# 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 }