vehicle.cpp

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00001 /* $Id: vehicle.cpp 22598 2011-06-18 18:37:10Z rubidium $ */
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 "gui.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 "vehicle_gui.h"
00023 #include "train.h"
00024 #include "aircraft.h"
00025 #include "newgrf_debug.h"
00026 #include "newgrf_sound.h"
00027 #include "newgrf_station.h"
00028 #include "group.h"
00029 #include "group_gui.h"
00030 #include "strings_func.h"
00031 #include "zoom_func.h"
00032 #include "date_func.h"
00033 #include "window_func.h"
00034 #include "vehicle_func.h"
00035 #include "autoreplace_func.h"
00036 #include "autoreplace_gui.h"
00037 #include "station_base.h"
00038 #include "ai/ai.hpp"
00039 #include "depot_func.h"
00040 #include "network/network.h"
00041 #include "core/pool_func.hpp"
00042 #include "economy_base.h"
00043 #include "articulated_vehicles.h"
00044 #include "roadstop_base.h"
00045 #include "core/random_func.hpp"
00046 #include "core/backup_type.hpp"
00047 #include "order_backup.h"
00048 #include "sound_func.h"
00049 #include "effectvehicle_func.h"
00050 #include "effectvehicle_base.h"
00051 #include "vehiclelist.h"
00052 #include "bridge_map.h"
00053 #include "tunnel_map.h"
00054 #include "depot_map.h"
00055 
00056 #include "table/strings.h"
00057 
00058 #define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
00059 
00060 VehicleID _new_vehicle_id;
00061 uint16 _returned_refit_capacity;      
00062 uint16 _returned_mail_refit_capacity; 
00063 byte _age_cargo_skip_counter;         
00064 
00065 
00067 VehiclePool _vehicle_pool("Vehicle");
00068 INSTANTIATE_POOL_METHODS(Vehicle)
00069 
00070 
00075 bool Vehicle::NeedsAutorenewing(const Company *c) const
00076 {
00077   /* We can always generate the Company pointer when we have the vehicle.
00078    * However this takes time and since the Company pointer is often present
00079    * when this function is called then it's faster to pass the pointer as an
00080    * argument rather than finding it again. */
00081   assert(c == Company::Get(this->owner));
00082 
00083   if (!c->settings.engine_renew) return false;
00084   if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false;
00085   if (this->age == 0) return false; // rail cars don't age and lacks a max age
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 = Engine::Get(v->engine_type)->reliability;
00095   SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
00096 }
00097 
00104 bool Vehicle::NeedsServicing() const
00105 {
00106   /* Stopped or crashed vehicles will not move, as such making unmovable
00107    * vehicles to go for service is lame. */
00108   if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
00109 
00110   /* Are we ready for the next service cycle? */
00111   const Company *c = Company::Get(this->owner);
00112   if (c->settings.vehicle.servint_ispercent ?
00113       (this->reliability >= Engine::Get(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
00114       (this->date_of_last_service + this->service_interval >= _date)) {
00115     return false;
00116   }
00117 
00118   /* If we're servicing anyway, because we have not disabled servicing when
00119    * there are no breakdowns or we are playing with breakdowns, bail out. */
00120   if (!_settings_game.order.no_servicing_if_no_breakdowns ||
00121       _settings_game.difficulty.vehicle_breakdowns != 0) {
00122     return true;
00123   }
00124 
00125   /* Test whether there is some pending autoreplace.
00126    * Note: We do this after the service-interval test.
00127    * There are a lot more reasons for autoreplace to fail than we can test here reasonably. */
00128   bool pending_replace = false;
00129   Money needed_money = c->settings.engine_renew_money;
00130   if (needed_money > c->money) return false;
00131 
00132   for (const Vehicle *v = this; v != NULL; v = (v->type == VEH_TRAIN) ? Train::From(v)->GetNextUnit() : NULL) {
00133     EngineID new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id);
00134 
00135     /* Check engine availability */
00136     if (new_engine == INVALID_ENGINE || !HasBit(Engine::Get(new_engine)->company_avail, v->owner)) continue;
00137 
00138     /* Check refittability */
00139     uint32 available_cargo_types, union_mask;
00140     GetArticulatedRefitMasks(new_engine, true, &union_mask, &available_cargo_types);
00141     /* Is there anything to refit? */
00142     if (union_mask != 0) {
00143       CargoID cargo_type;
00144       /* We cannot refit to mixed cargoes in an automated way */
00145       if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) continue;
00146 
00147       /* Did the old vehicle carry anything? */
00148       if (cargo_type != CT_INVALID) {
00149         /* We can't refit the vehicle to carry the cargo we want */
00150         if (!HasBit(available_cargo_types, cargo_type)) continue;
00151       }
00152     }
00153 
00154     /* Check money.
00155      * We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */
00156     pending_replace = true;
00157     needed_money += 2 * Engine::Get(new_engine)->GetCost();
00158     if (needed_money > c->money) return false;
00159   }
00160 
00161   return pending_replace;
00162 }
00163 
00169 bool Vehicle::NeedsAutomaticServicing() const
00170 {
00171   if (this->HasDepotOrder()) return false;
00172   if (this->current_order.IsType(OT_LOADING)) return false;
00173   if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
00174   return NeedsServicing();
00175 }
00176 
00177 uint Vehicle::Crash(bool flooded)
00178 {
00179   assert((this->vehstatus & VS_CRASHED) == 0);
00180   assert(this->Previous() == NULL); // IsPrimaryVehicle fails for free-wagon-chains
00181 
00182   uint pass = 0;
00183   /* Stop the vehicle. */
00184   if (this->IsPrimaryVehicle()) this->vehstatus |= VS_STOPPED;
00185   /* crash all wagons, and count passengers */
00186   for (Vehicle *v = this; v != NULL; v = v->Next()) {
00187     if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.Count();
00188     v->vehstatus |= VS_CRASHED;
00189     MarkSingleVehicleDirty(v);
00190   }
00191 
00192   /* Dirty some windows */
00193   InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
00194   SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
00195   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00196   SetWindowDirty(WC_VEHICLE_DEPOT, this->tile);
00197 
00198   return pass;
00199 }
00200 
00201 
00210 void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical)
00211 {
00212   const Engine *e = Engine::Get(engine);
00213   uint32 grfid = e->grf_prop.grffile->grfid;
00214   GRFConfig *grfconfig = GetGRFConfig(grfid);
00215 
00216   if (!HasBit(grfconfig->grf_bugs, bug_type)) {
00217     SetBit(grfconfig->grf_bugs, bug_type);
00218     SetDParamStr(0, grfconfig->GetName());
00219     SetDParam(1, engine);
00220     ShowErrorMessage(part1, part2, WL_CRITICAL);
00221     if (!_networking) DoCommand(0, critical ? PM_PAUSED_ERROR : PM_PAUSED_NORMAL, 1, DC_EXEC, CMD_PAUSE);
00222   }
00223 
00224   /* debug output */
00225   char buffer[512];
00226 
00227   SetDParamStr(0, grfconfig->GetName());
00228   GetString(buffer, part1, lastof(buffer));
00229   DEBUG(grf, 0, "%s", buffer + 3);
00230 
00231   SetDParam(1, engine);
00232   GetString(buffer, part2, lastof(buffer));
00233   DEBUG(grf, 0, "%s", buffer + 3);
00234 }
00235 
00240 Vehicle::Vehicle(VehicleType type)
00241 {
00242   this->type               = type;
00243   this->coord.left         = INVALID_COORD;
00244   this->group_id           = DEFAULT_GROUP;
00245   this->fill_percent_te_id = INVALID_TE_ID;
00246   this->first              = this;
00247   this->colourmap          = PAL_NONE;
00248 }
00249 
00254 byte VehicleRandomBits()
00255 {
00256   return GB(Random(), 0, 8);
00257 }
00258 
00259 /* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
00260  * lookup times at the expense of memory usage. */
00261 const int HASH_BITS = 7;
00262 const int HASH_SIZE = 1 << HASH_BITS;
00263 const int HASH_MASK = HASH_SIZE - 1;
00264 const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
00265 const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;
00266 
00267 /* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
00268  * Profiling results show that 0 is fastest. */
00269 const int HASH_RES = 0;
00270 
00271 static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE];
00272 
00273 static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc, bool find_first)
00274 {
00275   for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
00276     for (int x = xl; ; x = (x + 1) & HASH_MASK) {
00277       Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
00278       for (; v != NULL; v = v->next_new_hash) {
00279         Vehicle *a = proc(v, data);
00280         if (find_first && a != NULL) return a;
00281       }
00282       if (x == xu) break;
00283     }
00284     if (y == yu) break;
00285   }
00286 
00287   return NULL;
00288 }
00289 
00290 
00302 static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first)
00303 {
00304   const int COLL_DIST = 6;
00305 
00306   /* Hash area to scan is from xl,yl to xu,yu */
00307   int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
00308   int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
00309   int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
00310   int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
00311 
00312   return VehicleFromHash(xl, yl, xu, yu, data, proc, find_first);
00313 }
00314 
00329 void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
00330 {
00331   VehicleFromPosXY(x, y, data, proc, false);
00332 }
00333 
00345 bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
00346 {
00347   return VehicleFromPosXY(x, y, data, proc, true) != NULL;
00348 }
00349 
00360 static Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc, bool find_first)
00361 {
00362   int x = GB(TileX(tile), HASH_RES, HASH_BITS);
00363   int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
00364 
00365   Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
00366   for (; v != NULL; v = v->next_new_hash) {
00367     if (v->tile != tile) continue;
00368 
00369     Vehicle *a = proc(v, data);
00370     if (find_first && a != NULL) return a;
00371   }
00372 
00373   return NULL;
00374 }
00375 
00389 void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
00390 {
00391   VehicleFromPos(tile, data, proc, false);
00392 }
00393 
00404 bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
00405 {
00406   return VehicleFromPos(tile, data, proc, true) != NULL;
00407 }
00408 
00415 static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
00416 {
00417   byte z = *(byte*)data;
00418 
00419   if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
00420   if (v->z_pos > z) return NULL;
00421 
00422   return v;
00423 }
00424 
00430 CommandCost EnsureNoVehicleOnGround(TileIndex tile)
00431 {
00432   byte z = GetTileMaxZ(tile);
00433 
00434   /* Value v is not safe in MP games, however, it is used to generate a local
00435    * error message only (which may be different for different machines).
