vehicle.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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 <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "error.h"
00014 #include "roadveh.h"
00015 #include "ship.h"
00016 #include "spritecache.h"
00017 #include "timetable.h"
00018 #include "viewport_func.h"
00019 #include "news_func.h"
00020 #include "command_func.h"
00021 #include "company_func.h"
00022 #include "train.h"
00023 #include "aircraft.h"
00024 #include "newgrf_debug.h"
00025 #include "newgrf_sound.h"
00026 #include "newgrf_station.h"
00027 #include "group_gui.h"
00028 #include "strings_func.h"
00029 #include "zoom_func.h"
00030 #include "date_func.h"
00031 #include "vehicle_func.h"
00032 #include "autoreplace_func.h"
00033 #include "autoreplace_gui.h"
00034 #include "station_base.h"
00035 #include "ai/ai.hpp"
00036 #include "depot_func.h"
00037 #include "network/network.h"
00038 #include "core/pool_func.hpp"
00039 #include "economy_base.h"
00040 #include "articulated_vehicles.h"
00041 #include "roadstop_base.h"
00042 #include "core/random_func.hpp"
00043 #include "core/backup_type.hpp"
00044 #include "order_backup.h"
00045 #include "sound_func.h"
00046 #include "effectvehicle_func.h"
00047 #include "effectvehicle_base.h"
00048 #include "vehiclelist.h"
00049 #include "bridge_map.h"
00050 #include "tunnel_map.h"
00051 #include "depot_map.h"
00052 #include "gamelog.h"
00053 
00054 #include "table/strings.h"
00055 
00056 #define GEN_HASH(x, y) ((GB((y), 6 + ZOOM_LVL_SHIFT, 6) << 6) + GB((x), 7 + ZOOM_LVL_SHIFT, 6))
00057 
00058 VehicleID _new_vehicle_id;
00059 uint16 _returned_refit_capacity;      
00060 uint16 _returned_mail_refit_capacity; 
00061 
00062 
00064 VehiclePool _vehicle_pool("Vehicle");
00065 INSTANTIATE_POOL_METHODS(Vehicle)
00066 
00067 
00073 bool Vehicle::NeedsAutorenewing(const Company *c, bool use_renew_setting) const
00074 {
00075   /* We can always generate the Company pointer when we have the vehicle.
00076    * However this takes time and since the Company pointer is often present
00077    * when this function is called then it's faster to pass the pointer as an
00078    * argument rather than finding it again. */
00079   assert(c == Company::Get(this->owner));
00080 
00081   if (use_renew_setting && !c->settings.engine_renew) return false;
00082   if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false;
00083 
00084   /* Only engines need renewing */
00085   if (this->type == VEH_TRAIN && !Train::From(this)->IsEngine()) return false;
00086 
00087   return true;
00088 }
00089 
00090 void VehicleServiceInDepot(Vehicle *v)
00091 {
00092   v->date_of_last_service = _date;
00093   v->breakdowns_since_last_service = 0;
00094   v->reliability = v->GetEngine()->reliability;
00095   /* Prevent vehicles from breaking down directly after exiting the depot. */
00096   v->breakdown_chance /= 4;
00097   SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
00098 }
00099 
00106 bool Vehicle::NeedsServicing() const
00107 {
00108   /* Stopped or crashed vehicles will not move, as such making unmovable
00109    * vehicles to go for service is lame. */
00110   if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
00111 
00112   /* Are we ready for the next service cycle? */
00113   const Company *c = Company::Get(this->owner);
00114   if (c->settings.vehicle.servint_ispercent ?
00115       (this->reliability >= this->GetEngine()->reliability * (100 - this->service_interval) / 100) :
00116       (this->date_of_last_service + this->service_interval >= _date)) {
00117     return false;
00118   }
00119 
00120   /* If we're servicing anyway, because we have not disabled servicing when
00121    * there are no breakdowns or we are playing with breakdowns, bail out. */
00122   if (!_settings_game.order.no_servicing_if_no_breakdowns ||
00123       _settings_game.difficulty.vehicle_breakdowns != 0) {
00124     return true;
00125   }
00126 
00127   /* Test whether there is some pending autoreplace.
00128    * Note: We do this after the service-interval test.
00129    * There are a lot more reasons for autoreplace to fail than we can test here reasonably. */
00130   bool pending_replace = false;
00131   Money needed_money = c->settings.engine_renew_money;
00132   if (needed_money > c->money) return false;
00133 
00134   for (const Vehicle *v = this; v != NULL; v = (v->type == VEH_TRAIN) ? Train::From(v)->GetNextUnit() : NULL) {
00135     bool replace_when_old = false;
00136     EngineID new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id, &replace_when_old);
00137 
00138     /* Check engine availability */
00139     if (new_engine == INVALID_ENGINE || !HasBit(Engine::Get(new_engine)->company_avail, v->owner)) continue;
00140     /* Is the vehicle old if we are not always replacing? */
00141     if (replace_when_old && !v->NeedsAutorenewing(c, false)) continue;
00142 
00143     /* Check refittability */
00144     uint32 available_cargo_types, union_mask;
00145     GetArticulatedRefitMasks(new_engine, true, &union_mask, &available_cargo_types);
00146     /* Is there anything to refit? */
00147     if (union_mask != 0) {
00148       CargoID cargo_type;
00149       /* We cannot refit to mixed cargoes in an automated way */
00150       if (IsArticulatedVehicleCarryingDifferentCargoes(v, &cargo_type)) continue;
00151 
00152       /* Did the old vehicle carry anything? */
00153       if (cargo_type != CT_INVALID) {
00154         /* We can't refit the vehicle to carry the cargo we want */
00155         if (!HasBit(available_cargo_types, cargo_type)) continue;
00156       }
00157     }
00158 
00159     /* Check money.
00160      * We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */
00161     pending_replace = true;
00162     needed_money += 2 * Engine::Get(new_engine)->GetCost();
00163     if (needed_money > c->money) return false;
00164   }
00165 
00166   return pending_replace;
00167 }
00168 
00174 bool Vehicle::NeedsAutomaticServicing() const
00175 {
00176   if (this->HasDepotOrder()) return false;
00177   if (this->current_order.IsType(OT_LOADING)) return false;
00178   if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
00179   return NeedsServicing();
00180 }
00181 
00182 uint Vehicle::Crash(bool flooded)
00183 {
00184   assert((this->vehstatus & VS_CRASHED) == 0);
00185   assert(this->Previous() == NULL); // IsPrimaryVehicle fails for free-wagon-chains
00186 
00187   uint pass = 0;
00188   /* Stop the vehicle. */
00189   if (this->IsPrimaryVehicle()) this->vehstatus |= VS_STOPPED;
00190   /* crash all wagons, and count passengers */
00191   for (Vehicle *v = this; v != NULL; v = v->Next()) {
00192     if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.Count();
00193     v->vehstatus |= VS_CRASHED;
00194     MarkSingleVehicleDirty(v);
00195   }
00196 
00197   /* Dirty some windows */
00198   InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
00199   SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
00200   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00201   SetWindowDirty(WC_VEHICLE_DEPOT, this->tile);
00202 
00203   delete this->cargo_payment;
00204   this->cargo_payment = NULL;
00205 
00206   return RandomRange(pass + 1); // Randomise deceased passengers.
00207 }
00208 
00209 
00218 void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical)
00219 {
00220   const Engine *e = Engine::Get(engine);
00221   GRFConfig *grfconfig = GetGRFConfig(e->GetGRFID());
00222 
00223   if (!HasBit(grfconfig->grf_bugs, bug_type)) {
00224     SetBit(grfconfig->grf_bugs, bug_type);
00225     SetDParamStr(0, grfconfig->GetName());
00226     SetDParam(1, engine);
00227     ShowErrorMessage(part1, part2, WL_CRITICAL);
00228     if (!_networking) DoCommand(0, critical ? PM_PAUSED_ERROR : PM_PAUSED_NORMAL, 1, DC_EXEC, CMD_PAUSE);
00229   }
00230 
00231   /* debug output */
00232   char buffer[512];
00233 
00234   SetDParamStr(0, grfconfig->GetName());
00235   GetString(buffer, part1, lastof(buffer));
00236   DEBUG(grf, 0, "%s", buffer + 3);
00237 
00238   SetDParam(1, engine);
00239   GetString(buffer, part2, lastof(buffer));
00240   DEBUG(grf, 0, "%s", buffer + 3);
00241 }
00242 
00248 void VehicleLengthChanged(const Vehicle *u)
00249 {
00250   /* show a warning once for each engine in whole game and once for each GRF after each game load */
00251   const Engine *engine = u->GetEngine();
00252   uint32 grfid = engine->grf_prop.grffile->grfid;
00253   GRFConfig *grfconfig = GetGRFConfig(grfid);
00254   if (GamelogGRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
00255     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
00256   }
00257 }
00258 
00263 Vehicle::Vehicle(VehicleType type)
00264 {
00265   this->type               = type;
00266   this->coord.left         = INVALID_COORD;
00267   this->group_id           = DEFAULT_GROUP;
00268   this->fill_percent_te_id = INVALID_TE_ID;
00269   this->first              = this;
00270   this->colourmap          = PAL_NONE;
00271   this->cargo_age_counter  = 1;
00272 }
00273 
00278 byte VehicleRandomBits()
00279 {
00280   return GB(Random(), 0, 8);
00281 }
00282 
00283 /* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
00284  * lookup times at the expense of memory usage. */
00285 const int HASH_BITS = 7;
00286 const int HASH_SIZE = 1 << HASH_BITS;
00287 const int HASH_MASK = HASH_SIZE - 1;
00288 const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
00289 const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;
00290 
00291 /* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
00292  * Profiling results show that 0 is fastest. */
00293 const int HASH_RES = 0;
00294 
00295 static Vehicle *_vehicle_tile_hash[TOTAL_HASH_SIZE];
00296 
00297 static Vehicle *VehicleFromTileHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc, bool find_first)
00298 {
00299   for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
00300     for (int x = xl; ; x = (x + 1) & HASH_MASK) {
00301       Vehicle *v = _vehicle_tile_hash[(x + y) & TOTAL_HASH_MASK];
00302       for (; v != NULL; v = v->hash_tile_next) {
00303         Vehicle *a = proc(v, data);
00304         if (find_first && a != NULL) return a;
00305       }
00306       if (x == xu) break;
00307     }
00308     if (y == yu) break;
00309   }
00310 
00311   return NULL;
00312 }
00313 
00314 
00326 static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first)
00327 {
00328   const int COLL_DIST = 6;
00329 
00330   /* Hash area to scan is from xl,yl to xu,yu */
00331   int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
00332   int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
00333   int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
00334   int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
00335 
00336   return VehicleFromTileHash(xl, yl, xu, yu, data, proc, find_first);
00337 }
00338 
00353 void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
00354 {
00355   VehicleFromPosXY(x, y, data, proc, false);
00356 }
00357 
00369 bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
00370 {
00371   return VehicleFromPosXY(x, y, data, proc, true) != NULL;
00372 }
00373 
00384 static Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc, bool find_first)
00385 {
00386   int x = GB(TileX(tile), HASH_RES, HASH_BITS);
00387   int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
00388 
00389   Vehicle *v = _vehicle_tile_hash[(x + y) & TOTAL_HASH_MASK];
00390   for (; v != NULL; v = v->hash_tile_next) {
00391     if (v->tile != tile) continue;
00392 
00393     Vehicle *a = proc(v, data);
00394     if (find_first && a != NULL) return a;
00395   }
00396 
00397   return NULL;
00398 }
00399 
00413 void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
00414 {
00415   VehicleFromPos(tile, data, proc, false);
00416 }
00417 
00428 bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
00429 {
00430   return VehicleFromPos(tile, data, proc, true) != NULL;
00431 }
00432 
00439 static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
00440 {
00441   int z = *(int*)data;
00442 
00443   if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
00444   if (v->z_pos > z) return NULL;
00445 
00446   return v;
00447 }
00448 
00454 CommandCost EnsureNoVehicleOnGround(TileIndex tile)
00455 {
00456   int z = GetTileMaxPixelZ(tile);
00457 
00458   /* Value v is not safe in MP games, however, it is used to generate a local
00459    * error message only (which may be different for different machines).
