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::Get(this->last_station_visited)->loading_vehicles.remove(this);
00724 
00725     HideFillingPercent(&this->fill_percent_te_id);
00726 
00727     delete this->cargo_payment;
00728   }
00729 
00730   if (this->IsEngineCountable()) {
00731     GroupStatistics::CountEngine(this, -1);
00732     if (this->IsPrimaryVehicle()) GroupStatistics::CountVehicle(this, -1);
00733     GroupStatistics::UpdateAutoreplace(this->owner);
00734 
00735     if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
00736     DeleteGroupHighlightOfVehicle(this);
00737   }
00738 
00739   if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
00740     Aircraft *a = Aircraft::From(this);
00741     Station *st = GetTargetAirportIfValid(a);
00742     if (st != NULL) {
00743       const AirportFTA *layout = st->airport.GetFTA()->layout;
00744       CLRBITS(st->airport.flags, layout[a->previous_pos].block | layout[a->pos].block);
00745     }
00746   }
00747 
00748 
00749   if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) {
00750     RoadVehicle *v = RoadVehicle::From(this);
00751     if (!(v->vehstatus & VS_CRASHED) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
00752       /* Leave the drive through roadstop, when you have not already left it. */
00753       RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
00754     }
00755   }
00756 
00757   if (this->Previous() == NULL) {
00758     InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
00759   }
00760 
00761   if (this->IsPrimaryVehicle()) {
00762     DeleteWindowById(WC_VEHICLE_VIEW, this->index);
00763     DeleteWindowById(WC_VEHICLE_ORDERS, this->index);
00764     DeleteWindowById(WC_VEHICLE_REFIT, this->index);
00765     DeleteWindowById(WC_VEHICLE_DETAILS, this->index);
00766     DeleteWindowById(WC_VEHICLE_TIMETABLE, this->index);
00767     SetWindowDirty(WC_COMPANY, this->owner);
00768     OrderBackup::ClearVehicle(this);
00769   }
00770   InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
00771 
00772   this->cargo.Truncate(0);
00773   DeleteVehicleOrders(this);
00774   DeleteDepotHighlightOfVehicle(this);
00775 
00776   extern void StopGlobalFollowVehicle(const Vehicle *v);
00777   StopGlobalFollowVehicle(this);
00778 
00779   ReleaseDisastersTargetingVehicle(this->index);
00780 }
00781 
00782 Vehicle::~Vehicle()
00783 {
00784   if (CleaningPool()) {
00785     this->cargo.OnCleanPool();
00786     return;
00787   }
00788 
00789   /* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
00790    * it may happen that vehicle chain is deleted when visible */
00791   if (!(this->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(this);
00792 
00793   Vehicle *v = this->Next();
00794   this->SetNext(NULL);
00795 
00796   delete v;
00797 
00798   UpdateVehicleTileHash(this, true);
00799   UpdateVehicleViewportHash(this, INVALID_COORD, 0);
00800   DeleteVehicleNews(this->index, INVALID_STRING_ID);
00801   DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
00802 }
00803 
00808 void VehicleEnteredDepotThisTick(Vehicle *v)
00809 {
00810   /* Vehicle should stop in the depot if it was in 'stopping' state */
00811   _vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED);
00812 
00813   /* We ALWAYS set the stopped state. Even when the vehicle does not plan on
00814    * stopping in the depot, so we stop it to ensure that it will not reserve
00815    * the path out of the depot before we might autoreplace it to a different
00816    * engine. The new engine would not own the reserved path we store that we
00817    * stopped the vehicle, so autoreplace can start it again */
00818   v->vehstatus |= VS_STOPPED;
00819 }
00820 
00826 static void RunVehicleDayProc()
00827 {
00828   if (_game_mode != GM_NORMAL) return;
00829 
00830   /* Run the day_proc for every DAY_TICKS vehicle starting at _date_fract. */
00831   for (size_t i = _date_fract; i < Vehicle::GetPoolSize(); i += DAY_TICKS) {
00832     Vehicle *v = Vehicle::Get(i);
00833     if (v == NULL) continue;
00834 
00835     /* Call the 32-day callback if needed */
00836     if ((v->day_counter & 0x1F) == 0 && v->HasEngineType()) {
00837       uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
00838       if (callback != CALLBACK_FAILED) {
00839         if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
00840         if (HasBit(callback, 1)) v->colourmap = PAL_NONE;
00841 
00842         if (callback & ~3) ErrorUnknownCallbackResult(v->GetGRFID(), CBID_VEHICLE_32DAY_CALLBACK, callback);
00843       }
00844     }
00845 
00846     /* This is called once per day for each vehicle, but not in the first tick of the day */
00847     v->OnNewDay();
00848   }
00849 }
00850 
00851 void CallVehicleTicks()
00852 {
00853   _vehicles_to_autoreplace.Clear();
00854 
00855   RunVehicleDayProc();
00856 
00857   Station *st;
00858   FOR_ALL_STATIONS(st) LoadUnloadStation(st);
00859 
00860   Vehicle *v;
00861   FOR_ALL_VEHICLES(v) {
00862     /* Vehicle could be deleted in this tick */
00863     if (!v->Tick()) {
00864       assert(Vehicle::Get(vehicle_index) == NULL);
00865       continue;
00866     }
00867 
00868     assert(Vehicle::Get(vehicle_index) == v);
00869 
00870     switch (v->type) {
00871       default: break;
00872 
00873       case VEH_TRAIN:
00874       case VEH_ROAD:
00875       case VEH_AIRCRAFT:
00876       case VEH_SHIP:
00877         if (v->vcache.cached_cargo_age_period != 0) {
00878           v->cargo_age_counter = min(v->cargo_age_counter, v->vcache.cached_cargo_age_period);
00879           if (--v->cargo_age_counter == 0) {
00880             v->cargo.AgeCargo();
00881             v->cargo_age_counter = v->vcache.cached_cargo_age_period;
00882           }
00883         }
00884 
00885         if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue;
00886         if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
00887         if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsFrontEngine()) continue;
00888 
00889         v->motion_counter += v->cur_speed;
00890         /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
00891         if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
00892 
00893         /* Play an alterate running sound every 16 ticks */
00894         if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
00895     }
00896   }
00897 
00898   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00899   for (AutoreplaceMap::iterator it = _vehicles_to_autoreplace.Begin(); it != _vehicles_to_autoreplace.End(); it++) {
00900     v = it->first;
00901     /* Autoreplace needs the current company set as the vehicle owner */
00902     cur_company.Change(v->owner);
00903 
00904     /* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
00905      * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
00906      * they are already leaving the depot again before being replaced. */
00907     if (it->second) v->vehstatus &= ~VS_STOPPED;
00908 
00909     /* Store the position of the effect as the vehicle pointer will become invalid later */
00910     int x = v->x_pos;
00911     int y = v->y_pos;
00912     int z = v->z_pos;
00913 
00914     const Company *c = Company::Get(_current_company);
00915     SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->settings.engine_renew_money));
00916     CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE);
00917     SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->settings.engine_renew_money));
00918 
00919     if (!IsLocalCompany()) continue;
00920 
00921     if (res.Succeeded()) {
00922       ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
00923       continue;
00924     }
00925 
00926     StringID error_message = res.GetErrorMessage();
00927     if (error_message == STR_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue;
00928 
00929     if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;
00930 
00931     StringID message;
00932     if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
00933       message = error_message;
00934     } else {
00935       message = STR_NEWS_VEHICLE_AUTORENEW_FAILED;
00936     }
00937 
00938     SetDParam(0, v->index);
00939     SetDParam(1, error_message);
00940     AddVehicleAdviceNewsItem(message, v->index);
00941   }
00942 
00943   cur_company.Restore();
00944 }
00945 
00950 static void DoDrawVehicle(const Vehicle *v)
00951 {
00952   SpriteID image = v->cur_image;
00953   PaletteID pal = PAL_NONE;
00954 
00955   if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
00956 
00957   /* Check whether the vehicle shall be transparent due to the game state */
00958   bool shadowed = (v->vehstatus & VS_SHADOW) != 0;
00959 
00960   if (v->type == VEH_EFFECT) {
00961     /* Check whether the vehicle shall be transparent/invisible due to GUI settings.