00436    * Such a message does not affect MP synchronisation.
00437    */
00438   Vehicle *v = VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ, true);
00439   if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
00440   return CommandCost();
00441 }
00442 
00444 static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
00445 {
00446   if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL;
00447   if (v == (const Vehicle *)data) return NULL;
00448 
00449   return v;
00450 }
00451 
00459 CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
00460 {
00461   /* Value v is not safe in MP games, however, it is used to generate a local
00462    * error message only (which may be different for different machines).
00463    * Such a message does not affect MP synchronisation.
00464    */
00465   Vehicle *v = VehicleFromPos(tile, (void *)ignore, &GetVehicleTunnelBridgeProc, true);
00466   if (v == NULL) v = VehicleFromPos(endtile, (void *)ignore, &GetVehicleTunnelBridgeProc, true);
00467 
00468   if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
00469   return CommandCost();
00470 }
00471 
00472 static Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data)
00473 {
00474   TrackBits rail_bits = *(TrackBits *)data;
00475 
00476   if (v->type != VEH_TRAIN) return NULL;
00477 
00478   Train *t = Train::From(v);
00479   if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return NULL;
00480 
00481   return v;
00482 }
00483 
00492 CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits)
00493 {
00494   /* Value v is not safe in MP games, however, it is used to generate a local
00495    * error message only (which may be different for different machines).
00496    * Such a message does not affect MP synchronisation.
00497    */
00498   Vehicle *v = VehicleFromPos(tile, &track_bits, &EnsureNoTrainOnTrackProc, true);
00499   if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
00500   return CommandCost();
00501 }
00502 
00503 static void UpdateNewVehiclePosHash(Vehicle *v, bool remove)
00504 {
00505   Vehicle **old_hash = v->old_new_hash;
00506   Vehicle **new_hash;
00507 
00508   if (remove) {
00509     new_hash = NULL;
00510   } else {
00511     int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
00512     int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
00513     new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
00514   }
00515 
00516   if (old_hash == new_hash) return;
00517 
00518   /* Remove from the old position in the hash table */
00519   if (old_hash != NULL) {
00520     if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = v->prev_new_hash;
00521     *v->prev_new_hash = v->next_new_hash;
00522   }
00523 
00524   /* Insert vehicle at beginning of the new position in the hash table */
00525   if (new_hash != NULL) {
00526     v->next_new_hash = *new_hash;
00527     if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = &v->next_new_hash;
00528     v->prev_new_hash = new_hash;
00529     *new_hash = v;
00530   }
00531 
00532   /* Remember current hash position */
00533   v->old_new_hash = new_hash;
00534 }
00535 
00536 static Vehicle *_vehicle_position_hash[0x1000];
00537 
00538 static void UpdateVehiclePosHash(Vehicle *v, int x, int y)
00539 {
00540   UpdateNewVehiclePosHash(v, x == INVALID_COORD);
00541 
00542   Vehicle **old_hash, **new_hash;
00543   int old_x = v->coord.left;
00544   int old_y = v->coord.top;
00545 
00546   new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x, y)];
00547   old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)];
00548 
00549   if (old_hash == new_hash) return;
00550 
00551   /* remove from hash table? */
00552   if (old_hash != NULL) {
00553     if (v->next_hash != NULL) v->next_hash->prev_hash = v->prev_hash;
00554     *v->prev_hash = v->next_hash;
00555   }
00556 
00557   /* insert into hash table? */
00558   if (new_hash != NULL) {
00559     v->next_hash = *new_hash;
00560     if (v->next_hash != NULL) v->next_hash->prev_hash = &v->next_hash;
00561     v->prev_hash = new_hash;
00562     *new_hash = v;
00563   }
00564 }
00565 
00566 void ResetVehiclePosHash()
00567 {
00568   Vehicle *v;
00569   FOR_ALL_VEHICLES(v) { v->old_new_hash = NULL; }
00570   memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
00571   memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash));
00572 }
00573 
00574 void ResetVehicleColourMap()
00575 {
00576   Vehicle *v;
00577   FOR_ALL_VEHICLES(v) { v->colourmap = PAL_NONE; }
00578 }
00579 
00584 typedef SmallMap<Vehicle *, bool, 4> AutoreplaceMap;
00585 static AutoreplaceMap _vehicles_to_autoreplace;
00586 
00587 void InitializeVehicles()
00588 {
00589   _vehicle_pool.CleanPool();
00590   _cargo_payment_pool.CleanPool();
00591 
00592   _age_cargo_skip_counter = 1;
00593 
00594   _vehicles_to_autoreplace.Reset();
00595   ResetVehiclePosHash();
00596 }
00597 
00598 uint CountVehiclesInChain(const Vehicle *v)
00599 {
00600   uint count = 0;
00601   do count++; while ((v = v->Next()) != NULL);
00602   return count;
00603 }
00604 
00610 void CountCompanyVehicles(CompanyID cid, uint counts[4])
00611 {
00612   for (uint i = 0; i < 4; i++) counts[i] = 0;
00613 
00614   const Vehicle *v;
00615   FOR_ALL_VEHICLES(v) {
00616     if (v->owner == cid && v->IsPrimaryVehicle()) counts[v->type]++;
00617   }
00618 }
00619 
00624 bool Vehicle::IsEngineCountable() const
00625 {
00626   switch (this->type) {
00627     case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors
00628     case VEH_TRAIN:
00629       return !this->IsArticulatedPart() && // tenders and other articulated parts
00630           !Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
00631     case VEH_ROAD: return RoadVehicle::From(this)->IsFrontEngine();
00632     case VEH_SHIP: return true;
00633     default: return false; // Only count company buildable vehicles
00634   }
00635 }
00636 
00644 void Vehicle::HandlePathfindingResult(bool path_found)
00645 {
00646   if (path_found) {
00647     /* Route found, is the vehicle marked with "lost" flag? */
00648     if (!HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;
00649 
00650     /* Clear the flag as the PF's problem was solved. */
00651     ClrBit(this->vehicle_flags, VF_PATHFINDER_LOST);
00652     /* Delete the news item. */
00653     DeleteVehicleNews(this->index, STR_NEWS_VEHICLE_IS_LOST);
00654     return;
00655   }
00656 
00657   /* Were we already lost? */
00658   if (HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;
00659 
00660   /* It is first time the problem occurred, set the "lost" flag. */
00661   SetBit(this->vehicle_flags, VF_PATHFINDER_LOST);
00662   /* Notify user about the event. */
00663   AI::NewEvent(this->owner, new AIEventVehicleLost(this->index));
00664   if (_settings_client.gui.lost_vehicle_warn && this->owner == _local_company) {
00665     SetDParam(0, this->index);
00666     AddVehicleNewsItem(STR_NEWS_VEHICLE_IS_LOST, NS_ADVICE, this->index);
00667   }
00668 }
00669 
00671 void Vehicle::PreDestructor()
00672 {
00673   if (CleaningPool()) return;
00674 
00675   if (Station::IsValidID(this->last_station_visited)) {
00676     Station::Get(this->last_station_visited)->loading_vehicles.remove(this);
00677 
00678     HideFillingPercent(&this->fill_percent_te_id);
00679 
00680     delete this->cargo_payment;
00681   }
00682 
00683   if (this->IsEngineCountable()) {
00684     Company::Get(this->owner)->num_engines[this->engine_type]--;
00685     if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
00686 
00687     DeleteGroupHighlightOfVehicle(this);
00688     if (Group::IsValidID(this->group_id)) Group::Get(this->group_id)->num_engines[this->engine_type]--;
00689     if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
00690   }
00691 
00692   if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
00693     Aircraft *a = Aircraft::From(this);
00694     Station *st = GetTargetAirportIfValid(a);
00695     if (st != NULL) {
00696       const AirportFTA *layout = st->airport.GetFTA()->layout;
00697       CLRBITS(st->airport.flags, layout[a->previous_pos].block | layout[a->pos].block);
00698     }
00699   }
00700 
00701 
00702   if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) {
00703     RoadVehicle *v = RoadVehicle::From(this);