00460    * Such a message does not affect MP synchronisation.
00461    */
00462   Vehicle *v = VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ, true);
00463   if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
00464   return CommandCost();
00465 }
00466 
00468 static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
00469 {
00470   if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL;
00471   if (v == (const Vehicle *)data) return NULL;
00472 
00473   return v;
00474 }
00475 
00483 CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
00484 {
00485   /* Value v is not safe in MP games, however, it is used to generate a local
00486    * error message only (which may be different for different machines).
00487    * Such a message does not affect MP synchronisation.
00488    */
00489   Vehicle *v = VehicleFromPos(tile, const_cast<Vehicle *>(ignore), &GetVehicleTunnelBridgeProc, true);
00490   if (v == NULL) v = VehicleFromPos(endtile, const_cast<Vehicle *>(ignore), &GetVehicleTunnelBridgeProc, true);
00491 
00492   if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
00493   return CommandCost();
00494 }
00495 
00496 static Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data)
00497 {
00498   TrackBits rail_bits = *(TrackBits *)data;
00499 
00500   if (v->type != VEH_TRAIN) return NULL;
00501 
00502   Train *t = Train::From(v);
00503   if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return NULL;
00504 
00505   return v;
00506 }
00507 
00516 CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits)
00517 {
00518   /* Value v is not safe in MP games, however, it is used to generate a local
00519    * error message only (which may be different for different machines).
00520    * Such a message does not affect MP synchronisation.
00521    */
00522   Vehicle *v = VehicleFromPos(tile, &track_bits, &EnsureNoTrainOnTrackProc, true);
00523   if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
00524   return CommandCost();
00525 }
00526 
00527 static void UpdateVehicleTileHash(Vehicle *v, bool remove)
00528 {
00529   Vehicle **old_hash = v->hash_tile_current;
00530   Vehicle **new_hash;
00531 
00532   if (remove) {
00533     new_hash = NULL;
00534   } else {
00535     int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
00536     int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
00537     new_hash = &_vehicle_tile_hash[(x + y) & TOTAL_HASH_MASK];
00538   }
00539 
00540   if (old_hash == new_hash) return;
00541 
00542   /* Remove from the old position in the hash table */
00543   if (old_hash != NULL) {
00544     if (v->hash_tile_next != NULL) v->hash_tile_next->hash_tile_prev = v->hash_tile_prev;
00545     *v->hash_tile_prev = v->hash_tile_next;
00546   }
00547 
00548   /* Insert vehicle at beginning of the new position in the hash table */
00549   if (new_hash != NULL) {
00550     v->hash_tile_next = *new_hash;
00551     if (v->hash_tile_next != NULL) v->hash_tile_next->hash_tile_prev = &v->hash_tile_next;
00552     v->hash_tile_prev = new_hash;
00553     *new_hash = v;
00554   }
00555 
00556   /* Remember current hash position */
00557   v->hash_tile_current = new_hash;
00558 }
00559 
00560 static Vehicle *_vehicle_viewport_hash[0x1000];
00561 
00562 static void UpdateVehicleViewportHash(Vehicle *v, int x, int y)
00563 {
00564   Vehicle **old_hash, **new_hash;
00565   int old_x = v->coord.left;
00566   int old_y = v->coord.top;
00567 
00568   new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_viewport_hash[GEN_HASH(x, y)];
00569   old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_viewport_hash[GEN_HASH(old_x, old_y)];
00570 
00571   if (old_hash == new_hash) return;
00572 
00573   /* remove from hash table? */
00574   if (old_hash != NULL) {
00575     if (v->hash_viewport_next != NULL) v->hash_viewport_next->hash_viewport_prev = v->hash_viewport_prev;
00576     *v->hash_viewport_prev = v->hash_viewport_next;
00577   }
00578 
00579   /* insert into hash table? */
00580   if (new_hash != NULL) {
00581     v->hash_viewport_next = *new_hash;
00582     if (v->hash_viewport_next != NULL) v->hash_viewport_next->hash_viewport_prev = &v->hash_viewport_next;
00583     v->hash_viewport_prev = new_hash;
00584     *new_hash = v;
00585   }
00586 }
00587 
00588 void ResetVehicleHash()
00589 {
00590   Vehicle *v;
00591   FOR_ALL_VEHICLES(v) { v->hash_tile_current = NULL; }
00592   memset(_vehicle_viewport_hash, 0, sizeof(_vehicle_viewport_hash));
00593   memset(_vehicle_tile_hash, 0, sizeof(_vehicle_tile_hash));
00594 }
00595 
00596 void ResetVehicleColourMap()
00597 {
00598   Vehicle *v;
00599   FOR_ALL_VEHICLES(v) { v->colourmap = PAL_NONE; }
00600 }
00601 
00606 typedef SmallMap<Vehicle *, bool, 4> AutoreplaceMap;
00607 static AutoreplaceMap _vehicles_to_autoreplace;
00608 
00609 void InitializeVehicles()
00610 {
00611   _vehicles_to_autoreplace.Reset();
00612   ResetVehicleHash();
00613 }
00614 
00615 uint CountVehiclesInChain(const Vehicle *v)
00616 {
00617   uint count = 0;
00618   do count++; while ((v = v->Next()) != NULL);
00619   return count;
00620 }
00621 
00626 bool Vehicle::IsEngineCountable() const
00627 {
00628   switch (this->type) {
00629     case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors
00630     case VEH_TRAIN:
00631       return !this->IsArticulatedPart() && // tenders and other articulated parts
00632           !Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
00633     case VEH_ROAD: return RoadVehicle::From(this)->IsFrontEngine();
00634     case VEH_SHIP: return true;
00635     default: return false; // Only count company buildable vehicles
00636   }
00637 }
00638 
00643 bool Vehicle::HasEngineType() const
00644 {
00645   switch (this->type) {
00646     case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft();
00647     case VEH_TRAIN:
00648     case VEH_ROAD:
00649     case VEH_SHIP: return true;
00650     default: return false;
00651   }
00652 }
00653 
00659 const Engine *Vehicle::GetEngine() const
00660 {
00661   return Engine::Get(this->engine_type);
00662 }
00663 
00669 const GRFFile *Vehicle::GetGRF() const
00670 {
00671   return this->GetEngine()->GetGRF();
00672 }
00673 
00679 uint32 Vehicle::GetGRFID() const
00680 {
00681   return this->GetEngine()->GetGRFID();
00682 }
00683 
00691 void Vehicle::HandlePathfindingResult(bool path_found)
00692 {
00693   if (path_found) {
00694     /* Route found, is the vehicle marked with "lost" flag? */
00695     if (!HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;
00696 
00697     /* Clear the flag as the PF's problem was solved. */
00698     ClrBit(this->vehicle_flags, VF_PATHFINDER_LOST);
00699     /* Delete the news item. */
00700     DeleteVehicleNews(this->index, STR_NEWS_VEHICLE_IS_LOST);
00701     return;
00702   }
00703 
00704   /* Were we already lost? */
00705   if (HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;
00706 
00707   /* It is first time the problem occurred, set the "lost" flag. */
00708   SetBit(this->vehicle_flags, VF_PATHFINDER_LOST);
00709   /* Notify user about the event. */
00710   AI::NewEvent(this->owner, new ScriptEventVehicleLost(this->index));
00711   if (_settings_client.gui.lost_vehicle_warn && this->owner == _local_company) {
00712     SetDParam(0, this->index);
00713     AddVehicleAdviceNewsItem(STR_NEWS_VEHICLE_IS_LOST, this->index);
00714   }
00715 }
00716 
00718 void Vehicle::PreDestructor()
00719 {
00720   if (CleaningPool()) return;
00721 
00722   if (Station::IsValidID(this->last_station_visited)) {
00723     Station *st = Station::Get(this->last_station_visited);
00724     st->loading_vehicles.remove(this);
00725 
00726     HideFillingPercent(&this->fill_percent_te_id);
00727     this->CancelReservation(INVALID_STATION, st);
00728     delete this->cargo_payment;
00729   }
00730 
00731   if (this->IsEngineCountable()) {
00732     GroupStatistics::CountEngine(this, -1);
00733     if (this->IsPrimaryVehicle()) GroupStatistics::CountVehicle(this, -1);
00734     GroupStatistics::UpdateAutoreplace(this->owner);
00735 
00736     if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
00737     DeleteGroupHighlightOfVehicle(this);
00738   }
00739 
00740   if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
00741     Aircraft *a = Aircraft::From(this);
00742     Station *st = GetTargetAirportIfValid(a);
00743     if (st != NULL) {
00744       const AirportFTA *layout = st->airport.GetFTA()->layout;
00745       CLRBITS(st->airport.flags, layout[a->previous_pos].block | layout[a->pos].block);
00746     }
00747   }
00748 
00749 
00750   if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) {
00751     RoadVehicle *v = RoadVehicle::From(this);
00752     if (!(v->vehstatus & VS_CRASHED) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
00753       /* Leave the drive through roadstop, when you have not already left it. */
00754       RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
00755     }
00756   }
00757 
00758   if (this->Previous() == NULL) {
00759     InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
00760   }
00761 
00762   if (this->IsPrimaryVehicle()) {
00763     DeleteWindowById(WC_VEHICLE_VIEW, this->index);
00764     DeleteWindowById(WC_VEHICLE_ORDERS, this->index);
00765     DeleteWindowById(WC_VEHICLE_REFIT, this->index);
00766     DeleteWindowById(WC_VEHICLE_DETAILS, this->index);
00767     DeleteWindowById(WC_VEHICLE_TIMETABLE, this->index);
00768     SetWindowDirty(WC_COMPANY, this->owner);
00769     OrderBackup::ClearVehicle(this);
00770   }
00771   InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
00772 
00773   this->cargo.Truncate(0);