00962      * However, transparent smoke and bubbles look weird, so always hide them. */
00963     TransparencyOption to = EffectVehicle::From(v)->GetTransparencyOption();
00964     if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
00965   }
00966 
00967   AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
00968     v->x_extent, v->y_extent, v->z_extent, v->z_pos, shadowed, v->x_bb_offs, v->y_bb_offs);
00969 }
00970 
00975 void ViewportAddVehicles(DrawPixelInfo *dpi)
00976 {
00977   /* The bounding rectangle */
00978   const int l = dpi->left;
00979   const int r = dpi->left + dpi->width;
00980   const int t = dpi->top;
00981   const int b = dpi->top + dpi->height;
00982 
00983   /* The hash area to scan */
00984   int xl, xu, yl, yu;
00985 
00986   if (dpi->width + (70 * ZOOM_LVL_BASE) < (1 << (7 + 6 + ZOOM_LVL_SHIFT))) {
00987     xl = GB(l - (70 * ZOOM_LVL_BASE), 7 + ZOOM_LVL_SHIFT, 6);
00988     xu = GB(r,                        7 + ZOOM_LVL_SHIFT, 6);
00989   } else {
00990     /* scan whole hash row */
00991     xl = 0;
00992     xu = 0x3F;
00993   }
00994 
00995   if (dpi->height + (70 * ZOOM_LVL_BASE) < (1 << (6 + 6 + ZOOM_LVL_SHIFT))) {
00996     yl = GB(t - (70 * ZOOM_LVL_BASE), 6 + ZOOM_LVL_SHIFT, 6) << 6;
00997     yu = GB(b,                        6 + ZOOM_LVL_SHIFT, 6) << 6;
00998   } else {
00999     /* scan whole column */
01000     yl = 0;
01001     yu = 0x3F << 6;
01002   }
01003 
01004   for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
01005     for (int x = xl;; x = (x + 1) & 0x3F) {
01006       const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF
01007 
01008       while (v != NULL) {
01009         if (!(v->vehstatus & VS_HIDDEN) &&
01010             l <= v->coord.right &&
01011             t <= v->coord.bottom &&
01012             r >= v->coord.left &&
01013             b >= v->coord.top) {
01014           DoDrawVehicle(v);
01015         }
01016         v = v->hash_viewport_next;
01017       }
01018 
01019       if (x == xu) break;
01020     }
01021 
01022     if (y == yu) break;
01023   }
01024 }
01025 
01033 Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
01034 {
01035   Vehicle *found = NULL, *v;
01036   uint dist, best_dist = UINT_MAX;
01037 
01038   if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL;
01039 
01040   x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
01041   y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
01042 
01043   FOR_ALL_VEHICLES(v) {
01044     if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 &&
01045         x >= v->coord.left && x <= v->coord.right &&
01046         y >= v->coord.top && y <= v->coord.bottom) {
01047 
01048       dist = max(
01049         abs(((v->coord.left + v->coord.right) >> 1) - x),
01050         abs(((v->coord.top + v->coord.bottom) >> 1) - y)
01051       );
01052 
01053       if (dist < best_dist) {
01054         found = v;
01055         best_dist = dist;
01056       }
01057     }
01058   }
01059 
01060   return found;
01061 }
01062 
01067 void DecreaseVehicleValue(Vehicle *v)
01068 {
01069   v->value -= v->value >> 8;
01070   SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01071 }
01072 
01073 static const byte _breakdown_chance[64] = {
01074     3,   3,   3,   3,   3,   3,   3,   3,
01075     4,   4,   5,   5,   6,   6,   7,   7,
01076     8,   8,   9,   9,  10,  10,  11,  11,
01077    12,  13,  13,  13,  13,  14,  15,  16,
01078    17,  19,  21,  25,  28,  31,  34,  37,
01079    40,  44,  48,  52,  56,  60,  64,  68,
01080    72,  80,  90, 100, 110, 120, 130, 140,
01081   150, 170, 190, 210, 230, 250, 250, 250,
01082 };
01083 
01084 void CheckVehicleBreakdown(Vehicle *v)
01085 {
01086   int rel, rel_old;
01087 
01088   /* decrease reliability */
01089   v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
01090   if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01091 
01092   if (v->breakdown_ctr != 0 || (v->vehstatus & VS_STOPPED) ||
01093       _settings_game.difficulty.vehicle_breakdowns < 1 ||
01094       v->cur_speed < 5 || _game_mode == GM_MENU) {
01095     return;
01096   }
01097 
01098   uint32 r = Random();
01099 
01100   /* increase chance of failure */
01101   int chance = v->breakdown_chance + 1;
01102   if (Chance16I(1, 25, r)) chance += 25;
01103   v->breakdown_chance = min(255, chance);
01104 
01105   /* calculate reliability value to use in comparison */
01106   rel = v->reliability;
01107   if (v->type == VEH_SHIP) rel += 0x6666;
01108 
01109   /* reduced breakdowns? */
01110   if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
01111 
01112   /* check if to break down */
01113   if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
01114     v->breakdown_ctr    = GB(r, 16, 6) + 0x3F;
01115     v->breakdown_delay  = GB(r, 24, 7) + 0x80;
01116     v->breakdown_chance = 0;
01117   }
01118 }
01119 
01126 bool Vehicle::HandleBreakdown()
01127 {
01128   /* Possible states for Vehicle::breakdown_ctr
01129    * 0  - vehicle is running normally
01130    * 1  - vehicle is currently broken down
01131    * 2  - vehicle is going to break down now
01132    * >2 - vehicle is counting down to the actual breakdown event */
01133   switch (this->breakdown_ctr) {
01134     case 0:
01135       return false;
01136 
01137     case 2:
01138       this->breakdown_ctr = 1;
01139 
01140       if (this->breakdowns_since_last_service != 255) {
01141         this->breakdowns_since_last_service++;
01142       }
01143 
01144       if (this->type == VEH_AIRCRAFT) {
01145         /* Aircraft just need this flag, the rest is handled elsewhere */
01146         this->vehstatus |= VS_AIRCRAFT_BROKEN;
01147       } else {
01148         this->cur_speed = 0;
01149 
01150         if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
01151           SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
01152             (this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
01153             (this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
01154         }
01155 
01156         if (!(this->vehstatus & VS_HIDDEN) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_NO_BREAKDOWN_SMOKE)) {
01157           EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