00704     if (!(v->vehstatus & VS_CRASHED) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
00705       /* Leave the drive through roadstop, when you have not already left it. */
00706       RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
00707     }
00708   }
00709 
00710   if (this->Previous() == NULL) {
00711     InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
00712   }
00713 
00714   if (this->IsPrimaryVehicle()) {
00715     DeleteWindowById(WC_VEHICLE_VIEW, this->index);
00716     DeleteWindowById(WC_VEHICLE_ORDERS, this->index);
00717     DeleteWindowById(WC_VEHICLE_REFIT, this->index);
00718     DeleteWindowById(WC_VEHICLE_DETAILS, this->index);
00719     DeleteWindowById(WC_VEHICLE_TIMETABLE, this->index);
00720     SetWindowDirty(WC_COMPANY, this->owner);
00721     OrderBackup::ClearVehicle(this);
00722   }
00723   InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
00724 
00725   this->cargo.Truncate(0);
00726   DeleteVehicleOrders(this);
00727   DeleteDepotHighlightOfVehicle(this);
00728 
00729   extern void StopGlobalFollowVehicle(const Vehicle *v);
00730   StopGlobalFollowVehicle(this);
00731 
00732   ReleaseDisastersTargetingVehicle(this->index);
00733 }
00734 
00735 Vehicle::~Vehicle()
00736 {
00737   free(this->name);
00738 
00739   if (CleaningPool()) return;
00740 
00741   /* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
00742    * it may happen that vehicle chain is deleted when visible */
00743   if (!(this->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(this);
00744 
00745   Vehicle *v = this->Next();
00746   this->SetNext(NULL);
00747 
00748   delete v;
00749 
00750   UpdateVehiclePosHash(this, INVALID_COORD, 0);
00751   DeleteVehicleNews(this->index, INVALID_STRING_ID);
00752   DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
00753 }
00754 
00759 void VehicleEnteredDepotThisTick(Vehicle *v)
00760 {
00761   /* Vehicle should stop in the depot if it was in 'stopping' state */
00762   _vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED);
00763 
00764   /* We ALWAYS set the stopped state. Even when the vehicle does not plan on
00765    * stopping in the depot, so we stop it to ensure that it will not reserve
00766    * the path out of the depot before we might autoreplace it to a different
00767    * engine. The new engine would not own the reserved path we store that we
00768    * stopped the vehicle, so autoreplace can start it again */
00769   v->vehstatus |= VS_STOPPED;
00770 }
00771 
00777 static void RunVehicleDayProc()
00778 {
00779   if (_game_mode != GM_NORMAL) return;
00780 
00781   /* Run the day_proc for every DAY_TICKS vehicle starting at _date_fract. */
00782   for (size_t i = _date_fract; i < Vehicle::GetPoolSize(); i += DAY_TICKS) {
00783     Vehicle *v = Vehicle::Get(i);
00784     if (v == NULL) continue;
00785 
00786     /* Call the 32-day callback if needed */
00787     if ((v->day_counter & 0x1F) == 0) {
00788       uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
00789       if (callback != CALLBACK_FAILED) {
00790         if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
00791         if (HasBit(callback, 1)) v->colourmap = PAL_NONE;
00792       }
00793     }
00794 
00795     /* This is called once per day for each vehicle, but not in the first tick of the day */
00796     v->OnNewDay();
00797   }
00798 }
00799 
00800 void CallVehicleTicks()
00801 {
00802   _vehicles_to_autoreplace.Clear();
00803 
00804   _age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
00805 
00806   RunVehicleDayProc();
00807 
00808   Station *st;
00809   FOR_ALL_STATIONS(st) LoadUnloadStation(st);
00810 
00811   Vehicle *v;
00812   FOR_ALL_VEHICLES(v) {
00813     /* Vehicle could be deleted in this tick */
00814     if (!v->Tick()) {
00815       assert(Vehicle::Get(vehicle_index) == NULL);
00816       continue;
00817     }
00818 
00819     assert(Vehicle::Get(vehicle_index) == v);
00820 
00821     switch (v->type) {
00822       default: break;
00823 
00824       case VEH_TRAIN:
00825       case VEH_ROAD:
00826       case VEH_AIRCRAFT:
00827       case VEH_SHIP:
00828         if (_age_cargo_skip_counter == 0) v->cargo.AgeCargo();
00829 
00830         if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue;
00831         if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
00832         if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsFrontEngine()) continue;
00833 
00834         v->motion_counter += v->cur_speed;
00835         /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
00836         if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
00837 
00838         /* Play an alterate running sound every 16 ticks */
00839         if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
00840     }
00841   }
00842 
00843   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00844   for (AutoreplaceMap::iterator it = _vehicles_to_autoreplace.Begin(); it != _vehicles_to_autoreplace.End(); it++) {
00845     v = it->first;
00846     /* Autoreplace needs the current company set as the vehicle owner */
00847     cur_company.Change(v->owner);
00848 
00849     /* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
00850      * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
00851      * they are already leaving the depot again before being replaced. */
00852     if (it->second) v->vehstatus &= ~VS_STOPPED;
00853 
00854     /* Store the position of the effect as the vehicle pointer will become invalid later */
00855     int x = v->x_pos;
00856     int y = v->y_pos;
00857     int z = v->z_pos;
00858 
00859     const Company *c = Company::Get(_current_company);
00860     SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->settings.engine_renew_money));
00861     CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE);
00862     SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->settings.engine_renew_money));
00863 
00864     if (!IsLocalCompany()) continue;
00865 
00866     if (res.Succeeded()) {
00867       ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
00868       continue;
00869     }
00870 
00871     StringID error_message = res.GetErrorMessage();
00872     if (error_message == STR_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue;
00873 
00874     if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;
00875 
00876     StringID message;
00877     if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
00878       message = error_message;
00879     } else {
00880       message = STR_NEWS_VEHICLE_AUTORENEW_FAILED;
00881     }
00882 
00883     SetDParam(0, v->index);
00884     SetDParam(1, error_message);
00885     AddVehicleNewsItem(message, NS_ADVICE, v->index);
00886   }
00887 
00888   cur_company.Restore();
00889 }
00890 
00895 static void DoDrawVehicle(const Vehicle *v)
00896 {
00897   SpriteID image = v->cur_image;
00898   PaletteID pal = PAL_NONE;
00899 
00900   if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
00901 
00902   AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
00903     v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
00904 }
00905 
00910 void ViewportAddVehicles(DrawPixelInfo *dpi)
00911 {
00912   /* The bounding rectangle */
00913   const int l = dpi->left;
00914   const int r = dpi->left + dpi->width;
00915   const int t = dpi->top;
00916   const int b = dpi->top + dpi->height;
00917 
00918   /* The hash area to scan */
00919   int xl, xu, yl, yu;
00920 
00921   if (dpi->width + 70 < (1 << (7 + 6))) {
00922     xl = GB(l - 70, 7, 6);
00923     xu = GB(r,      7, 6);
00924   } else {
00925     /* scan whole hash row */
00926     xl = 0;
00927     xu = 0x3F;
00928   }
00929 
00930   if (dpi->height + 70 < (1 << (6 + 6))) {
00931     yl = GB(t - 70, 6, 6) << 6;
00932     yu = GB(b,      6, 6) << 6;
00933   } else {
00934     /* scan whole column */
00935     yl = 0;
00936     yu = 0x3F << 6;
00937   }
00938 
00939   for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
00940     for (int x = xl;; x = (x + 1) & 0x3F) {
00941       const Vehicle *v = _vehicle_position_hash[x + y]; // already masked & 0xFFF
00942 
00943       while (v != NULL) {
00944         if (!(v->vehstatus & VS_HIDDEN) &&
00945             l <= v->coord.right &&
00946             t <= v->coord.bottom &&