00774   DeleteVehicleOrders(this);
00775   DeleteDepotHighlightOfVehicle(this);
00776 
00777   extern void StopGlobalFollowVehicle(const Vehicle *v);
00778   StopGlobalFollowVehicle(this);
00779 
00780   ReleaseDisastersTargetingVehicle(this->index);
00781 }
00782 
00783 Vehicle::~Vehicle()
00784 {
00785   if (CleaningPool()) {
00786     this->cargo.OnCleanPool();
00787     return;
00788   }
00789 
00790   /* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
00791    * it may happen that vehicle chain is deleted when visible */
00792   if (!(this->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(this);
00793 
00794   Vehicle *v = this->Next();
00795   this->SetNext(NULL);
00796 
00797   delete v;
00798 
00799   UpdateVehicleTileHash(this, true);
00800   UpdateVehicleViewportHash(this, INVALID_COORD, 0);
00801   DeleteVehicleNews(this->index, INVALID_STRING_ID);
00802   DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
00803 }
00804 
00809 void VehicleEnteredDepotThisTick(Vehicle *v)
00810 {
00811   /* Vehicle should stop in the depot if it was in 'stopping' state */
00812   _vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED);
00813 
00814   /* We ALWAYS set the stopped state. Even when the vehicle does not plan on
00815    * stopping in the depot, so we stop it to ensure that it will not reserve
00816    * the path out of the depot before we might autoreplace it to a different
00817    * engine. The new engine would not own the reserved path we store that we
00818    * stopped the vehicle, so autoreplace can start it again */
00819   v->vehstatus |= VS_STOPPED;
00820 }
00821 
00827 static void RunVehicleDayProc()
00828 {
00829   if (_game_mode != GM_NORMAL) return;
00830 
00831   /* Run the day_proc for every DAY_TICKS vehicle starting at _date_fract. */
00832   for (size_t i = _date_fract; i < Vehicle::GetPoolSize(); i += DAY_TICKS) {
00833     Vehicle *v = Vehicle::Get(i);
00834     if (v == NULL) continue;
00835 
00836     /* Call the 32-day callback if needed */
00837     if ((v->day_counter & 0x1F) == 0 && v->HasEngineType()) {
00838       uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
00839       if (callback != CALLBACK_FAILED) {
00840         if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
00841         if (HasBit(callback, 1)) v->colourmap = PAL_NONE;
00842 
00843         if (callback & ~3) ErrorUnknownCallbackResult(v->GetGRFID(), CBID_VEHICLE_32DAY_CALLBACK, callback);
00844       }
00845     }
00846 
00847     /* This is called once per day for each vehicle, but not in the first tick of the day */
00848     v->OnNewDay();
00849   }
00850 }
00851 
00852 void CallVehicleTicks()
00853 {
00854   _vehicles_to_autoreplace.Clear();
00855 
00856   RunVehicleDayProc();
00857 
00858   Station *st;
00859   FOR_ALL_STATIONS(st) LoadUnloadStation(st);
00860 
00861   Vehicle *v;
00862   FOR_ALL_VEHICLES(v) {
00863     /* Vehicle could be deleted in this tick */
00864     if (!v->Tick()) {
00865       assert(Vehicle::Get(vehicle_index) == NULL);
00866       continue;
00867     }
00868 
00869     assert(Vehicle::Get(vehicle_index) == v);
00870 
00871     switch (v->type) {
00872       default: break;
00873 
00874       case VEH_TRAIN:
00875       case VEH_ROAD:
00876       case VEH_AIRCRAFT:
00877       case VEH_SHIP:
00878         if (v->vcache.cached_cargo_age_period != 0) {
00879           v->cargo_age_counter = min(v->cargo_age_counter, v->vcache.cached_cargo_age_period);
00880           if (--v->cargo_age_counter == 0) {
00881             v->cargo.AgeCargo();
00882             v->cargo_age_counter = v->vcache.cached_cargo_age_period;
00883           }
00884         }
00885 
00886         if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue;
00887         if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
00888         if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsFrontEngine()) continue;
00889 
00890         v->motion_counter += v->cur_speed;
00891         /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
00892         if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
00893 
00894         /* Play an alterate running sound every 16 ticks */
00895         if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
00896     }
00897   }
00898 
00899   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00900   for (AutoreplaceMap::iterator it = _vehicles_to_autoreplace.Begin(); it != _vehicles_to_autoreplace.End(); it++) {
00901     v = it->first;
00902     /* Autoreplace needs the current company set as the vehicle owner */
00903     cur_company.Change(v->owner);
00904 
00905     /* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
00906      * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
00907      * they are already leaving the depot again before being replaced. */
00908     if (it->second) v->vehstatus &= ~VS_STOPPED;
00909 
00910     /* Store the position of the effect as the vehicle pointer will become invalid later */
00911     int x = v->x_pos;
00912     int y = v->y_pos;
00913     int z = v->z_pos;
00914 
00915     const Company *c = Company::Get(_current_company);
00916     SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->settings.engine_renew_money));
00917     CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE);
00918     SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->settings.engine_renew_money));
00919 
00920     if (!IsLocalCompany()) continue;
00921 
00922     if (res.Succeeded()) {
00923       ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
00924       continue;
00925     }
00926 
00927     StringID error_message = res.GetErrorMessage();
00928     if (error_message == STR_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue;
00929 
00930     if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;
00931 
00932     StringID message;
00933     if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
00934       message = error_message;
00935     } else {
00936       message = STR_NEWS_VEHICLE_AUTORENEW_FAILED;
00937     }
00938 
00939     SetDParam(0, v->index);
00940     SetDParam(1, error_message);
00941     AddVehicleAdviceNewsItem(message, v->index);
00942   }
00943 
00944   cur_company.Restore();
00945 }
00946 
00951 static void DoDrawVehicle(const Vehicle *v)
00952 {
00953   SpriteID image = v->cur_image;
00954   PaletteID pal = PAL_NONE;
00955 
00956   if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
00957 
00958   /* Check whether the vehicle shall be transparent due to the game state */
00959   bool shadowed = (v->vehstatus & VS_SHADOW) != 0;
00960 
00961   if (v->type == VEH_EFFECT) {
00962     /* Check whether the vehicle shall be transparent/invisible due to GUI settings.
00963      * However, transparent smoke and bubbles look weird, so always hide them. */
00964     TransparencyOption to = EffectVehicle::From(v)->GetTransparencyOption();
00965     if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
00966   }
00967 
00968   AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
00969     v->x_extent, v->y_extent, v->z_extent, v->z_pos, shadowed, v->x_bb_offs, v->y_bb_offs);
00970 }
00971 
00976 void ViewportAddVehicles(DrawPixelInfo *dpi)
00977 {
00978   /* The bounding rectangle */
00979   const int l = dpi->left;
00980   const int r = dpi->left + dpi->width;
00981   const int t = dpi->top;
00982   const int b = dpi->top + dpi->height;
00983 
00984   /* The hash area to scan */
00985   int xl, xu, yl, yu;
00986 
00987   if (dpi->width + (70 * ZOOM_LVL_BASE) < (1 << (7 + 6 + ZOOM_LVL_SHIFT))) {
00988     xl = GB(l - (70 * ZOOM_LVL_BASE), 7 + ZOOM_LVL_SHIFT, 6);
00989     xu = GB(r,                        7 + ZOOM_LVL_SHIFT, 6);
00990   } else {
00991     /* scan whole hash row */
00992     xl = 0;
00993     xu = 0x3F;
00994   }
00995 
00996   if (dpi->height + (70 * ZOOM_LVL_BASE) < (1 << (6 + 6 + ZOOM_LVL_SHIFT))) {
00997     yl = GB(t - (70 * ZOOM_LVL_BASE), 6 + ZOOM_LVL_SHIFT, 6) << 6;
00998     yu = GB(b,                        6 + ZOOM_LVL_SHIFT, 6) << 6;
00999   } else {
01000     /* scan whole column */
01001     yl = 0;
01002     yu = 0x3F << 6;
01003   }
01004 
01005   for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
01006     for (int x = xl;; x = (x + 1) & 0x3F) {
01007       const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF
01008 
01009       while (v != NULL) {
01010         if (!(v->vehstatus & VS_HIDDEN) &&
01011             l <= v->coord.right &&
01012             t <= v->coord.bottom &&
01013             r >= v->coord.left &&
01014             b >= v->coord.top) {
01015           DoDrawVehicle(v);
01016         }
01017         v = v->hash_viewport_next;
01018       }
01019 
01020       if (x == xu) break;
01021     }
01022 
01023     if (y == yu) break;
01024   }
01025 }
01026 
01034 Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
01035 {
01036   Vehicle *found = NULL, *v;
01037   uint dist, best_dist = UINT_MAX;
01038 
01039   if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL;
01040 
01041   x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
01042   y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
01043 
01044   FOR_ALL_VEHICLES(v) {
01045     if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 &&
01046         x >= v->coord.left && x <= v->coord.right &&
01047         y >= v->coord.top && y <= v->coord.bottom) {
01048 
01049       dist = max(
01050         abs(((v->coord.left + v->coord.right) >> 1) - x),
01051         abs(((v->coord.top + v->coord.bottom) >> 1) - y)
01052       );
01053 
01054       if (dist < best_dist) {
01055         found = v;