01158           if (u != NULL) u->animation_state = this->breakdown_delay * 2;
01159         }
01160       }
01161 
01162       this->MarkDirty(); // Update graphics after speed is zeroed
01163       SetWindowDirty(WC_VEHICLE_VIEW, this->index);
01164       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01165 
01166       /* FALL THROUGH */
01167     case 1:
01168       /* Aircraft breakdowns end only when arriving at the airport */
01169       if (this->type == VEH_AIRCRAFT) return false;
01170 
01171       /* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
01172       if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
01173         if (--this->breakdown_delay == 0) {
01174           this->breakdown_ctr = 0;
01175           this->MarkDirty();
01176           SetWindowDirty(WC_VEHICLE_VIEW, this->index);
01177         }
01178       }
01179       return true;
01180 
01181     default:
01182       if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
01183       return false;
01184   }
01185 }
01186 
01191 void AgeVehicle(Vehicle *v)
01192 {
01193   if (v->age < MAX_DAY) {
01194     v->age++;
01195     if (v->IsPrimaryVehicle() && v->age == VEHICLE_PROFIT_MIN_AGE + 1) GroupStatistics::VehicleReachedProfitAge(v);
01196   }
01197 
01198   if (!v->IsPrimaryVehicle() && (v->type != VEH_TRAIN || !Train::From(v)->IsEngine())) return;
01199 
01200   int age = v->age - v->max_age;
01201   if (age == DAYS_IN_LEAP_YEAR * 0 || age == DAYS_IN_LEAP_YEAR * 1 ||
01202       age == DAYS_IN_LEAP_YEAR * 2 || age == DAYS_IN_LEAP_YEAR * 3 || age == DAYS_IN_LEAP_YEAR * 4) {
01203     v->reliability_spd_dec <<= 1;
01204   }
01205 
01206   SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01207 
01208   /* Don't warn about non-primary or not ours vehicles or vehicles that are crashed */
01209   if (v->Previous() != NULL || v->owner != _local_company || (v->vehstatus & VS_CRASHED) != 0) return;
01210 
01211   /* Don't warn if a renew is active */
01212   if (Company::Get(v->owner)->settings.engine_renew && v->GetEngine()->company_avail != 0) return;
01213 
01214   StringID str;
01215   if (age == -DAYS_IN_LEAP_YEAR) {
01216     str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
01217   } else if (age == 0) {
01218     str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
01219   } else if (age > 0 && (age % DAYS_IN_LEAP_YEAR) == 0) {
01220     str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
01221   } else {
01222     return;
01223   }
01224 
01225   SetDParam(0, v->index);
01226   AddVehicleAdviceNewsItem(str, v->index);
01227 }
01228 
01235 uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour)
01236 {
01237   int count = 0;
01238   int max = 0;
01239   int cars = 0;
01240   int unloading = 0;
01241   bool loading = false;
01242 
01243   const Vehicle *u = v;
01244   /* The station may be NULL when the (colour) string does not need to be set. */
01245   const Station *st = Station::GetIfValid(v->last_station_visited);
01246   assert(colour == NULL || st != NULL);
01247 
01248   /* Count up max and used */
01249   for (; v != NULL; v = v->Next()) {
01250     count += v->cargo.Count();
01251     max += v->cargo_cap;
01252     if (v->cargo_cap != 0 && colour != NULL) {
01253       unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
01254       loading |= !(u->current_order.GetLoadType() & OLFB_NO_LOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
01255       cars++;
01256     }
01257   }
01258 
01259   if (colour != NULL) {
01260     if (unloading == 0 && loading) {
01261       *colour = STR_PERCENT_UP;
01262     } else if (cars == unloading || !loading) {
01263       *colour = STR_PERCENT_DOWN;
01264     } else {
01265       *colour = STR_PERCENT_UP_DOWN;
01266     }
01267   }
01268 
01269   /* Train without capacity */
01270   if (max == 0) return 100;
01271 
01272   /* Return the percentage */
01273   return (count * 100) / max;
01274 }
01275 
01280 void VehicleEnterDepot(Vehicle *v)
01281 {
01282   /* Always work with the front of the vehicle */
01283   assert(v == v->First());
01284 
01285   switch (v->type) {
01286     case VEH_TRAIN: {
01287       Train *t = Train::From(v);
01288       SetWindowClassesDirty(WC_TRAINS_LIST);
01289       /* Clear path reservation */
01290       SetDepotReservation(t->tile, false);
01291       if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
01292 
01293       UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
01294       t->wait_counter = 0;
01295       t->force_proceed = TFP_NONE;
01296       ClrBit(t->flags, VRF_TOGGLE_REVERSE);
01297       t->ConsistChanged(true);
01298       break;
01299     }
01300 
01301     case VEH_ROAD:
01302       SetWindowClassesDirty(WC_ROADVEH_LIST);
01303       break;
01304 
01305     case VEH_SHIP: {
01306       SetWindowClassesDirty(WC_SHIPS_LIST);
01307       Ship *ship = Ship::From(v);
01308       ship->state = TRACK_BIT_DEPOT;
01309       ship->UpdateCache();
01310       ship->UpdateViewport(true, true);
01311       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01312       break;
01313     }
01314 
01315     case VEH_AIRCRAFT:
01316       SetWindowClassesDirty(WC_AIRCRAFT_LIST);
01317       HandleAircraftEnterHangar(Aircraft::From(v));
01318       break;
01319     default: NOT_REACHED();
01320   }
01321   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01322 
01323   if (v->type != VEH_TRAIN) {
01324     /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
01325      * 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 */
01326     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01327   }
01328   SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01329 
01330   v->vehstatus |= VS_HIDDEN;
01331   v->cur_speed = 0;
01332 
01333   VehicleServiceInDepot(v);
01334 
01335   TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
01336 
01337   if (v->current_order.IsType(OT_GOTO_DEPOT)) {
01338     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01339 
01340     const Order *real_order = v->GetOrder(v->cur_real_order_index);
01341     Order t = v->current_order;
01342     v->current_order.MakeDummy();
01343 
01344     /* Test whether we are heading for this depot. If not, do nothing.