00947             r >= v->coord.left &&
00948             b >= v->coord.top) {
00949           DoDrawVehicle(v);
00950         }
00951         v = v->next_hash;
00952       }
00953 
00954       if (x == xu) break;
00955     }
00956 
00957     if (y == yu) break;
00958   }
00959 }
00960 
00968 Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
00969 {
00970   Vehicle *found = NULL, *v;
00971   uint dist, best_dist = UINT_MAX;
00972 
00973   if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL;
00974 
00975   x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
00976   y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
00977 
00978   FOR_ALL_VEHICLES(v) {
00979     if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 &&
00980         x >= v->coord.left && x <= v->coord.right &&
00981         y >= v->coord.top && y <= v->coord.bottom) {
00982 
00983       dist = max(
00984         abs(((v->coord.left + v->coord.right) >> 1) - x),
00985         abs(((v->coord.top + v->coord.bottom) >> 1) - y)
00986       );
00987 
00988       if (dist < best_dist) {
00989         found = v;
00990         best_dist = dist;
00991       }
00992     }
00993   }
00994 
00995   return found;
00996 }
00997 
01002 void DecreaseVehicleValue(Vehicle *v)
01003 {
01004   v->value -= v->value >> 8;
01005   SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01006 }
01007 
01008 static const byte _breakdown_chance[64] = {
01009     3,   3,   3,   3,   3,   3,   3,   3,
01010     4,   4,   5,   5,   6,   6,   7,   7,
01011     8,   8,   9,   9,  10,  10,  11,  11,
01012    12,  13,  13,  13,  13,  14,  15,  16,
01013    17,  19,  21,  25,  28,  31,  34,  37,
01014    40,  44,  48,  52,  56,  60,  64,  68,
01015    72,  80,  90, 100, 110, 120, 130, 140,
01016   150, 170, 190, 210, 230, 250, 250, 250,
01017 };
01018 
01019 void CheckVehicleBreakdown(Vehicle *v)
01020 {
01021   int rel, rel_old;
01022 
01023   /* decrease reliability */
01024   v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
01025   if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01026 
01027   if (v->breakdown_ctr != 0 || (v->vehstatus & VS_STOPPED) ||
01028       _settings_game.difficulty.vehicle_breakdowns < 1 ||
01029       v->cur_speed < 5 || _game_mode == GM_MENU) {
01030     return;
01031   }
01032 
01033   uint32 r = Random();
01034 
01035   /* increase chance of failure */
01036   int chance = v->breakdown_chance + 1;
01037   if (Chance16I(1, 25, r)) chance += 25;
01038   v->breakdown_chance = min(255, chance);
01039 
01040   /* calculate reliability value to use in comparison */
01041   rel = v->reliability;
01042   if (v->type == VEH_SHIP) rel += 0x6666;
01043 
01044   /* reduced breakdowns? */
01045   if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
01046 
01047   /* check if to break down */
01048   if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
01049     v->breakdown_ctr    = GB(r, 16, 6) + 0x3F;
01050     v->breakdown_delay  = GB(r, 24, 7) + 0x80;
01051     v->breakdown_chance = 0;
01052   }
01053 }
01054 
01061 bool Vehicle::HandleBreakdown()
01062 {
01063   /* Possible states for Vehicle::breakdown_ctr
01064    * 0  - vehicle is running normally
01065    * 1  - vehicle is currently broken down
01066    * 2  - vehicle is going to break down now
01067    * >2 - vehicle is counting down to the actual breakdown event */
01068   switch (this->breakdown_ctr) {
01069     case 0:
01070       return false;
01071 
01072     case 2:
01073       this->breakdown_ctr = 1;
01074 
01075       if (this->breakdowns_since_last_service != 255) {
01076         this->breakdowns_since_last_service++;
01077       }
01078 
01079       this->MarkDirty();
01080       SetWindowDirty(WC_VEHICLE_VIEW, this->index);
01081       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01082 
01083       if (this->type == VEH_AIRCRAFT) {
01084         /* Aircraft just need this flag, the rest is handled elsewhere */
01085         this->vehstatus |= VS_AIRCRAFT_BROKEN;
01086       } else {
01087         this->cur_speed = 0;
01088 
01089         if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
01090           SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
01091             (this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
01092             (this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
01093         }
01094 
01095         if (!(this->vehstatus & VS_HIDDEN)) {
01096           EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
01097           if (u != NULL) u->animation_state = this->breakdown_delay * 2;
01098         }
01099       }
01100       /* FALL THROUGH */
01101     case 1:
01102       /* Aircraft breakdowns end only when arriving at the airport */
01103       if (this->type == VEH_AIRCRAFT) return false;
01104 
01105       /* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
01106       if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
01107         if (--this->breakdown_delay == 0) {
01108           this->breakdown_ctr = 0;
01109           this->MarkDirty();
01110           SetWindowDirty(WC_VEHICLE_VIEW, this->index);
01111         }
01112       }
01113       return true;
01114 
01115     default:
01116       if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
01117       return false;
01118   }
01119 }
01120 
01125 void AgeVehicle(Vehicle *v)
01126 {
01127   if (v->age < MAX_DAY) v->age++;
01128 
01129   int age = v->age - v->max_age;
01130   if (age == DAYS_IN_LEAP_YEAR * 0 || age == DAYS_IN_LEAP_YEAR * 1 ||
01131       age == DAYS_IN_LEAP_YEAR * 2 || age == DAYS_IN_LEAP_YEAR * 3 || age == DAYS_IN_LEAP_YEAR * 4) {
01132     v->reliability_spd_dec <<= 1;
01133   }
01134 
01135   SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01136 
01137   /* Don't warn about non-primary or not ours vehicles or vehicles that are crashed */
01138   if (v->Previous() != NULL || v->owner != _local_company || (v->vehstatus & VS_CRASHED) != 0) return;
01139 
01140   /* Don't warn if a renew is active */
01141   if (Company::Get(v->owner)->settings.engine_renew && Engine::Get(v->engine_type)->company_avail != 0) return;
01142 
01143   StringID str;
01144   if (age == -DAYS_IN_LEAP_YEAR) {
01145     str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
01146   } else if (age == 0) {
01147     str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
01148   } else if (age > 0 && (age % DAYS_IN_LEAP_YEAR) == 0) {
01149     str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
01150   } else {
01151     return;
01152   }
01153 
01154   SetDParam(0, v->index);
01155   AddVehicleNewsItem(str, NS_ADVICE, v->index);
01156 }
01157 
01164 uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour)
01165 {
01166   int count = 0;
01167   int max = 0;
01168   int cars = 0;
01169   int unloading = 0;
01170   bool loading = false;
01171 
01172   const Vehicle *u = v;
01173   /* The station may be NULL when the (colour) string does not need to be set. */
01174   const Station *st = Station::GetIfValid(v->last_station_visited);
01175   assert(colour == NULL || st != NULL);
01176 
01177   /* Count up max and used */
01178   for (; v != NULL; v = v->Next()) {
01179     count += v->cargo.Count();
01180     max += v->cargo_cap;
01181     if (v->cargo_cap != 0 && colour != NULL) {
01182       unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
01183       loading |= !(u->current_order.GetLoadType() & OLFB_NO_LOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
01184       cars++;
01185     }
01186   }
01187 
01188   if (colour != NULL) {
01189     if (unloading == 0 && loading) {
01190       *colour = STR_PERCENT_UP;
01191     } else if (cars == unloading || !loading) {
01192       *colour = STR_PERCENT_DOWN;
01193     } else {
01194       *colour = STR_PERCENT_UP_DOWN;
01195     }
01196   }
01197 
01198   /* Train without capacity */
01199   if (max == 0) return 100;
01200 
01201   /* Return the percentage */
01202   return (count * 100) / max;
01203 }
01204 
01209 void VehicleEnterDepot(Vehicle *v)
01210 {
01211   /* Always work with the front of the vehicle */
01212   assert(v == v->First());
01213 
01214   switch (v->type) {
01215     case VEH_TRAIN: {
01216       Train *t = Train::From(v);
01217       SetWindowClassesDirty(WC_TRAINS_LIST);