01056         best_dist = dist;
01057       }
01058     }
01059   }
01060 
01061   return found;
01062 }
01063 
01068 void DecreaseVehicleValue(Vehicle *v)
01069 {
01070   v->value -= v->value >> 8;
01071   SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01072 }
01073 
01074 static const byte _breakdown_chance[64] = {
01075     3,   3,   3,   3,   3,   3,   3,   3,
01076     4,   4,   5,   5,   6,   6,   7,   7,
01077     8,   8,   9,   9,  10,  10,  11,  11,
01078    12,  13,  13,  13,  13,  14,  15,  16,
01079    17,  19,  21,  25,  28,  31,  34,  37,
01080    40,  44,  48,  52,  56,  60,  64,  68,
01081    72,  80,  90, 100, 110, 120, 130, 140,
01082   150, 170, 190, 210, 230, 250, 250, 250,
01083 };
01084 
01085 void CheckVehicleBreakdown(Vehicle *v)
01086 {
01087   int rel, rel_old;
01088 
01089   /* decrease reliability */
01090   v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
01091   if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01092 
01093   if (v->breakdown_ctr != 0 || (v->vehstatus & VS_STOPPED) ||
01094       _settings_game.difficulty.vehicle_breakdowns < 1 ||
01095       v->cur_speed < 5 || _game_mode == GM_MENU) {
01096     return;
01097   }
01098 
01099   uint32 r = Random();
01100 
01101   /* increase chance of failure */
01102   int chance = v->breakdown_chance + 1;
01103   if (Chance16I(1, 25, r)) chance += 25;
01104   v->breakdown_chance = min(255, chance);
01105 
01106   /* calculate reliability value to use in comparison */
01107   rel = v->reliability;
01108   if (v->type == VEH_SHIP) rel += 0x6666;
01109 
01110   /* reduced breakdowns? */
01111   if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
01112 
01113   /* check if to break down */
01114   if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
01115     v->breakdown_ctr    = GB(r, 16, 6) + 0x3F;
01116     v->breakdown_delay  = GB(r, 24, 7) + 0x80;
01117     v->breakdown_chance = 0;
01118   }
01119 }
01120 
01127 bool Vehicle::HandleBreakdown()
01128 {
01129   /* Possible states for Vehicle::breakdown_ctr
01130    * 0  - vehicle is running normally
01131    * 1  - vehicle is currently broken down
01132    * 2  - vehicle is going to break down now
01133    * >2 - vehicle is counting down to the actual breakdown event */
01134   switch (this->breakdown_ctr) {
01135     case 0:
01136       return false;
01137 
01138     case 2:
01139       this->breakdown_ctr = 1;
01140 
01141       if (this->breakdowns_since_last_service != 255) {
01142         this->breakdowns_since_last_service++;
01143       }
01144 
01145       if (this->type == VEH_AIRCRAFT) {
01146         /* Aircraft just need this flag, the rest is handled elsewhere */
01147         this->vehstatus |= VS_AIRCRAFT_BROKEN;
01148       } else {
01149         this->cur_speed = 0;
01150 
01151         if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
01152           SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
01153             (this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
01154             (this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
01155         }
01156 
01157         if (!(this->vehstatus & VS_HIDDEN) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_NO_BREAKDOWN_SMOKE)) {
01158           EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
01159           if (u != NULL) u->animation_state = this->breakdown_delay * 2;
01160         }
01161       }
01162 
01163       this->MarkDirty(); // Update graphics after speed is zeroed
01164       SetWindowDirty(WC_VEHICLE_VIEW, this->index);
01165       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01166 
01167       /* FALL THROUGH */
01168     case 1:
01169       /* Aircraft breakdowns end only when arriving at the airport */
01170       if (this->type == VEH_AIRCRAFT) return false;
01171 
01172       /* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
01173       if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
01174         if (--this->breakdown_delay == 0) {
01175           this->breakdown_ctr = 0;
01176           this->MarkDirty();
01177           SetWindowDirty(WC_VEHICLE_VIEW, this->index);
01178         }
01179       }
01180       return true;
01181 
01182     default:
01183       if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
01184       return false;
01185   }
01186 }
01187 
01192 void AgeVehicle(Vehicle *v)
01193 {
01194   if (v->age < MAX_DAY) {
01195     v->age++;
01196     if (v->IsPrimaryVehicle() && v->age == VEHICLE_PROFIT_MIN_AGE + 1) GroupStatistics::VehicleReachedProfitAge(v);
01197   }
01198 
01199   if (!v->IsPrimaryVehicle() && (v->type != VEH_TRAIN || !Train::From(v)->IsEngine())) return;
01200 
01201   int age = v->age - v->max_age;
01202   if (age == DAYS_IN_LEAP_YEAR * 0 || age == DAYS_IN_LEAP_YEAR * 1 ||
01203       age == DAYS_IN_LEAP_YEAR * 2 || age == DAYS_IN_LEAP_YEAR * 3 || age == DAYS_IN_LEAP_YEAR * 4) {
01204     v->reliability_spd_dec <<= 1;
01205   }
01206 
01207   SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01208 
01209   /* Don't warn about non-primary or not ours vehicles or vehicles that are crashed */
01210   if (v->Previous() != NULL || v->owner != _local_company || (v->vehstatus & VS_CRASHED) != 0) return;
01211 
01212   /* Don't warn if a renew is active */
01213   if (Company::Get(v->owner)->settings.engine_renew && v->GetEngine()->company_avail != 0) return;
01214 
01215   StringID str;
01216   if (age == -DAYS_IN_LEAP_YEAR) {
01217     str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
01218   } else if (age == 0) {
01219     str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
01220   } else if (age > 0 && (age % DAYS_IN_LEAP_YEAR) == 0) {
01221     str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
01222   } else {
01223     return;
01224   }
01225 
01226   SetDParam(0, v->index);
01227   AddVehicleAdviceNewsItem(str, v->index);
01228 }
01229 
01236 uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour)
01237 {
01238   int count = 0;
01239   int max = 0;
01240   int cars = 0;
01241   int unloading = 0;
01242   bool loading = false;
01243 
01244   const Vehicle *u = v;
01245   /* The station may be NULL when the (colour) string does not need to be set. */
01246   const Station *st = Station::GetIfValid(v->last_station_visited);
01247   assert(colour == NULL || st != NULL);
01248 
01249   /* Count up max and used */
01250   for (; v != NULL; v = v->Next()) {
01251     count += v->cargo.OnboardCount();
01252     max += v->cargo_cap;
01253     if (v->cargo_cap != 0 && colour != NULL) {
01254       unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
01255       loading |= !(u->current_order.GetLoadType() & OLFB_NO_LOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
01256       cars++;
01257     }
01258   }
01259 
01260   if (colour != NULL) {
01261     if (unloading == 0 && loading) {
01262       *colour = STR_PERCENT_UP;
01263     } else if (unloading == 0 && !loading) {
01264       *colour = STR_PERCENT_NONE;
01265     } else if (cars == unloading || !loading) {
01266       *colour = STR_PERCENT_DOWN;
01267     } else {
01268       *colour = STR_PERCENT_UP_DOWN;
01269     }
01270   }
01271 
01272   /* Train without capacity */
01273   if (max == 0) return 100;
01274 
01275   /* Return the percentage */
01276   return (count * 100) / max;
01277 }
01278 
01283 void VehicleEnterDepot(Vehicle *v)
01284 {
01285   /* Always work with the front of the vehicle */
01286   assert(v == v->First());
01287 
01288   switch (v->type) {
01289     case VEH_TRAIN: {
01290       Train *t = Train::From(v);
01291       SetWindowClassesDirty(WC_TRAINS_LIST);
01292       /* Clear path reservation */
01293       SetDepotReservation(t->tile, false);
01294       if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
01295 
01296       UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
01297       t->wait_counter = 0;
01298       t->force_proceed = TFP_NONE;
01299       ClrBit(t->flags, VRF_TOGGLE_REVERSE);
01300       t->ConsistChanged(true);
01301       break;
01302     }
01303 
01304     case VEH_ROAD:
01305       SetWindowClassesDirty(WC_ROADVEH_LIST);
01306       break;
01307 
01308     case VEH_SHIP: {
01309       SetWindowClassesDirty(WC_SHIPS_LIST);
01310       Ship *ship = Ship::From(v);
01311       ship->state = TRACK_BIT_DEPOT;
01312       ship->UpdateCache();
01313       ship->UpdateViewport(true, true);
01314       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01315       break;
01316     }
01317 
01318     case VEH_AIRCRAFT:
01319       SetWindowClassesDirty(WC_AIRCRAFT_LIST);
01320       HandleAircraftEnterHangar(Aircraft::From(v));
01321       break;
01322     default: NOT_REACHED();
01323   }
01324   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01325 
01326   if (v->type != VEH_TRAIN) {
01327     /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
01328      * 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 */
01329     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01330   }
01331   SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01332 
01333   v->vehstatus |= VS_HIDDEN;
01334   v->cur_speed = 0;
01335 
01336   VehicleServiceInDepot(v);
01337 
01338   TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
01339 
01340   if (v->current_order.IsType(OT_GOTO_DEPOT)) {
01341     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01342 
01343     const Order *real_order = v->GetOrder(v->cur_real_order_index);
01344     Order t = v->current_order;
01345     v->current_order.MakeDummy();
01346 
01347     /* Test whether we are heading for this depot. If not, do nothing.