01345      * Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
01346     if ((t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
01347         real_order != NULL && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
01348         (v->type == VEH_AIRCRAFT ? t.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
01349       /* We are heading for another depot, keep driving. */
01350       return;
01351     }
01352 
01353     if (t.IsRefit()) {
01354       Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01355       CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
01356       cur_company.Restore();
01357 
01358       if (cost.Failed()) {
01359         _vehicles_to_autoreplace[v] = false;
01360         if (v->owner == _local_company) {
01361           /* Notify the user that we stopped the vehicle */
01362           SetDParam(0, v->index);
01363           AddVehicleAdviceNewsItem(STR_NEWS_ORDER_REFIT_FAILED, v->index);
01364         }
01365       } else if (cost.GetCost() != 0) {
01366         v->profit_this_year -= cost.GetCost() << 8;
01367         if (v->owner == _local_company) {
01368           ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
01369         }
01370       }
01371     }
01372 
01373     if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
01374       /* Part of orders */
01375       v->DeleteUnreachedImplicitOrders();
01376       UpdateVehicleTimetable(v, true);
01377       v->IncrementImplicitOrderIndex();
01378     }
01379     if (t.GetDepotActionType() & ODATFB_HALT) {
01380       /* Vehicles are always stopped on entering depots. Do not restart this one. */
01381       _vehicles_to_autoreplace[v] = false;
01382       if (v->owner == _local_company) {
01383         SetDParam(0, v->index);
01384         AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, v->index);
01385       }
01386       AI::NewEvent(v->owner, new ScriptEventVehicleWaitingInDepot(v->index));
01387     }
01388   }
01389 }
01390 
01391 
01397 void VehicleUpdatePosition(Vehicle *v)
01398 {
01399   UpdateVehicleTileHash(v, false);
01400 }
01401 
01408 void VehicleUpdateViewport(Vehicle *v, bool dirty)
01409 {
01410   int img = v->cur_image;
01411   Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
01412   const Sprite *spr = GetSprite(img, ST_NORMAL);
01413 
01414   pt.x += spr->x_offs;
01415   pt.y += spr->y_offs;
01416 
01417   UpdateVehicleViewportHash(v, pt.x, pt.y);
01418 
01419   Rect old_coord = v->coord;
01420   v->coord.left   = pt.x;
01421   v->coord.top    = pt.y;
01422   v->coord.right  = pt.x + spr->width + 2 * ZOOM_LVL_BASE;
01423   v->coord.bottom = pt.y + spr->height + 2 * ZOOM_LVL_BASE;
01424 
01425   if (dirty) {
01426     if (old_coord.left == INVALID_COORD) {
01427       MarkSingleVehicleDirty(v);
01428     } else {
01429       MarkAllViewportsDirty(
01430         min(old_coord.left,   v->coord.left),
01431         min(old_coord.top,    v->coord.top),
01432         max(old_coord.right,  v->coord.right) + 1 * ZOOM_LVL_BASE,
01433         max(old_coord.bottom, v->coord.bottom) + 1 * ZOOM_LVL_BASE
01434       );
01435     }
01436   }
01437 }
01438 
01443 void VehicleUpdatePositionAndViewport(Vehicle *v)
01444 {
01445   VehicleUpdatePosition(v);
01446   VehicleUpdateViewport(v, true);
01447 }
01448 
01453 void MarkSingleVehicleDirty(const Vehicle *v)
01454 {
01455   MarkAllViewportsDirty(v->coord.left, v->coord.top, v->coord.right + 1 * ZOOM_LVL_BASE, v->coord.bottom + 1 * ZOOM_LVL_BASE);
01456 }
01457 
01463 GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
01464 {
01465   static const int8 _delta_coord[16] = {
01466     -1,-1,-1, 0, 1, 1, 1, 0, /* x */
01467     -1, 0, 1, 1, 1, 0,-1,-1, /* y */
01468   };
01469 
01470   int x = v->x_pos + _delta_coord[v->direction];
01471   int y = v->y_pos + _delta_coord[v->direction + 8];
01472 
01473   GetNewVehiclePosResult gp;
01474   gp.x = x;
01475   gp.y = y;
01476   gp.old_tile = v->tile;
01477   gp.new_tile = TileVirtXY(x, y);
01478   return gp;
01479 }
01480 
01481 static const Direction _new_direction_table[] = {
01482   DIR_N,  DIR_NW, DIR_W,
01483   DIR_NE, DIR_SE, DIR_SW,
01484   DIR_E,  DIR_SE, DIR_S
01485 };
01486 
01487 Direction GetDirectionTowards(const Vehicle *v, int x, int y)
01488 {
01489   int i = 0;
01490 
01491   if (y >= v->y_pos) {
01492     if (y != v->y_pos) i += 3;
01493     i += 3;
01494   }
01495 
01496   if (x >= v->x_pos) {
01497     if (x != v->x_pos) i++;
01498     i++;
01499   }
01500 
01501   Direction dir = v->direction;
01502 
01503   DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
01504   if (dirdiff == DIRDIFF_SAME) return dir;
01505   return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
01506 }
01507 
01517 VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
01518 {
01519   return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
01520 }
01521 
01529 FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0)
01530 {
01531   /* Find maximum */
01532   const Vehicle *v;
01533   FOR_ALL_VEHICLES(v) {
01534     if (v->type == type && v->owner == owner) {
01535       this->maxid = max<UnitID>(this->maxid, v->unitnumber);
01536     }
01537   }
01538 
01539   if (this->maxid == 0) return;
01540 
01541   /* Reserving 'maxid + 2' because we need:
01542    * - space for the last item (with v->unitnumber == maxid)
01543    * - one free slot working as loop terminator in FreeUnitIDGenerator::NextID() */
01544   this->cache = CallocT<bool>(this->maxid + 2);
01545 
01546   /* Fill the cache */
01547   FOR_ALL_VEHICLES(v) {
01548     if (v->type == type && v->owner == owner) {
01549       this->cache[v->unitnumber] = true;
01550     }
01551   }
01552 }
01553 
01555 UnitID FreeUnitIDGenerator::NextID()
01556 {
01557   if (this->maxid <= this->curid) return ++this->curid;
01558 
01559   while (this->cache[++this->curid]) { } // it will stop, we reserved more space than needed
01560 
01561   return this->curid;
01562 }
01563 
01569 UnitID GetFreeUnitNumber(VehicleType type)
01570 {
01571   /* Check whether it is allowed to build another vehicle. */
01572   uint max_veh;
01573   switch (type) {
01574     case VEH_TRAIN:    max_veh = _settings_game.vehicle.max_trains;   break;
01575     case VEH_ROAD:     max_veh = _settings_game.vehicle.max_roadveh;  break;
01576     case VEH_SHIP:     max_veh = _settings_game.vehicle.max_ships;    break;
01577     case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break;
01578     default: NOT_REACHED();
01579   }
01580 
01581   const Company *c = Company::Get(_current_company);
01582   if (c->group_all[type].num_vehicle >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.
01583 
01584   FreeUnitIDGenerator gen(type, _current_company);
01585 
01586   return gen.NextID();
01587 }
01588 
01589 
01598 bool CanBuildVehicleInfrastructure(VehicleType type)
01599 {
01600   assert(IsCompanyBuildableVehicleType(type));
01601 
01602   if (!Company::IsValidID(_local_company)) return false;
01603   if (!_settings_client.gui.disable_unsuitable_building) return true;
01604 
01605   UnitID max;
01606   switch (type) {
01607     case VEH_TRAIN:    max = _settings_game.vehicle.max_trains; break;
01608     case VEH_ROAD:     max = _settings_game.vehicle.max_roadveh; break;
01609     case VEH_SHIP:     max = _settings_game.vehicle.max_ships; break;
01610     case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
01611     default: NOT_REACHED();
01612   }
01613 
01614   /* We can build vehicle infrastructure when we may build the vehicle type */
01615   if (max > 0) {
01616     /* Can we actually build the vehicle type? */
01617     const Engine *e;
01618     FOR_ALL_ENGINES_OF_TYPE(e, type) {
01619       if (HasBit(e->company_avail, _local_company)) return true;
01620     }
01621     return false;
01622   }
01623 
01624   /* We should be able to build infrastructure when we have the actual vehicle type */
01625   const Vehicle *v;
01626   FOR_ALL_VEHICLES(v) {
01627     if (v->owner == _local_company && v->type == type) return true;
01628   }
01629 
01630   return false;
01631 }
01632 
01633 
01641 LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
01642 {
01643   CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
01644   const Engine *e = Engine::Get(engine_type);
01645   switch (e->type) {
01646     default: NOT_REACHED();
01647     case VEH_TRAIN:
01648       if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
01649         /* Wagonoverrides use the colour scheme of the front engine.