01218       /* Clear path reservation */
01219       SetDepotReservation(t->tile, false);
01220       if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
01221 
01222       UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
01223       t->wait_counter = 0;
01224       t->force_proceed = TFP_NONE;
01225       ClrBit(t->flags, VRF_TOGGLE_REVERSE);
01226       t->ConsistChanged(true);
01227       break;
01228     }
01229 
01230     case VEH_ROAD:
01231       SetWindowClassesDirty(WC_ROADVEH_LIST);
01232       break;
01233 
01234     case VEH_SHIP: {
01235       SetWindowClassesDirty(WC_SHIPS_LIST);
01236       Ship *ship = Ship::From(v);
01237       ship->state = TRACK_BIT_DEPOT;
01238       ship->UpdateCache();
01239       ship->UpdateViewport(true, true);
01240       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01241       break;
01242     }
01243 
01244     case VEH_AIRCRAFT:
01245       SetWindowClassesDirty(WC_AIRCRAFT_LIST);
01246       HandleAircraftEnterHangar(Aircraft::From(v));
01247       break;
01248     default: NOT_REACHED();
01249   }
01250   SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01251 
01252   if (v->type != VEH_TRAIN) {
01253     /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
01254      * 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 */
01255     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01256   }
01257   SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01258 
01259   v->vehstatus |= VS_HIDDEN;
01260   v->cur_speed = 0;
01261 
01262   VehicleServiceInDepot(v);
01263 
01264   TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
01265 
01266   if (v->current_order.IsType(OT_GOTO_DEPOT)) {
01267     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01268 
01269     const Order *real_order = v->GetOrder(v->cur_real_order_index);
01270     Order t = v->current_order;
01271     v->current_order.MakeDummy();
01272 
01273     /* Test whether we are heading for this depot. If not, do nothing.
01274      * Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
01275     if ((t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
01276         real_order != NULL && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
01277         (v->type == VEH_AIRCRAFT ? t.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
01278       /* We are heading for another depot, keep driving. */
01279       return;
01280     }
01281 
01282     if (t.IsRefit()) {
01283       Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01284       CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
01285       cur_company.Restore();
01286 
01287       if (cost.Failed()) {
01288         _vehicles_to_autoreplace[v] = false;
01289         if (v->owner == _local_company) {
01290           /* Notify the user that we stopped the vehicle */
01291           SetDParam(0, v->index);
01292           AddVehicleNewsItem(STR_NEWS_ORDER_REFIT_FAILED, NS_ADVICE, v->index);
01293         }
01294       } else if (cost.GetCost() != 0) {
01295         v->profit_this_year -= cost.GetCost() << 8;
01296         if (v->owner == _local_company) {
01297           ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
01298         }
01299       }
01300     }
01301 
01302     if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
01303       /* Part of orders */
01304       v->DeleteUnreachedImplicitOrders();
01305       UpdateVehicleTimetable(v, true);
01306       v->IncrementImplicitOrderIndex();
01307     }
01308     if (t.GetDepotActionType() & ODATFB_HALT) {
01309       /* Vehicles are always stopped on entering depots. Do not restart this one. */
01310       _vehicles_to_autoreplace[v] = false;
01311       if (v->owner == _local_company) {
01312         SetDParam(0, v->index);
01313         AddVehicleNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, NS_ADVICE, v->index);
01314       }
01315       AI::NewEvent(v->owner, new AIEventVehicleWaitingInDepot(v->index));
01316     }
01317   }
01318 }
01319 
01320 
01328 void VehicleMove(Vehicle *v, bool update_viewport)
01329 {
01330   int img = v->cur_image;
01331   Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
01332   const Sprite *spr = GetSprite(img, ST_NORMAL);
01333 
01334   pt.x += spr->x_offs;
01335   pt.y += spr->y_offs;
01336 
01337   UpdateVehiclePosHash(v, pt.x, pt.y);
01338 
01339   Rect old_coord = v->coord;
01340   v->coord.left   = pt.x;
01341   v->coord.top    = pt.y;
01342   v->coord.right  = pt.x + spr->width + 2;
01343   v->coord.bottom = pt.y + spr->height + 2;
01344 
01345   if (update_viewport) {
01346     MarkAllViewportsDirty(
01347       min(old_coord.left,   v->coord.left),
01348       min(old_coord.top,    v->coord.top),
01349       max(old_coord.right,  v->coord.right) + 1,
01350       max(old_coord.bottom, v->coord.bottom) + 1
01351     );
01352   }
01353 }
01354 
01363 void MarkSingleVehicleDirty(const Vehicle *v)
01364 {
01365   MarkAllViewportsDirty(v->coord.left, v->coord.top, v->coord.right + 1, v->coord.bottom + 1);
01366 }
01367 
01373 GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
01374 {
01375   static const int8 _delta_coord[16] = {
01376     -1,-1,-1, 0, 1, 1, 1, 0, /* x */
01377     -1, 0, 1, 1, 1, 0,-1,-1, /* y */
01378   };
01379 
01380   int x = v->x_pos + _delta_coord[v->direction];
01381   int y = v->y_pos + _delta_coord[v->direction + 8];
01382 
01383   GetNewVehiclePosResult gp;
01384   gp.x = x;
01385   gp.y = y;
01386   gp.old_tile = v->tile;
01387   gp.new_tile = TileVirtXY(x, y);
01388   return gp;
01389 }
01390 
01391 static const Direction _new_direction_table[] = {
01392   DIR_N,  DIR_NW, DIR_W,
01393   DIR_NE, DIR_SE, DIR_SW,
01394   DIR_E,  DIR_SE, DIR_S
01395 };
01396 
01397 Direction GetDirectionTowards(const Vehicle *v, int x, int y)
01398 {
01399   int i = 0;
01400 
01401   if (y >= v->y_pos) {
01402     if (y != v->y_pos) i += 3;
01403     i += 3;
01404   }
01405 
01406   if (x >= v->x_pos) {
01407     if (x != v->x_pos) i++;
01408     i++;
01409   }
01410 
01411   Direction dir = v->direction;
01412 
01413   DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
01414   if (dirdiff == DIRDIFF_SAME) return dir;
01415   return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
01416 }
01417 
01427 VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
01428 {
01429   return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
01430 }
01431 
01439 FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0)
01440 {
01441   /* Find maximum */
01442   const Vehicle *v;
01443   FOR_ALL_VEHICLES(v) {
01444     if (v->type == type && v->owner == owner) {
01445       this->maxid = max<UnitID>(this->maxid, v->unitnumber);
01446     }
01447   }
01448 
01449   if (this->maxid == 0) return;
01450 
01451   /* Reserving 'maxid + 2' because we need:
01452    * - space for the last item (with v->unitnumber == maxid)
01453    * - one free slot working as loop terminator in FreeUnitIDGenerator::NextID() */
01454   this->cache = CallocT<bool>(this->maxid + 2);
01455 
01456   /* Fill the cache */
01457   FOR_ALL_VEHICLES(v) {
01458     if (v->type == type && v->owner == owner) {
01459       this->cache[v->unitnumber] = true;
01460     }
01461   }
01462 }
01463 
01465 UnitID FreeUnitIDGenerator::NextID()
01466 {
01467   if (this->maxid <= this->curid) return ++this->curid;
01468 
01469   while (this->cache[++this->curid]) { } // it will stop, we reserved more space than needed
01470 
01471   return this->curid;
01472 }
01473 
01479 UnitID GetFreeUnitNumber(VehicleType type)
01480 {
01481   /* Check whether it is allowed to build another vehicle. */
01482   uint max_veh;
01483   switch (type) {
01484     case VEH_TRAIN:    max_veh = _settings_game.vehicle.max_trains;   break;
01485     case VEH_ROAD:     max_veh = _settings_game.vehicle.max_roadveh;  break;
01486     case VEH_SHIP:     max_veh = _settings_game.vehicle.max_ships;    break;
01487     case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break;
01488     default: NOT_REACHED();
01489   }
01490 
01491   uint amounts[4];
01492   CountCompanyVehicles(_current_company, amounts);
01493   assert((uint)type < lengthof(amounts));
01494   if (amounts[type] >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.