01348      * Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
01349     if ((t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
01350         real_order != NULL && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
01351         (v->type == VEH_AIRCRAFT ? t.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
01352       /* We are heading for another depot, keep driving. */
01353       return;
01354     }
01355 
01356     if (t.IsRefit()) {
01357       Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01358       CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
01359       cur_company.Restore();
01360 
01361       if (cost.Failed()) {
01362         _vehicles_to_autoreplace[v] = false;
01363         if (v->owner == _local_company) {
01364           /* Notify the user that we stopped the vehicle */
01365           SetDParam(0, v->index);
01366           AddVehicleAdviceNewsItem(STR_NEWS_ORDER_REFIT_FAILED, v->index);
01367         }
01368       } else if (cost.GetCost() != 0) {
01369         v->profit_this_year -= cost.GetCost() << 8;
01370         if (v->owner == _local_company) {
01371           ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
01372         }
01373       }
01374     }
01375 
01376     if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
01377       /* Part of orders */
01378       v->DeleteUnreachedImplicitOrders();
01379       UpdateVehicleTimetable(v, true);
01380       v->IncrementImplicitOrderIndex();
01381     }
01382     if (t.GetDepotActionType() & ODATFB_HALT) {
01383       /* Vehicles are always stopped on entering depots. Do not restart this one. */
01384       _vehicles_to_autoreplace[v] = false;
01385       if (v->owner == _local_company) {
01386         SetDParam(0, v->index);
01387         AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, v->index);
01388       }
01389       AI::NewEvent(v->owner, new ScriptEventVehicleWaitingInDepot(v->index));
01390     }
01391   }
01392 }
01393 
01394 
01400 void VehicleUpdatePosition(Vehicle *v)
01401 {
01402   UpdateVehicleTileHash(v, false);
01403 }
01404 
01411 void VehicleUpdateViewport(Vehicle *v, bool dirty)
01412 {
01413   int img = v->cur_image;
01414   Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
01415   const Sprite *spr = GetSprite(img, ST_NORMAL);
01416 
01417   pt.x += spr->x_offs;
01418   pt.y += spr->y_offs;
01419 
01420   UpdateVehicleViewportHash(v, pt.x, pt.y);
01421 
01422   Rect old_coord = v->coord;
01423   v->coord.left   = pt.x;
01424   v->coord.top    = pt.y;
01425   v->coord.right  = pt.x + spr->width + 2 * ZOOM_LVL_BASE;
01426   v->coord.bottom = pt.y + spr->height + 2 * ZOOM_LVL_BASE;
01427 
01428   if (dirty) {
01429     if (old_coord.left == INVALID_COORD) {
01430       MarkSingleVehicleDirty(v);
01431     } else {
01432       MarkAllViewportsDirty(
01433         min(old_coord.left,   v->coord.left),
01434         min(old_coord.top,    v->coord.top),
01435         max(old_coord.right,  v->coord.right) + 1 * ZOOM_LVL_BASE,
01436         max(old_coord.bottom, v->coord.bottom) + 1 * ZOOM_LVL_BASE
01437       );
01438     }
01439   }
01440 }
01441 
01446 void VehicleUpdatePositionAndViewport(Vehicle *v)
01447 {
01448   VehicleUpdatePosition(v);
01449   VehicleUpdateViewport(v, true);
01450 }
01451 
01456 void MarkSingleVehicleDirty(const Vehicle *v)
01457 {
01458   MarkAllViewportsDirty(v->coord.left, v->coord.top, v->coord.right + 1 * ZOOM_LVL_BASE, v->coord.bottom + 1 * ZOOM_LVL_BASE);
01459 }
01460 
01466 GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
01467 {
01468   static const int8 _delta_coord[16] = {
01469     -1,-1,-1, 0, 1, 1, 1, 0, /* x */
01470     -1, 0, 1, 1, 1, 0,-1,-1, /* y */
01471   };
01472 
01473   int x = v->x_pos + _delta_coord[v->direction];
01474   int y = v->y_pos + _delta_coord[v->direction + 8];
01475 
01476   GetNewVehiclePosResult gp;
01477   gp.x = x;
01478   gp.y = y;
01479   gp.old_tile = v->tile;
01480   gp.new_tile = TileVirtXY(x, y);
01481   return gp;
01482 }
01483 
01484 static const Direction _new_direction_table[] = {
01485   DIR_N,  DIR_NW, DIR_W,
01486   DIR_NE, DIR_SE, DIR_SW,
01487   DIR_E,  DIR_SE, DIR_S
01488 };
01489 
01490 Direction GetDirectionTowards(const Vehicle *v, int x, int y)
01491 {
01492   int i = 0;
01493 
01494   if (y >= v->y_pos) {
01495     if (y != v->y_pos) i += 3;
01496     i += 3;
01497   }
01498 
01499   if (x >= v->x_pos) {
01500     if (x != v->x_pos) i++;
01501     i++;
01502   }
01503 
01504   Direction dir = v->direction;
01505 
01506   DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
01507   if (dirdiff == DIRDIFF_SAME) return dir;
01508   return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
01509 }
01510 
01520 VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
01521 {
01522   return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
01523 }
01524 
01532 FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0)
01533 {
01534   /* Find maximum */
01535   const Vehicle *v;
01536   FOR_ALL_VEHICLES(v) {
01537     if (v->type == type && v->owner == owner) {
01538       this->maxid = max<UnitID>(this->maxid, v->unitnumber);
01539     }
01540   }
01541 
01542   if (this->maxid == 0) return;
01543 
01544   /* Reserving 'maxid + 2' because we need:
01545    * - space for the last item (with v->unitnumber == maxid)
01546    * - one free slot working as loop terminator in FreeUnitIDGenerator::NextID() */
01547   this->cache = CallocT<bool>(this->maxid + 2);
01548 
01549   /* Fill the cache */
01550   FOR_ALL_VEHICLES(v) {
01551     if (v->type == type && v->owner == owner) {
01552       this->cache[v->unitnumber] = true;
01553     }
01554   }
01555 }
01556 
01558 UnitID FreeUnitIDGenerator::NextID()
01559 {
01560   if (this->maxid <= this->curid) return ++this->curid;
01561 
01562   while (this->cache[++this->curid]) { } // it will stop, we reserved more space than needed
01563 
01564   return this->curid;
01565 }
01566 
01572 UnitID GetFreeUnitNumber(VehicleType type)
01573 {
01574   /* Check whether it is allowed to build another vehicle. */
01575   uint max_veh;
01576   switch (type) {
01577     case VEH_TRAIN:    max_veh = _settings_game.vehicle.max_trains;   break;
01578     case VEH_ROAD:     max_veh = _settings_game.vehicle.max_roadveh;  break;
01579     case VEH_SHIP:     max_veh = _settings_game.vehicle.max_ships;    break;
01580     case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break;
01581     default: NOT_REACHED();
01582   }
01583 
01584   const Company *c = Company::Get(_current_company);
01585   if (c->group_all[type].num_vehicle >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.
01586 
01587   FreeUnitIDGenerator gen(type, _current_company);
01588 
01589   return gen.NextID();
01590 }
01591 
01592 
01601 bool CanBuildVehicleInfrastructure(VehicleType type)
01602 {
01603   assert(IsCompanyBuildableVehicleType(type));
01604 
01605   if (!Company::IsValidID(_local_company)) return false;
01606   if (!_settings_client.gui.disable_unsuitable_building) return true;
01607 
01608   UnitID max;
01609   switch (type) {
01610     case VEH_TRAIN:    max = _settings_game.vehicle.max_trains; break;
01611     case VEH_ROAD:     max = _settings_game.vehicle.max_roadveh; break;
01612     case VEH_SHIP:     max = _settings_game.vehicle.max_ships; break;
01613     case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
01614     default: NOT_REACHED();
01615   }
01616 
01617   /* We can build vehicle infrastructure when we may build the vehicle type */
01618   if (max > 0) {
01619     /* Can we actually build the vehicle type? */
01620     const Engine *e;
01621     FOR_ALL_ENGINES_OF_TYPE(e, type) {
01622       if (HasBit(e->company_avail, _local_company)) return true;
01623     }
01624     return false;
01625   }
01626 
01627   /* We should be able to build infrastructure when we have the actual vehicle type */
01628   const Vehicle *v;
01629   FOR_ALL_VEHICLES(v) {
01630     if (v->owner == _local_company && v->type == type) return true;
01631   }
01632 
01633   return false;
01634 }
01635 
01636 
01644 LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
01645 {
01646   CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
01647   const Engine *e = Engine::Get(engine_type);
01648   switch (e->type) {
01649     default: NOT_REACHED();
01650     case VEH_TRAIN:
01651       if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
01652         /* Wagonoverrides use the colour scheme of the front engine.
01653          * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
01654         engine_type = parent_engine_type;
01655         e = Engine::Get(engine_type);
01656         /* Note: Luckily cargo_type is not needed for engines */
01657       }
01658 
01659       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01660       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01661       if (e->u.rail.railveh_type == RAILVEH_WAGON) {
01662         if (!CargoSpec::Get(cargo_type)->is_freight) {
01663           if (parent_engine_type == INVALID_ENGINE) {
01664             return LS_PASSENGER_WAGON_STEAM;
01665           } else {
01666             switch (RailVehInfo(parent_engine_type)->engclass) {
01667               default: NOT_REACHED();
01668               case EC_STEAM:    return LS_PASSENGER_WAGON_STEAM;
01669               case EC_DIESEL:   return LS_PASSENGER_WAGON_DIESEL;
01670               case EC_ELECTRIC: return LS_PASSENGER_WAGON_ELECTRIC;
01671               case EC_MONORAIL: return LS_PASSENGER_WAGON_MONORAIL;
01672               case EC_MAGLEV:   return LS_PASSENGER_WAGON_MAGLEV;
01673             }
01674           }
01675         } else {
01676           return LS_FREIGHT_WAGON;
01677         }
01678       } else {
01679         bool is_mu = HasBit(e->info.misc_flags, EF_RAIL_IS_MU);
01680 
01681         switch (e->u.rail.engclass) {
01682           default: NOT_REACHED();
01683           case EC_STEAM:    return LS_STEAM;
01684           case EC_DIESEL:   return is_mu ? LS_DMU : LS_DIESEL;
01685           case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC;
01686           case EC_MONORAIL: return LS_MONORAIL;
01687           case EC_MAGLEV:   return LS_MAGLEV;
01688         }
01689       }
01690 
01691     case VEH_ROAD:
01692       /* Always use the livery of the front */
01693       if (v != NULL && parent_engine_type != INVALID_ENGINE) {
01694         engine_type = parent_engine_type;
01695         e = Engine::Get(engine_type);
01696         cargo_type = v->First()->cargo_type;
01697       }
01698       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01699       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01700 
01701       /* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
01702       if (HasBit(e->info.misc_flags, EF_ROAD_TRAM)) {
01703         /* Tram */
01704         return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
01705       } else {
01706         /* Bus or truck */
01707         return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
01708       }
01709 
01710     case VEH_SHIP:
01711       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01712       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01713       return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
01714 
01715     case VEH_AIRCRAFT:
01716       switch (e->u.air.subtype) {
01717         case AIR_HELI: return LS_HELICOPTER;
01718         case AIR_CTOL: return LS_SMALL_PLANE;