01650          * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
01651         engine_type = parent_engine_type;
01652         e = Engine::Get(engine_type);
01653         /* Note: Luckily cargo_type is not needed for engines */
01654       }
01655 
01656       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01657       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01658       if (e->u.rail.railveh_type == RAILVEH_WAGON) {
01659         if (!CargoSpec::Get(cargo_type)->is_freight) {
01660           if (parent_engine_type == INVALID_ENGINE) {
01661             return LS_PASSENGER_WAGON_STEAM;
01662           } else {
01663             switch (RailVehInfo(parent_engine_type)->engclass) {
01664               default: NOT_REACHED();
01665               case EC_STEAM:    return LS_PASSENGER_WAGON_STEAM;
01666               case EC_DIESEL:   return LS_PASSENGER_WAGON_DIESEL;
01667               case EC_ELECTRIC: return LS_PASSENGER_WAGON_ELECTRIC;
01668               case EC_MONORAIL: return LS_PASSENGER_WAGON_MONORAIL;
01669               case EC_MAGLEV:   return LS_PASSENGER_WAGON_MAGLEV;
01670             }
01671           }
01672         } else {
01673           return LS_FREIGHT_WAGON;
01674         }
01675       } else {
01676         bool is_mu = HasBit(e->info.misc_flags, EF_RAIL_IS_MU);
01677 
01678         switch (e->u.rail.engclass) {
01679           default: NOT_REACHED();
01680           case EC_STEAM:    return LS_STEAM;
01681           case EC_DIESEL:   return is_mu ? LS_DMU : LS_DIESEL;
01682           case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC;
01683           case EC_MONORAIL: return LS_MONORAIL;
01684           case EC_MAGLEV:   return LS_MAGLEV;
01685         }
01686       }
01687 
01688     case VEH_ROAD:
01689       /* Always use the livery of the front */
01690       if (v != NULL && parent_engine_type != INVALID_ENGINE) {
01691         engine_type = parent_engine_type;
01692         e = Engine::Get(engine_type);
01693         cargo_type = v->First()->cargo_type;
01694       }
01695       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01696       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01697 
01698       /* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
01699       if (HasBit(e->info.misc_flags, EF_ROAD_TRAM)) {
01700         /* Tram */
01701         return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
01702       } else {
01703         /* Bus or truck */
01704         return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
01705       }
01706 
01707     case VEH_SHIP:
01708       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01709       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01710       return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
01711 
01712     case VEH_AIRCRAFT:
01713       switch (e->u.air.subtype) {
01714         case AIR_HELI: return LS_HELICOPTER;
01715         case AIR_CTOL: return LS_SMALL_PLANE;
01716         case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
01717         default: NOT_REACHED();
01718       }
01719   }
01720 }
01721 
01731 const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting)
01732 {
01733   const Company *c = Company::Get(company);
01734   LiveryScheme scheme = LS_DEFAULT;
01735 
01736   /* The default livery is always available for use, but its in_use flag determines
01737    * whether any _other_ liveries are in use. */
01738   if (c->livery[LS_DEFAULT].in_use && (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company))) {
01739     /* Determine the livery scheme to use */
01740     scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);
01741 
01742     /* Switch back to the default scheme if the resolved scheme is not in use */
01743     if (!c->livery[scheme].in_use) scheme = LS_DEFAULT;
01744   }
01745 
01746   return &c->livery[scheme];
01747 }
01748 
01749 
01750 static PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
01751 {
01752   PaletteID map = (v != NULL) ? v->colourmap : PAL_NONE;
01753 
01754   /* Return cached value if any */
01755   if (map != PAL_NONE) return map;
01756 
01757   const Engine *e = Engine::Get(engine_type);
01758 
01759   /* Check if we should use the colour map callback */
01760   if (HasBit(e->info.callback_mask, CBM_VEHICLE_COLOUR_REMAP)) {
01761     uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
01762     /* Failure means "use the default two-colour" */
01763     if (callback != CALLBACK_FAILED) {
01764       assert_compile(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) conincidences with default value (PAL_NONE)
01765       map = GB(callback, 0, 14);
01766       /* If bit 14 is set, then the company colours are applied to the
01767        * map else it's returned as-is. */
01768       if (!HasBit(callback, 14)) {
01769         /* Update cache */
01770         if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
01771         return map;
01772       }
01773     }
01774   }
01775 
01776   bool twocc = HasBit(e->info.misc_flags, EF_USES_2CC);
01777 
01778   if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START;
01779 
01780   /* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
01781   if (!Company::IsValidID(company)) return map;
01782 
01783   const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);
01784 
01785   map += livery->colour1;
01786   if (twocc) map += livery->colour2 * 16;
01787 
01788   /* Update cache */
01789   if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
01790   return map;
01791 }
01792 
01799 PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
01800 {
01801   return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL);
01802 }
01803 
01809 PaletteID GetVehiclePalette(const Vehicle *v)
01810 {
01811   if (v->IsGroundVehicle()) {
01812     return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v);
01813   }
01814 
01815   return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
01816 }
01817 
01821 void Vehicle::DeleteUnreachedImplicitOrders()
01822 {
01823   if (this->IsGroundVehicle()) {
01824     uint16 &gv_flags = this->GetGroundVehicleFlags();
01825     if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) {
01826       /* Do not delete orders, only skip them */
01827       ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
01828       this->cur_implicit_order_index = this->cur_real_order_index;
01829       InvalidateVehicleOrder(this, 0);
01830       return;
01831     }
01832   }
01833 
01834   const Order *order = this->GetOrder(this->cur_implicit_order_index);
01835   while (order != NULL) {
01836     if (this->cur_implicit_order_index == this->cur_real_order_index) break;
01837 
01838     if (order->IsType(OT_IMPLICIT)) {
01839       /* Delete order effectively deletes order, so get the next before deleting it. */
01840       order = order->next;
01841       DeleteOrder(this, this->cur_implicit_order_index);
01842     } else {
01843       /* Skip non-implicit orders, e.g. service-orders */
01844       order = order->next;
01845       this->cur_implicit_order_index++;
01846     }
01847 
01848     /* Wrap around */
01849     if (order == NULL) {
01850       order = this->GetOrder(0);
01851       this->cur_implicit_order_index = 0;
01852     }
01853   }
01854 }
01855 
01860 void Vehicle::BeginLoading()
01861 {
01862   assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP);
01863 
01864   if (this->current_order.IsType(OT_GOTO_STATION) &&
01865       this->current_order.GetDestination() == this->last_station_visited) {
01866     this->DeleteUnreachedImplicitOrders();
01867 
01868     /* Now both order indices point to the destination station, and we can start loading */
01869     this->current_order.MakeLoading(true);
01870     UpdateVehicleTimetable(this, true);
01871 
01872     /* Furthermore add the Non Stop flag to mark that this station
01873      * is the actual destination of the vehicle, which is (for example)
01874      * necessary to be known for HandleTrainLoading to determine
01875      * whether the train is lost or not; not marking a train lost
01876      * that arrives at random stations is bad. */
01877     this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
01878 
01879   } else {
01880     /* We weren't scheduled to stop here. Insert an implicit order
01881      * to show that we are stopping here, but only do that if the order
01882      * list isn't empty.