01495 
01496   FreeUnitIDGenerator gen(type, _current_company);
01497 
01498   return gen.NextID();
01499 }
01500 
01501 
01510 bool CanBuildVehicleInfrastructure(VehicleType type)
01511 {
01512   assert(IsCompanyBuildableVehicleType(type));
01513 
01514   if (!Company::IsValidID(_local_company)) return false;
01515   if (!_settings_client.gui.disable_unsuitable_building) return true;
01516 
01517   UnitID max;
01518   switch (type) {
01519     case VEH_TRAIN:    max = _settings_game.vehicle.max_trains; break;
01520     case VEH_ROAD:     max = _settings_game.vehicle.max_roadveh; break;
01521     case VEH_SHIP:     max = _settings_game.vehicle.max_ships; break;
01522     case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
01523     default: NOT_REACHED();
01524   }
01525 
01526   /* We can build vehicle infrastructure when we may build the vehicle type */
01527   if (max > 0) {
01528     /* Can we actually build the vehicle type? */
01529     const Engine *e;
01530     FOR_ALL_ENGINES_OF_TYPE(e, type) {
01531       if (HasBit(e->company_avail, _local_company)) return true;
01532     }
01533     return false;
01534   }
01535 
01536   /* We should be able to build infrastructure when we have the actual vehicle type */
01537   const Vehicle *v;
01538   FOR_ALL_VEHICLES(v) {
01539     if (v->owner == _local_company && v->type == type) return true;
01540   }
01541 
01542   return false;
01543 }
01544 
01545 
01553 LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
01554 {
01555   CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
01556   const Engine *e = Engine::Get(engine_type);
01557   switch (e->type) {
01558     default: NOT_REACHED();
01559     case VEH_TRAIN:
01560       if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
01561         /* Wagonoverrides use the colour scheme of the front engine.
01562          * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
01563         engine_type = parent_engine_type;
01564         e = Engine::Get(engine_type);
01565         /* Note: Luckily cargo_type is not needed for engines */
01566       }
01567 
01568       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01569       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01570       if (e->u.rail.railveh_type == RAILVEH_WAGON) {
01571         if (!CargoSpec::Get(cargo_type)->is_freight) {
01572           if (parent_engine_type == INVALID_ENGINE) {
01573             return LS_PASSENGER_WAGON_STEAM;
01574           } else {
01575             switch (RailVehInfo(parent_engine_type)->engclass) {
01576               default: NOT_REACHED();
01577               case EC_STEAM:    return LS_PASSENGER_WAGON_STEAM;
01578               case EC_DIESEL:   return LS_PASSENGER_WAGON_DIESEL;
01579               case EC_ELECTRIC: return LS_PASSENGER_WAGON_ELECTRIC;
01580               case EC_MONORAIL: return LS_PASSENGER_WAGON_MONORAIL;
01581               case EC_MAGLEV:   return LS_PASSENGER_WAGON_MAGLEV;
01582             }
01583           }
01584         } else {
01585           return LS_FREIGHT_WAGON;
01586         }
01587       } else {
01588         bool is_mu = HasBit(e->info.misc_flags, EF_RAIL_IS_MU);
01589 
01590         switch (e->u.rail.engclass) {
01591           default: NOT_REACHED();
01592           case EC_STEAM:    return LS_STEAM;
01593           case EC_DIESEL:   return is_mu ? LS_DMU : LS_DIESEL;
01594           case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC;
01595           case EC_MONORAIL: return LS_MONORAIL;
01596           case EC_MAGLEV:   return LS_MAGLEV;
01597         }
01598       }
01599 
01600     case VEH_ROAD:
01601       /* Always use the livery of the front */
01602       if (v != NULL && parent_engine_type != INVALID_ENGINE) {
01603         engine_type = parent_engine_type;
01604         e = Engine::Get(engine_type);
01605         cargo_type = v->First()->cargo_type;
01606       }
01607       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01608       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01609 
01610       /* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
01611       if (HasBit(e->info.misc_flags, EF_ROAD_TRAM)) {
01612         /* Tram */
01613         return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
01614       } else {
01615         /* Bus or truck */
01616         return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
01617       }
01618 
01619     case VEH_SHIP:
01620       if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
01621       if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
01622       return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
01623 
01624     case VEH_AIRCRAFT:
01625       switch (e->u.air.subtype) {
01626         case AIR_HELI: return LS_HELICOPTER;
01627         case AIR_CTOL: return LS_SMALL_PLANE;
01628         case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
01629         default: NOT_REACHED();
01630       }
01631   }
01632 }
01633 
01643 const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting)
01644 {
01645   const Company *c = Company::Get(company);
01646   LiveryScheme scheme = LS_DEFAULT;
01647 
01648   /* The default livery is always available for use, but its in_use flag determines
01649    * whether any _other_ liveries are in use. */
01650   if (c->livery[LS_DEFAULT].in_use && (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company))) {
01651     /* Determine the livery scheme to use */
01652     scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);
01653 
01654     /* Switch back to the default scheme if the resolved scheme is not in use */
01655     if (!c->livery[scheme].in_use) scheme = LS_DEFAULT;
01656   }
01657 
01658   return &c->livery[scheme];
01659 }
01660 
01661 
01662 static PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
01663 {
01664   PaletteID map = (v != NULL) ? v->colourmap : PAL_NONE;
01665 
01666   /* Return cached value if any */
01667   if (map != PAL_NONE) return map;
01668 
01669   const Engine *e = Engine::Get(engine_type);
01670 
01671   /* Check if we should use the colour map callback */
01672   if (HasBit(e->info.callback_mask, CBM_VEHICLE_COLOUR_REMAP)) {
01673     uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
01674     /* Failure means "use the default two-colour" */
01675     if (callback != CALLBACK_FAILED) {
01676       assert_compile(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) conincidences with default value (PAL_NONE)
01677       map = GB(callback, 0, 14);
01678       /* If bit 14 is set, then the company colours are applied to the
01679        * map else it's returned as-is. */
01680       if (!HasBit(callback, 14)) {
01681         /* Update cache */
01682         if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
01683         return map;
01684       }
01685     }
01686   }
01687 
01688   bool twocc = HasBit(e->info.misc_flags, EF_USES_2CC);
01689 
01690   if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START;
01691 
01692   /* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
01693   if (!Company::IsValidID(company)) return map;
01694 
01695   const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);
01696 
01697   map += livery->colour1;
01698   if (twocc) map += livery->colour2 * 16;
01699 
01700   /* Update cache */
01701   if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
01702   return map;
01703 }
01704 
01711 PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
01712 {
01713   return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL);
01714 }
01715 
01721 PaletteID GetVehiclePalette(const Vehicle *v)
01722 {
01723   if (v->IsGroundVehicle()) {
01724     return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v);
01725   }
01726 
01727   return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
01728 }
01729 
01738 uint GetVehicleCapacity(const Vehicle *v, uint16 *mail_capacity)
01739 {
01740   if (mail_capacity != NULL) *mail_capacity = 0;
01741   const Engine *e = Engine::Get(v->engine_type);
01742 
01743   if (!e->CanCarryCargo()) return 0;
01744 
01745   if (mail_capacity != NULL && e->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
01746     *mail_capacity = GetVehicleProperty(v, PROP_AIRCRAFT_MAIL_CAPACITY, e->u.air.mail_capacity);
01747   }
01748   CargoID default_cargo = e->GetDefaultCargoType();
01749 
01750   /* Check the refit capacity callback if we are not in the default configuration.