01719         case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
01720         default: NOT_REACHED();
01721       }
01722   }
01723 }
01724 
01734 const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting)
01735 {
01736   const Company *c = Company::Get(company);
01737   LiveryScheme scheme = LS_DEFAULT;
01738 
01739   /* The default livery is always available for use, but its in_use flag determines
01740    * whether any _other_ liveries are in use. */
01741   if (c->livery[LS_DEFAULT].in_use && (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company))) {
01742     /* Determine the livery scheme to use */
01743     scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);
01744 
01745     /* Switch back to the default scheme if the resolved scheme is not in use */
01746     if (!c->livery[scheme].in_use) scheme = LS_DEFAULT;
01747   }
01748 
01749   return &c->livery[scheme];
01750 }
01751 
01752 
01753 static PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
01754 {
01755   PaletteID map = (v != NULL) ? v->colourmap : PAL_NONE;
01756 
01757   /* Return cached value if any */
01758   if (map != PAL_NONE) return map;
01759 
01760   const Engine *e = Engine::Get(engine_type);
01761 
01762   /* Check if we should use the colour map callback */
01763   if (HasBit(e->info.callback_mask, CBM_VEHICLE_COLOUR_REMAP)) {
01764     uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
01765     /* Failure means "use the default two-colour" */
01766     if (callback != CALLBACK_FAILED) {
01767       assert_compile(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) conincidences with default value (PAL_NONE)
01768       map = GB(callback, 0, 14);
01769       /* If bit 14 is set, then the company colours are applied to the
01770        * map else it's returned as-is. */
01771       if (!HasBit(callback, 14)) {
01772         /* Update cache */
01773         if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
01774         return map;
01775       }
01776     }
01777   }
01778 
01779   bool twocc = HasBit(e->info.misc_flags, EF_USES_2CC);
01780 
01781   if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START;
01782 
01783   /* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
01784   if (!Company::IsValidID(company)) return map;
01785 
01786   const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);
01787 
01788   map += livery->colour1;
01789   if (twocc) map += livery->colour2 * 16;
01790 
01791   /* Update cache */
01792   if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
01793   return map;
01794 }
01795 
01802 PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
01803 {
01804   return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL);
01805 }
01806 
01812 PaletteID GetVehiclePalette(const Vehicle *v)
01813 {
01814   if (v->IsGroundVehicle()) {
01815     return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v);
01816   }
01817 
01818   return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
01819 }
01820 
01824 void Vehicle::DeleteUnreachedImplicitOrders()
01825 {
01826   if (this->IsGroundVehicle()) {
01827     uint16 &gv_flags = this->GetGroundVehicleFlags();
01828     if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) {
01829       /* Do not delete orders, only skip them */
01830       ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
01831       this->cur_implicit_order_index = this->cur_real_order_index;
01832       InvalidateVehicleOrder(this, 0);
01833       return;
01834     }
01835   }
01836 
01837   const Order *order = this->GetOrder(this->cur_implicit_order_index);
01838   while (order != NULL) {
01839     if (this->cur_implicit_order_index == this->cur_real_order_index) break;
01840 
01841     if (order->IsType(OT_IMPLICIT)) {
01842       /* Delete order effectively deletes order, so get the next before deleting it. */
01843       order = order->next;
01844       DeleteOrder(this, this->cur_implicit_order_index);
01845     } else {
01846       /* Skip non-implicit orders, e.g. service-orders */
01847       order = order->next;
01848       this->cur_implicit_order_index++;
01849     }
01850 
01851     /* Wrap around */
01852     if (order == NULL) {
01853       order = this->GetOrder(0);
01854       this->cur_implicit_order_index = 0;
01855     }
01856   }
01857 }
01858 
01863 void Vehicle::BeginLoading()
01864 {
01865   assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP);
01866 
01867   if (this->current_order.IsType(OT_GOTO_STATION) &&
01868       this->current_order.GetDestination() == this->last_station_visited) {
01869     this->DeleteUnreachedImplicitOrders();
01870 
01871     /* Now both order indices point to the destination station, and we can start loading */
01872     this->current_order.MakeLoading(true);
01873     UpdateVehicleTimetable(this, true);
01874 
01875     /* Furthermore add the Non Stop flag to mark that this station
01876      * is the actual destination of the vehicle, which is (for example)
01877      * necessary to be known for HandleTrainLoading to determine
01878      * whether the train is lost or not; not marking a train lost
01879      * that arrives at random stations is bad. */
01880     this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
01881 
01882   } else {
01883     /* We weren't scheduled to stop here. Insert an implicit order
01884      * to show that we are stopping here, but only do that if the order
01885      * list isn't empty.
01886      * While only groundvehicles have implicit orders, e.g. aircraft might still enter
01887      * the 'wrong' terminal when skipping orders etc. */
01888     Order *in_list = this->GetOrder(this->cur_implicit_order_index);
01889     if (this->IsGroundVehicle() && in_list != NULL &&
01890         (!in_list->IsType(OT_IMPLICIT) ||
01891         in_list->GetDestination() != this->last_station_visited)) {
01892       bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
01893       /* Do not create consecutive duplicates of implicit orders */
01894       Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : NULL);
01895       if (prev_order == NULL ||
01896           (!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
01897           prev_order->GetDestination() != this->last_station_visited) {
01898 
01899         /* Prefer deleting implicit orders instead of inserting new ones,
01900          * so test whether the right order follows later */
01901         int target_index = this->cur_implicit_order_index;
01902         bool found = false;
01903         while (target_index != this->cur_real_order_index) {
01904           const Order *order = this->GetOrder(target_index);
01905           if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) {
01906             found = true;
01907             break;
01908           }
01909           target_index++;
01910           if (target_index >= this->orders.list->GetNumOrders()) target_index = 0;
01911           assert(target_index != this->cur_implicit_order_index); // infinite loop?
01912         }
01913 
01914         if (found) {
01915           if (suppress_implicit_orders) {
01916             /* Skip to the found order */
01917             this->cur_implicit_order_index = target_index;
01918             InvalidateVehicleOrder(this, 0);
01919           } else {
01920             /* Delete all implicit orders up to the station we just reached */
01921             const Order *order = this->GetOrder(this->cur_implicit_order_index);
01922             while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) {
01923               if (order->IsType(OT_IMPLICIT)) {
01924                 /* Delete order effectively deletes order, so get the next before deleting it. */
01925                 order = order->next;
01926                 DeleteOrder(this, this->cur_implicit_order_index);
01927               } else {
01928                 /* Skip non-implicit orders, e.g. service-orders */
01929                 order = order->next;
01930                 this->cur_implicit_order_index++;
01931               }
01932 
01933               /* Wrap around */
01934               if (order == NULL) {
01935                 order = this->GetOrder(0);
01936                 this->cur_implicit_order_index = 0;
01937               }
01938               assert(order != NULL);
01939             }
01940           }
01941         } else if (!suppress_implicit_orders && this->orders.list->GetNumOrders() < MAX_VEH_ORDER_ID && Order::CanAllocateItem()) {
01942           /* Insert new implicit order */
01943           Order *implicit_order = new Order();
01944           implicit_order->MakeImplicit(this->last_station_visited);
01945           InsertOrder(this, implicit_order, this->cur_implicit_order_index);
01946           if (this->cur_implicit_order_index > 0) --this->cur_implicit_order_index;
01947 
01948           /* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order.
01949            * Reenable it for this vehicle */
01950           uint16 &gv_flags = this->GetGroundVehicleFlags();
01951           ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
01952         }
01953       }
01954     }
01955     this->current_order.MakeLoading(false);
01956   }
01957 
01958   if (this->last_loading_station != INVALID_STATION &&
01959       this->last_loading_station != this->last_station_visited &&
01960       ((this->current_order.GetLoadType() & OLFB_NO_LOAD) == 0 ||
01961       (this->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0)) {
01962     IncreaseStats(Station::Get(this->last_loading_station), this, this->last_station_visited);
01963   }
01964 
01965   PrepareUnload(this);
01966 
01967   SetWindowDirty(GetWindowClassForVehicleType(this->type), this->owner);
01968   SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
01969   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01970   SetWindowDirty(WC_STATION_VIEW, this->last_station_visited);
01971 
01972   Station::Get(this->last_station_visited)->MarkTilesDirty(true);
01973   this->cur_speed = 0;
01974   this->MarkDirty();
01975 }
01976 
01981 void Vehicle::CancelReservation(StationID next, Station *st)
01982 {
01983   for (Vehicle *v = this; v != NULL; v = v->next) {
01984     VehicleCargoList &cargo = v->cargo;
01985     if (cargo.ReservedCount() > 0) {
01986       DEBUG(misc, 1, "cancelling cargo reservation");
01987       GoodsEntry &ge = st->goods[v->cargo_type];
01988       cargo.Unreserve(next, &ge.cargo);
01989       SetBit(ge.acceptance_pickup, GoodsEntry::GES_PICKUP);
01990     }
01991   }
01992 }
01993 
01998 void Vehicle::LeaveStation()
01999 {
02000   assert(this->current_order.IsType(OT_LOADING));
02001 
02002   delete this->cargo_payment;
02003 
02004   /* Only update the timetable if the vehicle was supposed to stop here. */
02005   if (this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
02006 
02007   if ((this->current_order.GetLoadType() & OLFB_NO_LOAD) == 0 ||
02008       (this->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
02009     if (this->current_order.CanLeaveWithCargo(this->last_loading_station != INVALID_STATION)) {
02010       /* Refresh next hop stats to make sure we've done that at least once
02011        * during the stop and that refit_cap == cargo_cap for each vehicle in
02012        * the consist. */
02013       this->RefreshNextHopsStats();
02014 
02015       /* if the vehicle could load here or could stop with cargo loaded set the last loading station */