01883      * While only groundvehicles have implicit orders, e.g. aircraft might still enter
01884      * the 'wrong' terminal when skipping orders etc. */
01885     Order *in_list = this->GetOrder(this->cur_implicit_order_index);
01886     if (this->IsGroundVehicle() && in_list != NULL &&
01887         (!in_list->IsType(OT_IMPLICIT) ||
01888         in_list->GetDestination() != this->last_station_visited)) {
01889       bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
01890       /* Do not create consecutive duplicates of implicit orders */
01891       Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : NULL);
01892       if (prev_order == NULL ||
01893           (!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
01894           prev_order->GetDestination() != this->last_station_visited) {
01895 
01896         /* Prefer deleting implicit orders instead of inserting new ones,
01897          * so test whether the right order follows later */
01898         int target_index = this->cur_implicit_order_index;
01899         bool found = false;
01900         while (target_index != this->cur_real_order_index) {
01901           const Order *order = this->GetOrder(target_index);
01902           if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) {
01903             found = true;
01904             break;
01905           }
01906           target_index++;
01907           if (target_index >= this->orders.list->GetNumOrders()) target_index = 0;
01908           assert(target_index != this->cur_implicit_order_index); // infinite loop?
01909         }
01910 
01911         if (found) {
01912           if (suppress_implicit_orders) {
01913             /* Skip to the found order */
01914             this->cur_implicit_order_index = target_index;
01915             InvalidateVehicleOrder(this, 0);
01916           } else {
01917             /* Delete all implicit orders up to the station we just reached */
01918             const Order *order = this->GetOrder(this->cur_implicit_order_index);
01919             while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) {
01920               if (order->IsType(OT_IMPLICIT)) {
01921                 /* Delete order effectively deletes order, so get the next before deleting it. */
01922                 order = order->next;
01923                 DeleteOrder(this, this->cur_implicit_order_index);
01924               } else {
01925                 /* Skip non-implicit orders, e.g. service-orders */
01926                 order = order->next;
01927                 this->cur_implicit_order_index++;
01928               }
01929 
01930               /* Wrap around */
01931               if (order == NULL) {
01932                 order = this->GetOrder(0);
01933                 this->cur_implicit_order_index = 0;
01934               }
01935               assert(order != NULL);
01936             }
01937           }
01938         } else if (!suppress_implicit_orders && this->orders.list->GetNumOrders() < MAX_VEH_ORDER_ID && Order::CanAllocateItem()) {
01939           /* Insert new implicit order */
01940           Order *implicit_order = new Order();
01941           implicit_order->MakeImplicit(this->last_station_visited);
01942           InsertOrder(this, implicit_order, this->cur_implicit_order_index);
01943           if (this->cur_implicit_order_index > 0) --this->cur_implicit_order_index;
01944 
01945           /* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order.
01946            * Reenable it for this vehicle */
01947           uint16 &gv_flags = this->GetGroundVehicleFlags();
01948           ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
01949         }
01950       }
01951     }
01952     this->current_order.MakeLoading(false);
01953   }
01954 
01955   Station::Get(this->last_station_visited)->loading_vehicles.push_back(this);
01956 
01957   PrepareUnload(this);
01958 
01959   SetWindowDirty(GetWindowClassForVehicleType(this->type), this->owner);
01960   SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
01961   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01962   SetWindowDirty(WC_STATION_VIEW, this->last_station_visited);
01963 
01964   Station::Get(this->last_station_visited)->MarkTilesDirty(true);
01965   this->cur_speed = 0;
01966   this->MarkDirty();
01967 }
01968 
01973 void Vehicle::LeaveStation()
01974 {
01975   assert(this->current_order.IsType(OT_LOADING));
01976 
01977   delete this->cargo_payment;
01978 
01979   /* Only update the timetable if the vehicle was supposed to stop here. */
01980   if (this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
01981 
01982   this->current_order.MakeLeaveStation();
01983   Station *st = Station::Get(this->last_station_visited);
01984   st->loading_vehicles.remove(this);
01985 
01986   HideFillingPercent(&this->fill_percent_te_id);
01987 
01988   if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) {
01989     /* Trigger station animation (trains only) */
01990     if (IsTileType(this->tile, MP_STATION)) TriggerStationAnimation(st, this->tile, SAT_TRAIN_DEPARTS);
01991 
01992     SetBit(Train::From(this)->flags, VRF_LEAVING_STATION);
01993   }
01994 }
01995 
01996 
02002 void Vehicle::HandleLoading(bool mode)
02003 {
02004   switch (this->current_order.GetType()) {
02005     case OT_LOADING: {
02006       uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0);
02007 
02008       /* Not the first call for this tick, or still loading */
02009       if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) || this->current_order_time < wait_time) return;
02010 
02011       this->PlayLeaveStationSound();
02012 
02013       this->LeaveStation();
02014 
02015       /* Only advance to next order if we just loaded at the current one */
02016       const Order *order = this->GetOrder(this->cur_implicit_order_index);
02017       if (order == NULL ||
02018           (!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) ||
02019           order->GetDestination() != this->last_station_visited) {
02020         return;
02021       }
02022       break;
02023     }
02024 
02025     case OT_DUMMY: break;
02026 
02027     default: return;
02028   }
02029 
02030   this->IncrementImplicitOrderIndex();
02031 }
02032 
02039 CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
02040 {
02041   CommandCost ret = CheckOwnership(this->owner);
02042   if (ret.Failed()) return ret;
02043 
02044   if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
02045   if (this->IsStoppedInDepot()) return CMD_ERROR;
02046 
02047   if (this->current_order.IsType(OT_GOTO_DEPOT)) {
02048     bool halt_in_depot = (this->current_order.GetDepotActionType() & ODATFB_HALT) != 0;
02049     if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
02050       /* We called with a different DEPOT_SERVICE setting.
02051        * Now we change the setting to apply the new one and let the vehicle head for the same depot.