01751    * Note: This might change to become more consistent/flexible/sane, esp. when default cargo is first refittable. */
01752   if (HasBit(e->info.callback_mask, CBM_VEHICLE_REFIT_CAPACITY) &&
01753       (default_cargo != v->cargo_type || v->cargo_subtype != 0)) {
01754     uint16 callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
01755     if (callback != CALLBACK_FAILED) return callback;
01756   }
01757 
01758   /* Get capacity according to property resp. CB */
01759   uint capacity;
01760   switch (e->type) {
01761     case VEH_TRAIN:    capacity = GetVehicleProperty(v, PROP_TRAIN_CARGO_CAPACITY,        e->u.rail.capacity); break;
01762     case VEH_ROAD:     capacity = GetVehicleProperty(v, PROP_ROADVEH_CARGO_CAPACITY,      e->u.road.capacity); break;
01763     case VEH_SHIP:     capacity = GetVehicleProperty(v, PROP_SHIP_CARGO_CAPACITY,         e->u.ship.capacity); break;
01764     case VEH_AIRCRAFT: capacity = GetVehicleProperty(v, PROP_AIRCRAFT_PASSENGER_CAPACITY, e->u.air.passenger_capacity); break;
01765     default: NOT_REACHED();
01766   }
01767 
01768   /* Apply multipliers depending on cargo- and vehicletype.
01769    * Note: This might change to become more consistent/flexible. */
01770   if (e->type != VEH_SHIP) {
01771     if (e->type == VEH_AIRCRAFT) {
01772       if (!IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
01773         capacity += GetVehicleProperty(v, PROP_AIRCRAFT_MAIL_CAPACITY, e->u.air.mail_capacity);
01774       }
01775       if (v->cargo_type == CT_MAIL) return capacity;
01776     } else {
01777       switch (default_cargo) {
01778         case CT_PASSENGERS: break;
01779         case CT_MAIL:
01780         case CT_GOODS: capacity *= 2; break;
01781         default:       capacity *= 4; break;
01782       }
01783     }
01784     switch (v->cargo_type) {
01785       case CT_PASSENGERS: break;
01786       case CT_MAIL:
01787       case CT_GOODS: capacity /= 2; break;
01788       default:       capacity /= 4; break;
01789     }
01790   }
01791 
01792   return capacity;
01793 }
01794 
01798 void Vehicle::DeleteUnreachedImplicitOrders()
01799 {
01800   if (this->IsGroundVehicle()) {
01801     uint16 &gv_flags = this->GetGroundVehicleFlags();
01802     if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) {
01803       /* Do not delete orders, only skip them */
01804       ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
01805       this->cur_implicit_order_index = this->cur_real_order_index;
01806       InvalidateVehicleOrder(this, 0);
01807       return;
01808     }
01809   }
01810 
01811   const Order *order = this->GetOrder(this->cur_implicit_order_index);
01812   while (order != NULL) {
01813     if (this->cur_implicit_order_index == this->cur_real_order_index) break;
01814 
01815     if (order->IsType(OT_IMPLICIT)) {
01816       /* Delete order effectively deletes order, so get the next before deleting it. */
01817       order = order->next;
01818       DeleteOrder(this, this->cur_implicit_order_index);
01819     } else {
01820       /* Skip non-implicit orders, e.g. service-orders */
01821       order = order->next;
01822       this->cur_implicit_order_index++;
01823     }
01824 
01825     /* Wrap around */
01826     if (order == NULL) {
01827       order = this->GetOrder(0);
01828       this->cur_implicit_order_index = 0;
01829     }
01830   }
01831 }
01832 
01837 void Vehicle::BeginLoading()
01838 {
01839   assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP);
01840 
01841   if (this->current_order.IsType(OT_GOTO_STATION) &&
01842       this->current_order.GetDestination() == this->last_station_visited) {
01843     this->DeleteUnreachedImplicitOrders();
01844 
01845     /* Now both order indices point to the destination station, and we can start loading */
01846     this->current_order.MakeLoading(true);
01847     UpdateVehicleTimetable(this, true);
01848 
01849     /* Furthermore add the Non Stop flag to mark that this station
01850      * is the actual destination of the vehicle, which is (for example)
01851      * necessary to be known for HandleTrainLoading to determine
01852      * whether the train is lost or not; not marking a train lost
01853      * that arrives at random stations is bad. */
01854     this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
01855 
01856   } else {
01857     /* We weren't scheduled to stop here. Insert an implicit order
01858      * to show that we are stopping here, but only do that if the order
01859      * list isn't empty.
01860      * While only groundvehicles have implicit orders, e.g. aircraft might still enter
01861      * the 'wrong' terminal when skipping orders etc. */
01862     Order *in_list = this->GetOrder(this->cur_implicit_order_index);
01863     if (this->IsGroundVehicle() && in_list != NULL &&
01864         (!in_list->IsType(OT_IMPLICIT) ||
01865         in_list->GetDestination() != this->last_station_visited)) {
01866       bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
01867       /* Do not create consecutive duplicates of implicit orders */
01868       Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : NULL);
01869       if (prev_order == NULL ||
01870           (!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
01871           prev_order->GetDestination() != this->last_station_visited) {
01872 
01873         /* Prefer deleting implicit orders instead of inserting new ones,
01874          * so test whether the right order follows later */
01875         int target_index = this->cur_implicit_order_index;
01876         bool found = false;
01877         while (target_index != this->cur_real_order_index) {
01878           const Order *order = this->GetOrder(target_index);
01879           if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) {
01880             found = true;
01881             break;
01882           }
01883           target_index++;
01884           if (target_index >= this->orders.list->GetNumOrders()) target_index = 0;
01885           assert(target_index != this->cur_implicit_order_index); // infinite loop?