02016       this->last_loading_station = this->last_station_visited;
02017     } else {
02018       /* if the vehicle couldn't load and had to unload or transfer everything
02019        * set the last loading station to invalid as it will leave empty. */
02020       this->last_loading_station = INVALID_STATION;
02021     }
02022   }
02023 
02024   this->current_order.MakeLeaveStation();
02025   Station *st = Station::Get(this->last_station_visited);
02026   this->CancelReservation(INVALID_STATION, st);
02027   st->loading_vehicles.remove(this);
02028 
02029   HideFillingPercent(&this->fill_percent_te_id);
02030 
02031   if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) {
02032     /* Trigger station animation (trains only) */
02033     if (IsTileType(this->tile, MP_STATION)) TriggerStationAnimation(st, this->tile, SAT_TRAIN_DEPARTS);
02034 
02035     SetBit(Train::From(this)->flags, VRF_LEAVING_STATION);
02036   }
02037 }
02038 
02045 void Vehicle::RefreshNextHopsStats()
02046 {
02047   /* Assemble list of capacities and set last loading stations to 0. */
02048   SmallMap<CargoID, uint, 1> capacities;
02049   for (Vehicle *v = this; v != NULL; v = v->Next()) {
02050     v->refit_cap = v->cargo_cap;
02051     if (v->refit_cap == 0) continue;
02052     SmallPair<CargoID, uint> *i = capacities.Find(v->cargo_type);
02053     if (i == capacities.End()) {
02054       /* Braindead smallmap not providing a good method for that. */
02055       i = capacities.Append();
02056       i->first = v->cargo_type;
02057       i->second = v->cargo_cap;
02058     } else {
02059       i->second += v->cargo_cap;
02060     }
02061   }
02062 
02063   /* If orders were deleted while loading, we're done here.*/
02064   if (this->orders.list == NULL) return;
02065 
02066   uint hops = 0;
02067   const Order *first = this->orders.list->GetNextStoppingOrder(this,
02068       this->GetOrder(this->cur_implicit_order_index), hops);
02069   const Order *cur = first;
02070   const Order *next = first;
02071   while (next != NULL && cur->CanLeaveWithCargo(true)) {
02072     next = this->orders.list->GetNextStoppingOrder(this,
02073         this->orders.list->GetNext(next), ++hops);
02074     if (next == NULL) break;
02075 
02076     if (next->IsType(OT_GOTO_DEPOT)) {
02077       /* handle refit by dropping some vehicles. */
02078       CargoID new_cid = next->GetRefitCargo();
02079       byte new_subtype = next->GetRefitSubtype();
02080       for (Vehicle *v = this; v != NULL; v = v->Next()) {
02081         const Engine *e = Engine::Get(v->engine_type);
02082         if (!HasBit(e->info.refit_mask, new_cid)) continue;
02083 
02084         /* Back up the vehicle's cargo type */
02085         CargoID temp_cid = v->cargo_type;
02086         byte temp_subtype = v->cargo_subtype;
02087         v->cargo_type = new_cid;
02088         v->cargo_subtype = new_subtype;
02089 
02090         uint16 mail_capacity = 0;
02091         uint amount = e->DetermineCapacity(v, &mail_capacity);
02092 
02093         /* Restore the original cargo type */
02094         v->cargo_type = temp_cid;
02095         v->cargo_subtype = temp_subtype;
02096 
02097         /* Skip on next refit. */
02098         if (new_cid != v->cargo_type && v->refit_cap > 0) {
02099           capacities[v->cargo_type] -= v->refit_cap;
02100           v->refit_cap = 0;
02101         } else if (amount < v->refit_cap) {
02102           capacities[v->cargo_type] -= v->refit_cap - amount;
02103           v->refit_cap = amount;
02104         }
02105 
02106         /* Special case for aircraft with mail. */
02107         if (v->type == VEH_AIRCRAFT) {
02108           Vehicle *u = v->Next();
02109           if (mail_capacity < u->refit_cap) {
02110             capacities[u->cargo_type] -= u->refit_cap - mail_capacity;
02111             u->refit_cap = mail_capacity;
02112           }
02113           break; // aircraft have only one vehicle
02114         }
02115         if (v->type == VEH_SHIP) break; // ships too
02116       }
02117     } else {
02118       StationID next_station = next->GetDestination();
02119       Station *st = Station::GetIfValid(cur->GetDestination());
02120       if (st != NULL && next_station != INVALID_STATION && next_station != st->index) {
02121         for (const SmallPair<CargoID, uint> *i = capacities.Begin(); i != capacities.End(); ++i) {
02122           /* Refresh the link and give it a minimum capacity. */
02123           if (i->second > 0) IncreaseStats(st, i->first, next_station, i->second, UINT_MAX);
02124         }
02125       }
02126       cur = next;
02127       if (cur == first) break;
02128     }
02129   }
02130 
02131   for (Vehicle *v = this; v != NULL; v = v->Next()) v->refit_cap = v->cargo_cap;
02132 }
02133 
02139 void Vehicle::HandleLoading(bool mode)
02140 {
02141   switch (this->current_order.GetType()) {
02142     case OT_LOADING: {
02143       uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0);
02144 
02145       /* Not the first call for this tick, or still loading */
02146       if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) || this->current_order_time < wait_time) return;
02147 
02148       this->PlayLeaveStationSound();
02149 
02150       this->LeaveStation();
02151 
02152       /* Only advance to next order if we just loaded at the current one */
02153       const Order *order = this->GetOrder(this->cur_implicit_order_index);
02154       if (order == NULL ||
02155           (!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) ||
02156           order->GetDestination() != this->last_station_visited) {
02157         return;
02158       }
02159       break;
02160     }
02161 
02162     case OT_DUMMY: break;
02163 
02164     default: return;
02165   }
02166 
02167   this->IncrementImplicitOrderIndex();
02168 }
02169 
02174 void Vehicle::GetConsistFreeCapacities(SmallMap<CargoID, uint> &capacities) const
02175 {
02176   for (const Vehicle *v = this; v != NULL; v = v->Next()) {
02177     if (v->cargo_cap == 0) continue;
02178     SmallPair<CargoID, uint> *pair = capacities.Find(v->cargo_type);
02179     if (pair == capacities.End()) {
02180       pair = capacities.Append();
02181       pair->first = v->cargo_type;
02182       pair->second = v->cargo_cap - v->cargo.Count();
02183     } else {
02184       pair->second += v->cargo_cap - v->cargo.Count();
02185     }
02186   }
02187 }
02188 
02189 uint Vehicle::GetConsistTotalCapacity() const
02190 {
02191   uint result = 0;
02192   for (const Vehicle *v = this; v != NULL; v = v->Next()) {
02193     result += v->cargo_cap;
02194   }
02195   return result;
02196 }
02197 
02204 CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
02205 {
02206   CommandCost ret = CheckOwnership(this->owner);
02207   if (ret.Failed()) return ret;
02208 
02209   if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
02210   if (this->IsStoppedInDepot()) return CMD_ERROR;
02211 
02212   if (this->current_order.IsType(OT_GOTO_DEPOT)) {
02213     bool halt_in_depot = (this->current_order.GetDepotActionType() & ODATFB_HALT) != 0;
02214     if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
02215       /* We called with a different DEPOT_SERVICE setting.
02216        * Now we change the setting to apply the new one and let the vehicle head for the same depot.
02217        * Note: the if is (true for requesting service == true for ordered to stop in depot)          */
02218       if (flags & DC_EXEC) {
02219         this->current_order.SetDepotOrderType(ODTF_MANUAL);
02220         this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
02221         SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
02222       }
02223       return CommandCost();
02224     }
02225 
02226     if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
02227     if (flags & DC_EXEC) {
02228       /* If the orders to 'goto depot' are in the orders list (forced servicing),
02229        * then skip to the next order; effectively cancelling this forced service */
02230       if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->IncrementRealOrderIndex();
02231 
02232       if (this->IsGroundVehicle()) {
02233         uint16 &gv_flags = this->GetGroundVehicleFlags();
02234         SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
02235       }
02236 
02237       this->current_order.MakeDummy();
02238       SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
02239     }
02240     return CommandCost();
02241   }
02242 
02243   TileIndex location;
02244   DestinationID destination;
02245   bool reverse;
02246   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};
02247   if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]);
02248 
02249   if (flags & DC_EXEC) {
02250     if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
02251 
02252     if (this->IsGroundVehicle()) {
02253       uint16 &gv_flags = this->GetGroundVehicleFlags();
02254       SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
02255     }
02256 
02257     this->dest_tile = location;
02258     this->current_order.MakeGoToDepot(destination, ODTF_MANUAL);
02259     if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT);
02260     SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
02261 
02262     /* If there is no depot in front, reverse automatically (trains only) */
02263     if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
02264 
02265     if (this->type == VEH_AIRCRAFT) {
02266       Aircraft *a = Aircraft::From(this);
02267       if (a->state == FLYING && a->targetairport != destination) {
02268         /* The aircraft is now heading for a different hangar than the next in the orders */
02269         extern void AircraftNextAirportPos_and_Order(Aircraft *a);
02270         AircraftNextAirportPos_and_Order(a);
02271       }
02272     }
02273   }
02274 
02275   return CommandCost();
02276 
02277 }
02278 
02283 void Vehicle::UpdateVisualEffect(bool allow_power_change)
02284 {
02285   bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
02286   const Engine *e = this->GetEngine();
02287 
02288   /* Evaluate properties */
02289   byte visual_effect;
02290   switch (e->type) {
02291     case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break;
02292     case VEH_ROAD:  visual_effect = e->u.road.visual_effect; break;
02293     case VEH_SHIP:  visual_effect = e->u.ship.visual_effect; break;
02294     default:        visual_effect = 1 << VE_DISABLE_EFFECT;  break;
02295   }
02296 
02297   /* Check powered wagon / visual effect callback */
02298   if (HasBit(e->info.callback_mask, CBM_VEHICLE_VISUAL_EFFECT)) {
02299     uint16 callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);
02300 
02301     if (callback != CALLBACK_FAILED) {
02302       if (callback >= 0x100 && e->GetGRF()->grf_version >= 8) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_VISUAL_EFFECT, callback);
02303 
02304       callback = GB(callback, 0, 8);
02305       /* Avoid accidentally setting 'visual_effect' to the default value
02306        * Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */
02307       if (callback == VE_DEFAULT) {
02308         assert(HasBit(callback, VE_DISABLE_EFFECT));
02309         SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
02310       }
02311       visual_effect = callback;
02312     }
02313   }
02314 
02315   /* Apply default values */
02316   if (visual_effect == VE_DEFAULT ||
02317       (!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
02318     /* Only train engines have default effects.