02052        * Note: the if is (true for requesting service == true for ordered to stop in depot)          */
02053       if (flags & DC_EXEC) {
02054         this->current_order.SetDepotOrderType(ODTF_MANUAL);
02055         this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
02056         SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
02057       }
02058       return CommandCost();
02059     }
02060 
02061     if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
02062     if (flags & DC_EXEC) {
02063       /* If the orders to 'goto depot' are in the orders list (forced servicing),
02064        * then skip to the next order; effectively cancelling this forced service */
02065       if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->IncrementRealOrderIndex();
02066 
02067       if (this->IsGroundVehicle()) {
02068         uint16 &gv_flags = this->GetGroundVehicleFlags();
02069         SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
02070       }
02071 
02072       this->current_order.MakeDummy();
02073       SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
02074     }
02075     return CommandCost();
02076   }
02077 
02078   TileIndex location;
02079   DestinationID destination;
02080   bool reverse;
02081   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};
02082   if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]);
02083 
02084   if (flags & DC_EXEC) {
02085     if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
02086 
02087     if (this->IsGroundVehicle()) {
02088       uint16 &gv_flags = this->GetGroundVehicleFlags();
02089       SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
02090     }
02091 
02092     this->dest_tile = location;
02093     this->current_order.MakeGoToDepot(destination, ODTF_MANUAL);
02094     if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT);
02095     SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
02096 
02097     /* If there is no depot in front, reverse automatically (trains only) */
02098     if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
02099 
02100     if (this->type == VEH_AIRCRAFT) {
02101       Aircraft *a = Aircraft::From(this);
02102       if (a->state == FLYING && a->targetairport != destination) {
02103         /* The aircraft is now heading for a different hangar than the next in the orders */
02104         extern void AircraftNextAirportPos_and_Order(Aircraft *a);
02105         AircraftNextAirportPos_and_Order(a);
02106       }
02107     }
02108   }
02109 
02110   return CommandCost();
02111 
02112 }
02113 
02118 void Vehicle::UpdateVisualEffect(bool allow_power_change)
02119 {
02120   bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
02121   const Engine *e = this->GetEngine();
02122 
02123   /* Evaluate properties */
02124   byte visual_effect;
02125   switch (e->type) {
02126     case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break;
02127     case VEH_ROAD:  visual_effect = e->u.road.visual_effect; break;
02128     case VEH_SHIP:  visual_effect = e->u.ship.visual_effect; break;
02129     default:        visual_effect = 1 << VE_DISABLE_EFFECT;  break;
02130   }
02131 
02132   /* Check powered wagon / visual effect callback */
02133   if (HasBit(e->info.callback_mask, CBM_VEHICLE_VISUAL_EFFECT)) {
02134     uint16 callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);
02135 
02136     if (callback != CALLBACK_FAILED) {
02137       if (callback >= 0x100 && e->GetGRF()->grf_version >= 8) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_VISUAL_EFFECT, callback);
02138 
02139       callback = GB(callback, 0, 8);
02140       /* Avoid accidentally setting 'visual_effect' to the default value
02141        * Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */
02142       if (callback == VE_DEFAULT) {
02143         assert(HasBit(callback, VE_DISABLE_EFFECT));
02144         SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
02145       }
02146       visual_effect = callback;
02147     }
02148   }
02149 
02150   /* Apply default values */
02151   if (visual_effect == VE_DEFAULT ||
02152       (!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
02153     /* Only train engines have default effects.
02154      * Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
02155     if (e->type != VEH_TRAIN || e->u.rail.railveh_type == RAILVEH_WAGON || !IsInsideMM(e->u.rail.engclass, EC_STEAM, EC_MONORAIL)) {
02156       if (visual_effect == VE_DEFAULT) {
02157         visual_effect = 1 << VE_DISABLE_EFFECT;
02158       } else {
02159         SetBit(visual_effect, VE_DISABLE_EFFECT);
02160       }
02161     } else {
02162       if (visual_effect == VE_DEFAULT) {
02163         /* Also set the offset */
02164         visual_effect = (VE_OFFSET_CENTRE - (e->u.rail.engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START;
02165       }
02166       SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->u.rail.engclass - EC_STEAM + VE_TYPE_STEAM);
02167     }
02168   }
02169 
02170   this->vcache.cached_vis_effect = visual_effect;
02171 
02172   if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
02173     ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
02174     ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
02175   }
02176 }
02177 
02178 static const int8 _vehicle_smoke_pos[8] = {
02179   1, 1, 1, 0, -1, -1, -1, 0
02180 };
02181 
02186 void Vehicle::ShowVisualEffect() const
02187 {
02188   assert(this->IsPrimaryVehicle());
02189   bool sound = false;
02190 
02191   /* Do not show any smoke when:
02192    * - vehicle smoke is disabled by the player
02193    * - the vehicle is slowing down or stopped (by the player)
02194    * - the vehicle is moving very slowly
02195    */
02196   if (_settings_game.vehicle.smoke_amount == 0 ||
02197       this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
02198       this->cur_speed < 2) {
02199     return;
02200   }
02201 
02202   uint max_speed = this->vcache.cached_max_speed;
02203   if (this->type == VEH_TRAIN) {
02204     const Train *t = Train::From(this);
02205     /* For trains, do not show any smoke when:
02206      * - the train is reversing
02207      * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
02208      */
02209     if (HasBit(t->flags, VRF_REVERSING) ||
02210         (IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
02211         t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
02212       return;
02213     }
02214 
02215     max_speed = min(max_speed, t->gcache.cached_max_track_speed);
02216     max_speed = min(max_speed, this->current_order.max_speed);
02217   }
02218   if (this->type == VEH_ROAD || this->type == VEH_SHIP) max_speed = min(max_speed, this->current_order.max_speed * 2);
02219 
02220   const Vehicle *v = this;
02221 
02222   do {
02223     int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
02224     byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
02225     bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
02226 
02227     /* Show no smoke when:
02228      * - Smoke has been disabled for this vehicle
02229      * - The vehicle is not visible
02230      * - The vehicle is under a bridge
02231      * - The vehicle is on a depot tile
02232      * - The vehicle is on a tunnel tile
02233      * - The vehicle is a train engine that is currently unpowered */
02234     if (disable_effect ||
02235         v->vehstatus & VS_HIDDEN ||
02236         (MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
02237         IsDepotTile(v->tile) ||
02238         IsTunnelTile(v->tile) ||
02239         (v->type == VEH_TRAIN &&
02240         !HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
02241       continue;
02242     }
02243 
02244     /* The effect offset is relative to a point 4 units behind the vehicle's
02245      * front (which is the center of an 8/8 vehicle). Shorter vehicles need a
02246      * correction factor. */
02247     if (v->type == VEH_TRAIN) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
02248 
02249     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
02250     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
02251 
02252     if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
02253       x = -x;
02254       y = -y;
02255     }
02256 
02257     switch (effect_type) {
02258       case VE_TYPE_STEAM:
02259         /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
02260          * Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
02261          * third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
02262          * REGULATION:
02263          * - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
02264         if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / max_speed))) == 0) {
02265           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
02266           sound = true;
02267         }
02268         break;
02269 
02270       case VE_TYPE_DIESEL: {
02271         /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
02272          * when smoke emission stops.
02273          * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
02274          * emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
02275          * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
02276          * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
02277          * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
02278          * maximum speed no diesel_smoke is emitted.
02279          * REGULATION:
02280          * - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
02281          * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
02282         int power_weight_effect = 0;
02283         if (v->type == VEH_TRAIN) {
02284           power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9));
02285         }
02286         if (this->cur_speed < (max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
02287             Chance16((64 - ((this->cur_speed << 5) / max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
02288           CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
02289           sound = true;
02290         }
02291         break;
02292       }
02293 
02294       case VE_TYPE_ELECTRIC:
02295         /* Electric train's spark - more often occurs when train is departing (more load)
02296          * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
02297          * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
02298          * reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed.
