRailVehicle(), CmdBuildRailWagon(), CmdBuildRoadVeh(), CmdBuildShip(), DisasterTick_Helicopter_Rotors(), InitializeDisasterVehicle(), and Vehicle::UpdateViewport().

byte VehicleRandomBits (  ) 

Get a value for a vehicle's random_bits.

Returns:
A random value from 0 to 255.

Definition at line 276 of file vehicle.cpp.

References GB().

Referenced by CmdBuildAircraft(), CmdBuildRailVehicle(), CmdBuildRailWagon(), CmdBuildRoadVeh(), and CmdBuildShip().


Generated on Wed Mar 3 23:32:54 2010 for OpenTTD by  doxygen 1.6.1