02319      * Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
02320     if (e->type != VEH_TRAIN || e->u.rail.railveh_type == RAILVEH_WAGON || !IsInsideMM(e->u.rail.engclass, EC_STEAM, EC_MONORAIL)) {
02321       if (visual_effect == VE_DEFAULT) {
02322         visual_effect = 1 << VE_DISABLE_EFFECT;
02323       } else {
02324         SetBit(visual_effect, VE_DISABLE_EFFECT);
02325       }
02326     } else {
02327       if (visual_effect == VE_DEFAULT) {
02328         /* Also set the offset */
02329         visual_effect = (VE_OFFSET_CENTRE - (e->u.rail.engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START;
02330       }
02331       SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->u.rail.engclass - EC_STEAM + VE_TYPE_STEAM);
02332     }
02333   }
02334 
02335   this->vcache.cached_vis_effect = visual_effect;
02336 
02337   if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
02338     ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
02339     ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
02340   }
02341 }
02342 
02343 static const int8 _vehicle_smoke_pos[8] = {
02344   1, 1, 1, 0, -1, -1, -1, 0
02345 };
02346 
02351 void Vehicle::ShowVisualEffect() const
02352 {
02353   assert(this->IsPrimaryVehicle());
02354   bool sound = false;
02355 
02356   /* Do not show any smoke when:
02357    * - vehicle smoke is disabled by the player
02358    * - the vehicle is slowing down or stopped (by the player)
02359    * - the vehicle is moving very slowly
02360    */
02361   if (_settings_game.vehicle.smoke_amount == 0 ||
02362       this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
02363       this->cur_speed < 2) {
02364     return;
02365   }
02366 
02367   uint max_speed = this->vcache.cached_max_speed;
02368   if (this->type == VEH_TRAIN) {
02369     const Train *t = Train::From(this);
02370     /* For trains, do not show any smoke when:
02371      * - the train is reversing
02372      * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
02373      */
02374     if (HasBit(t->flags, VRF_REVERSING) ||
02375         (IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
02376         t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
02377       return;
02378     }
02379 
02380     max_speed = min(max_speed, t->gcache.cached_max_track_speed);
02381     max_speed = min(max_speed, this->current_order.max_speed);
02382   }
02383   if (this->type == VEH_ROAD || this->type == VEH_SHIP) max_speed = min(max_speed, this->current_order.max_speed * 2);
02384 
02385   const Vehicle *v = this;
02386 
02387   do {
02388     int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
02389     byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
02390     bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
02391 
02392     /* Show no smoke when:
02393      * - Smoke has been disabled for this vehicle
02394      * - The vehicle is not visible
02395      * - The vehicle is under a bridge
02396      * - The vehicle is on a depot tile
02397      * - The vehicle is on a tunnel tile
02398      * - The vehicle is a train engine that is currently unpowered */
02399     if (disable_effect ||
02400         v->vehstatus & VS_HIDDEN ||
02401         (MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
02402         IsDepotTile(v->tile) ||
02403         IsTunnelTile(v->tile) ||
02404         (v->type == VEH_TRAIN &&
02405         !HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
02406       continue;
02407     }
02408 
02409     /* The effect offset is relative to a point 4 units behind the vehicle's
02410      * front (which is the center of an 8/8 vehicle). Shorter vehicles need a
02411      * correction factor. */
02412     if (v->type == VEH_TRAIN) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
02413 
02414     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
02415     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
02416 
02417     if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
02418       x = -x;
02419       y = -y;
02420     }
02421 
02422     switch (effect_type) {
02423       case VE_TYPE_STEAM:
02424         /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
02425          * Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
02426          * third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
02427          * REGULATION:
02428          * - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
02429         if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / max_speed))) == 0) {
02430           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
02431           sound = true;
02432         }
02433         break;
02434 
02435       case VE_TYPE_DIESEL: {
02436         /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
02437          * when smoke emission stops.
02438          * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
02439          * emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
02440          * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
02441          * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
02442          * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
02443          * maximum speed no diesel_smoke is emitted.
02444          * REGULATION:
02445          * - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
02446          * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
02447         int power_weight_effect = 0;
02448         if (v->type == VEH_TRAIN) {
02449           power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9));
02450         }
02451         if (this->cur_speed < (max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
02452             Chance16((64 - ((this->cur_speed << 5) / max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
02453           CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
02454           sound = true;
02455         }
02456         break;
02457       }
02458 
02459       case VE_TYPE_ELECTRIC:
02460         /* Electric train's spark - more often occurs when train is departing (more load)
02461          * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
02462          * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
02463          * reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed.
02464          * REGULATION:
02465          * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
02466         if (GB(v->tick_counter, 0, 2) == 0 &&
02467             Chance16((6 - ((this->cur_speed << 2) / max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
02468           CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
02469           sound = true;
02470         }
02471         break;
02472 
02473       default:
02474         break;
02475     }
02476   } while ((v = v->Next()) != NULL);
02477 
02478   if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
02479 }
02480 
02485 void Vehicle::SetNext(Vehicle *next)
02486 {
02487   assert(this != next);
02488 
02489   if (this->next != NULL) {
02490     /* We had an old next vehicle. Update the first and previous pointers */
02491     for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
02492       v->first = this->next;
02493     }
02494     this->next->previous = NULL;
02495   }
02496 
02497   this->next = next;
02498 
02499   if (this->next != NULL) {
02500     /* A new next vehicle. Update the first and previous pointers */
02501     if (this->next->previous != NULL) this->next->previous->next = NULL;
02502     this->next->previous = this;
02503     for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
02504       v->first = this->first;
02505     }
02506   }
02507 }
02508 
02514 void Vehicle::AddToShared(Vehicle *shared_chain)
02515 {
02516   assert(this->previous_shared == NULL && this->next_shared == NULL);
02517 
02518   if (shared_chain->orders.list == NULL) {
02519     assert(shared_chain->previous_shared == NULL);
02520     assert(shared_chain->next_shared == NULL);
02521     this->orders.list = shared_chain->orders.list = new OrderList(NULL, shared_chain);
02522   }
02523 
02524   this->next_shared     = shared_chain->next_shared;
02525   this->previous_shared = shared_chain;
02526 
02527   shared_chain->next_shared = this;
02528 
02529   if (this->next_shared != NULL) this->next_shared->previous_shared = this;
02530 
02531   shared_chain->orders.list->AddVehicle(this);
02532 }
02533 
02537 void Vehicle::RemoveFromShared()
02538 {
02539   /* Remember if we were first and the old window number before RemoveVehicle()
02540    * as this changes first if needed. */
02541   bool were_first = (this->FirstShared() == this);
02542   VehicleListIdentifier vli(VL_SHARED_ORDERS, this->type, this->owner, this->FirstShared()->index);
02543 
02544   this->orders.list->RemoveVehicle(this);
02545 
02546   if (!were_first) {
02547     /* We are not the first shared one, so only relink our previous one. */
02548     this->previous_shared->next_shared = this->NextShared();
02549   }
02550 
02551   if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared;
02552 
02553 
02554   if (this->orders.list->GetNumVehicles() == 1) {
02555     /* When there is only one vehicle, remove the shared order list window. */
02556     DeleteWindowById(GetWindowClassForVehicleType(this->type), vli.Pack());
02557     InvalidateVehicleOrder(this->FirstShared(), 0);
02558   } else if (were_first) {
02559     /* If we were the first one, update to the new first one.
02560      * Note: FirstShared() is already the new first */
02561     InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31));
02562   }
02563 
02564   this->next_shared     = NULL;
02565   this->previous_shared = NULL;
02566 }
02567 
02568 void VehiclesYearlyLoop()
02569 {
02570   Vehicle *v;
02571   FOR_ALL_VEHICLES(v) {
02572     if (v->IsPrimaryVehicle()) {
02573       /* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
02574       Money profit = v->GetDisplayProfitThisYear();
02575       if (v->age >= 730 && profit < 0) {
02576         if (_settings_client.gui.vehicle_income_warn && v->owner == _local_company) {
02577           SetDParam(0, v->index);
02578           SetDParam(1, profit);
02579           AddVehicleAdviceNewsItem(STR_NEWS_VEHICLE_IS_UNPROFITABLE, v->index);
02580         }
02581         AI::NewEvent(v->owner, new ScriptEventVehicleUnprofitable(v->index));
02582       }
02583 
02584       v->profit_last_year = v->profit_this_year;
02585       v->profit_this_year = 0;
02586       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
02587     }
02588   }
02589   GroupStatistics::UpdateProfits();
02590   SetWindowClassesDirty(WC_TRAINS_LIST);
02591   SetWindowClassesDirty(WC_SHIPS_LIST);
02592   SetWindowClassesDirty(WC_ROADVEH_LIST);
02593   SetWindowClassesDirty(WC_AIRCRAFT_LIST);
02594 }
02595 
02596 
02606 bool CanVehicleUseStation(EngineID engine_type, const Station *st)
02607 {
02608   const Engine *e = Engine::GetIfValid(engine_type);
02609   assert(e != NULL);
02610 
02611   switch (e->type) {
02612     case VEH_TRAIN:
02613       return (st->facilities & FACIL_TRAIN) != 0;
02614 
02615     case VEH_ROAD:
02616       /* For road vehicles we need the vehicle to know whether it can actually
02617        * use the station, but if it doesn't have facilities for RVs it is
02618        * certainly not possible that the station can be used. */
02619       return (st->facilities & (FACIL_BUS_STOP | FACIL_TRUCK_STOP)) != 0;
02620 
02621     case VEH_SHIP:
02622       return (st->facilities & FACIL_DOCK) != 0;
02623 
02624     case VEH_AIRCRAFT:
02625       return (st->facilities & FACIL_AIRPORT) != 0 &&
02626           (st->airport.GetFTA()->flags & (e->u.air.subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0;
02627 
02628     default:
02629       return false;
02630   }
02631 }
02632 
02639 bool CanVehicleUseStation(const Vehicle *v, const Station *st)
02640 {
02641   if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != NULL;
02642 
02643   return CanVehicleUseStation(v->engine_type, st);
02644 }
02645 
02651 GroundVehicleCache *Vehicle::GetGroundVehicleCache()
02652 {
02653   assert(this->IsGroundVehicle());
02654   if (this->type == VEH_TRAIN) {
02655     return &Train::From(this)->gcache;
02656   } else {
02657     return &RoadVehicle::From(this)->gcache;
02658   }
02659 }
02660 
02666 const GroundVehicleCache *Vehicle::GetGroundVehicleCache() const
02667 {
02668   assert(this->IsGroundVehicle());
02669   if (this->type == VEH_TRAIN) {
02670     return &Train::From(this)->gcache;
02671   } else {
02672     return &RoadVehicle::From(this)->gcache;
02673   }
02674 }
02675 
02681 uint16 &Vehicle::GetGroundVehicleFlags()
02682 {
02683   assert(this->IsGroundVehicle());
02684   if (this->type == VEH_TRAIN) {
02685     return Train::From(this)->gv_flags;
02686   } else {
02687     return RoadVehicle::From(this)->gv_flags;
02688   }
02689 }
02690 
02696 const uint16 &Vehicle::GetGroundVehicleFlags() const
02697 {
02698   assert(this->IsGroundVehicle());
02699   if (this->type == VEH_TRAIN) {
02700     return Train::From(this)->gv_flags;
02701   } else {
02702     return RoadVehicle::From(this)->gv_flags;
02703   }
02704 }
02705 
02714 void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles)
02715 {
02716   if (v->type == VEH_TRAIN) {
02717     Train *u = Train::From(v);
02718     /* Only include whole vehicles, so start with the first articulated part */
02719     u = u->GetFirstEnginePart();
02720 
02721     /* Include num_vehicles vehicles, not counting articulated parts */
02722     for (; u != NULL && num_vehicles > 0; num_vehicles--) {
02723       do {
02724         /* Include current vehicle in the selection. */
02725         set.Include(u->index);
02726 
02727         /* If the vehicle is multiheaded, add the other part too. */
02728         if (u->IsMultiheaded()) set.Include(u->other_multiheaded_part->index);
02729 
02730         u = u->Next();
02731       } while (u != NULL && u->IsArticulatedPart());
02732     }
02733   }
02734 }