02299          * REGULATION:
02300          * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
02301         if (GB(v->tick_counter, 0, 2) == 0 &&
02302             Chance16((6 - ((this->cur_speed << 2) / max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
02303           CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
02304           sound = true;
02305         }
02306         break;
02307 
02308       default:
02309         break;
02310     }
02311   } while ((v = v->Next()) != NULL);
02312 
02313   if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
02314 }
02315 
02320 void Vehicle::SetNext(Vehicle *next)
02321 {
02322   assert(this != next);
02323 
02324   if (this->next != NULL) {
02325     /* We had an old next vehicle. Update the first and previous pointers */
02326     for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
02327       v->first = this->next;
02328     }
02329     this->next->previous = NULL;
02330   }
02331 
02332   this->next = next;
02333 
02334   if (this->next != NULL) {
02335     /* A new next vehicle. Update the first and previous pointers */
02336     if (this->next->previous != NULL) this->next->previous->next = NULL;
02337     this->next->previous = this;
02338     for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
02339       v->first = this->first;
02340     }
02341   }
02342 }
02343 
02349 void Vehicle::AddToShared(Vehicle *shared_chain)
02350 {
02351   assert(this->previous_shared == NULL && this->next_shared == NULL);
02352 
02353   if (shared_chain->orders.list == NULL) {
02354     assert(shared_chain->previous_shared == NULL);
02355     assert(shared_chain->next_shared == NULL);
02356     this->orders.list = shared_chain->orders.list = new OrderList(NULL, shared_chain);
02357   }
02358 
02359   this->next_shared     = shared_chain->next_shared;
02360   this->previous_shared = shared_chain;
02361 
02362   shared_chain->next_shared = this;
02363 
02364   if (this->next_shared != NULL) this->next_shared->previous_shared = this;
02365 
02366   shared_chain->orders.list->AddVehicle(this);
02367 }
02368 
02372 void Vehicle::RemoveFromShared()
02373 {
02374   /* Remember if we were first and the old window number before RemoveVehicle()
02375    * as this changes first if needed. */
02376   bool were_first = (this->FirstShared() == this);
02377   VehicleListIdentifier vli(VL_SHARED_ORDERS, this->type, this->owner, this->FirstShared()->index);
02378 
02379   this->orders.list->RemoveVehicle(this);
02380 
02381   if (!were_first) {
02382     /* We are not the first shared one, so only relink our previous one. */
02383     this->previous_shared->next_shared = this->NextShared();
02384   }
02385 
02386   if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared;
02387 
02388 
02389   if (this->orders.list->GetNumVehicles() == 1) {
02390     /* When there is only one vehicle, remove the shared order list window. */
02391     DeleteWindowById(GetWindowClassForVehicleType(this->type), vli.Pack());
02392     InvalidateVehicleOrder(this->FirstShared(), 0);
02393   } else if (were_first) {
02394     /* If we were the first one, update to the new first one.
02395      * Note: FirstShared() is already the new first */
02396     InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31));
02397   }
02398 
02399   this->next_shared     = NULL;
02400   this->previous_shared = NULL;
02401 }
02402 
02403 void VehiclesYearlyLoop()
02404 {
02405   Vehicle *v;
02406   FOR_ALL_VEHICLES(v) {
02407     if (v->IsPrimaryVehicle()) {
02408       /* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
02409       Money profit = v->GetDisplayProfitThisYear();
02410       if (v->age >= 730 && profit < 0) {
02411         if (_settings_client.gui.vehicle_income_warn && v->owner == _local_company) {
02412           SetDParam(0, v->index);
02413           SetDParam(1, profit);
02414           AddVehicleAdviceNewsItem(STR_NEWS_VEHICLE_IS_UNPROFITABLE, v->index);
02415         }
02416         AI::NewEvent(v->owner, new ScriptEventVehicleUnprofitable(v->index));
02417       }
02418 
02419       v->profit_last_year = v->profit_this_year;
02420       v->profit_this_year = 0;
02421       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
02422     }
02423   }
02424   GroupStatistics::UpdateProfits();
02425   SetWindowClassesDirty(WC_TRAINS_LIST);
02426   SetWindowClassesDirty(WC_SHIPS_LIST);
02427   SetWindowClassesDirty(WC_ROADVEH_LIST);
02428   SetWindowClassesDirty(WC_AIRCRAFT_LIST);
02429 }
02430 
02431 
02441 bool CanVehicleUseStation(EngineID engine_type, const Station *st)
02442 {
02443   const Engine *e = Engine::GetIfValid(engine_type);
02444   assert(e != NULL);
02445 
02446   switch (e->type) {
02447     case VEH_TRAIN:
02448       return (st->facilities & FACIL_TRAIN) != 0;
02449 
02450     case VEH_ROAD:
02451       /* For road vehicles we need the vehicle to know whether it can actually
02452        * use the station, but if it doesn't have facilities for RVs it is
02453        * certainly not possible that the station can be used. */
02454       return (st->facilities & (FACIL_BUS_STOP | FACIL_TRUCK_STOP)) != 0;
02455 
02456     case VEH_SHIP:
02457       return (st->facilities & FACIL_DOCK) != 0;
02458 
02459     case VEH_AIRCRAFT:
02460       return (st->facilities & FACIL_AIRPORT) != 0 &&
02461           (st->airport.GetFTA()->flags & (e->u.air.subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0;
02462 
02463     default:
02464       return false;
02465   }
02466 }
02467 
02474 bool CanVehicleUseStation(const Vehicle *v, const Station *st)
02475 {
02476   if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != NULL;
02477 
02478   return CanVehicleUseStation(v->engine_type, st);
02479 }
02480 
02486 GroundVehicleCache *Vehicle::GetGroundVehicleCache()
02487 {
02488   assert(this->IsGroundVehicle());
02489   if (this->type == VEH_TRAIN) {
02490     return &Train::From(this)->gcache;
02491   } else {
02492     return &RoadVehicle::From(this)->gcache;
02493   }
02494 }
02495 
02501 const GroundVehicleCache *Vehicle::GetGroundVehicleCache() const
02502 {
02503   assert(this->IsGroundVehicle());
02504   if (this->type == VEH_TRAIN) {
02505     return &Train::From(this)->gcache;
02506   } else {
02507     return &RoadVehicle::From(this)->gcache;
02508   }
02509 }
02510 
02516 uint16 &Vehicle::GetGroundVehicleFlags()
02517 {
02518   assert(this->IsGroundVehicle());
02519   if (this->type == VEH_TRAIN) {
02520     return Train::From(this)->gv_flags;
02521   } else {
02522     return RoadVehicle::From(this)->gv_flags;
02523   }
02524 }
02525 
02531 const uint16 &Vehicle::GetGroundVehicleFlags() const
02532 {
02533   assert(this->IsGroundVehicle());
02534   if (this->type == VEH_TRAIN) {
02535     return Train::From(this)->gv_flags;
02536   } else {
02537     return RoadVehicle::From(this)->gv_flags;
02538   }
02539 }
02540 
02549 void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles)
02550 {
02551   if (v->type == VEH_TRAIN) {
02552     Train *u = Train::From(v);
02553     /* Only include whole vehicles, so start with the first articulated part */
02554     u = u->GetFirstEnginePart();
02555 
02556     /* Include num_vehicles vehicles, not counting articulated parts */
02557     for (; u != NULL && num_vehicles > 0; num_vehicles--) {
02558       do {
02559         /* Include current vehicle in the selection. */
02560         set.Include(u->index);
02561 
02562         /* If the vehicle is multiheaded, add the other part too. */
02563         if (u->IsMultiheaded()) set.Include(u->other_multiheaded_part->index);
02564 
02565         u = u->Next();
02566       } while (u != NULL && u->IsArticulatedPart());
02567     }
02568   }
02569 }