01886         }
01887 
01888         if (found) {
01889           if (suppress_implicit_orders) {
01890             /* Skip to the found order */
01891             this->cur_implicit_order_index = target_index;
01892             InvalidateVehicleOrder(this, 0);
01893           } else {
01894             /* Delete all implicit orders up to the station we just reached */
01895             const Order *order = this->GetOrder(this->cur_implicit_order_index);
01896             while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) {
01897               if (order->IsType(OT_IMPLICIT)) {
01898                 /* Delete order effectively deletes order, so get the next before deleting it. */
01899                 order = order->next;
01900                 DeleteOrder(this, this->cur_implicit_order_index);
01901               } else {
01902                 /* Skip non-implicit orders, e.g. service-orders */
01903                 order = order->next;
01904                 this->cur_implicit_order_index++;
01905               }
01906 
01907               /* Wrap around */
01908               if (order == NULL) {
01909                 order = this->GetOrder(0);
01910                 this->cur_implicit_order_index = 0;
01911               }
01912               assert(order != NULL);
01913             }
01914           }
01915         } else if (!suppress_implicit_orders && this->orders.list->GetNumOrders() < MAX_VEH_ORDER_ID && Order::CanAllocateItem()) {
01916           /* Insert new implicit order */
01917           Order *implicit_order = new Order();
01918           implicit_order->MakeImplicit(this->last_station_visited);
01919           InsertOrder(this, implicit_order, this->cur_implicit_order_index);
01920           if (this->cur_implicit_order_index > 0) --this->cur_implicit_order_index;
01921 
01922           /* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order.
01923            * Reenable it for this vehicle */
01924           uint16 &gv_flags = this->GetGroundVehicleFlags();
01925           ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
01926         }
01927       }
01928     }
01929     this->current_order.MakeLoading(false);
01930   }
01931 
01932   Station::Get(this->last_station_visited)->loading_vehicles.push_back(this);
01933 
01934   PrepareUnload(this);
01935 
01936   SetWindowDirty(GetWindowClassForVehicleType(this->type), this->owner);
01937   SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
01938   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01939   SetWindowDirty(WC_STATION_VIEW, this->last_station_visited);
01940 
01941   Station::Get(this->last_station_visited)->MarkTilesDirty(true);
01942   this->cur_speed = 0;
01943   this->MarkDirty();
01944 }
01945 
01950 void Vehicle::LeaveStation()
01951 {
01952   assert(this->current_order.IsType(OT_LOADING));
01953 
01954   delete this->cargo_payment;
01955 
01956   /* Only update the timetable if the vehicle was supposed to stop here. */
01957   if (this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
01958 
01959   this->current_order.MakeLeaveStation();
01960   Station *st = Station::Get(this->last_station_visited);
01961   st->loading_vehicles.remove(this);
01962 
01963   HideFillingPercent(&this->fill_percent_te_id);
01964 
01965   if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) {
01966     /* Trigger station animation (trains only) */
01967     if (IsTileType(this->tile, MP_STATION)) TriggerStationAnimation(st, this->tile, SAT_TRAIN_DEPARTS);
01968 
01969     SetBit(Train::From(this)->flags, VRF_LEAVING_STATION);
01970   }
01971 }
01972 
01973 
01979 void Vehicle::HandleLoading(bool mode)
01980 {
01981   switch (this->current_order.GetType()) {
01982     case OT_LOADING: {
01983       uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0);
01984 
01985       /* Not the first call for this tick, or still loading */
01986       if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) || this->current_order_time < wait_time) return;
01987 
01988       this->PlayLeaveStationSound();
01989 
01990       this->LeaveStation();
01991 
01992       /* Only advance to next order if we just loaded at the current one */
01993       const Order *order = this->GetOrder(this->cur_implicit_order_index);
01994       if (order == NULL ||
01995           (!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) ||
01996           order->GetDestination() != this->last_station_visited) {
01997         return;
01998       }
01999       break;
02000     }
02001 
02002     case OT_DUMMY: break;
02003 
02004     default: return;
02005   }
02006 
02007   this->IncrementImplicitOrderIndex();
02008 }
02009 
02016 CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
02017 {
02018   CommandCost ret = CheckOwnership(this->owner);
02019   if (ret.Failed()) return ret;
02020 
02021   if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
02022   if (this->IsStoppedInDepot()) return CMD_ERROR;
02023 
02024   if (this->current_order.IsType(OT_GOTO_DEPOT)) {
02025     bool halt_in_depot = (this->current_order.GetDepotActionType() & ODATFB_HALT) != 0;
02026     if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
02027       /* We called with a different DEPOT_SERVICE setting.
02028        * Now we change the setting to apply the new one and let the vehicle head for the same depot.
02029        * Note: the if is (true for requesting service == true for ordered to stop in depot)          */
02030       if (flags & DC_EXEC) {
02031         this->current_order.SetDepotOrderType(ODTF_MANUAL);
02032         this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
02033         SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
02034       }
02035       return CommandCost();
02036     }
02037 
02038     if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
02039     if (flags & DC_EXEC) {
02040       /* If the orders to 'goto depot' are in the orders list (forced servicing),
02041        * then skip to the next order; effectively cancelling this forced service */
02042       if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->IncrementRealOrderIndex();
02043 
02044       if (this->IsGroundVehicle()) {
02045         uint16 &gv_flags = this->GetGroundVehicleFlags();
02046         SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
02047       }
02048 
02049       this->current_order.MakeDummy();
02050       SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
02051     }
02052     return CommandCost();
02053   }
02054 
02055   TileIndex location;
02056   DestinationID destination;
02057   bool reverse;
02058   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};
02059   if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]);
02060 
02061   if (flags & DC_EXEC) {
02062     if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
02063 
02064     if (this->IsGroundVehicle()) {
02065       uint16 &gv_flags = this->GetGroundVehicleFlags();
02066       SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
02067     }
02068 
02069     this->dest_tile = location;
02070     this->current_order.MakeGoToDepot(destination, ODTF_MANUAL);
02071     if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT);
02072     SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
02073 
02074     /* If there is no depot in front, reverse automatically (trains only) */
02075     if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
02076 
02077     if (this->type == VEH_AIRCRAFT) {
02078       Aircraft *a = Aircraft::From(this);
02079       if (a->state == FLYING && a->targetairport != destination) {
02080         /* The aircraft is now heading for a different hangar than the next in the orders */
02081         extern void AircraftNextAirportPos_and_Order(Aircraft *a);
02082         AircraftNextAirportPos_and_Order(a);
02083       }
02084     }
02085   }
02086 
02087   return CommandCost();
02088 
02089 }
02090 
02095 void Vehicle::UpdateVisualEffect(bool allow_power_change)
02096 {
02097   bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
02098   const Engine *e = Engine::Get(this->engine_type);
02099 
02100   /* Evaluate properties */
02101   byte visual_effect;
02102   switch (e->type) {
02103     case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break;
02104     case VEH_ROAD:  visual_effect = e->u.road.visual_effect; break;
02105     case VEH_SHIP:  visual_effect = e->u.ship.visual_effect; break;
02106     default:        visual_effect = 1 << VE_DISABLE_EFFECT;  break;
02107   }
02108 
02109   /* Check powered wagon / visual effect callback */
02110   if (HasBit(e->info.callback_mask, CBM_VEHICLE_VISUAL_EFFECT)) {
02111     uint16 callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);
02112 
02113     if (callback != CALLBACK_FAILED) {
02114       callback = GB(callback, 0, 8);
02115       /* Avoid accidentally setting 'visual_effect' to the default value
02116        * Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */
02117       if (callback == VE_DEFAULT) {
02118         assert(HasBit(callback, VE_DISABLE_EFFECT));
02119         SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
02120       }
02121       visual_effect = callback;
02122     }
02123   }
02124 
02125   /* Apply default values */
02126   if (visual_effect == VE_DEFAULT ||
02127       (!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
02128     /* Only train engines have default effects.
02129      * Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
02130     if (e->type != VEH_TRAIN || e->u.rail.railveh_type == RAILVEH_WAGON || !IsInsideMM(e->u.rail.engclass, EC_STEAM, EC_MONORAIL)) {
02131       if (visual_effect == VE_DEFAULT) {
02132         visual_effect = 1 << VE_DISABLE_EFFECT;
02133       } else {
02134         SetBit(visual_effect, VE_DISABLE_EFFECT);
02135       }
02136     } else {
02137       if (visual_effect == VE_DEFAULT) {
02138         /* Also set the offset */
02139         visual_effect = (VE_OFFSET_CENTRE - (e->u.rail.engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START;
02140       }
02141       SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->u.rail.engclass - EC_STEAM + VE_TYPE_STEAM);
02142     }
02143   }
02144 
02145   this->vcache.cached_vis_effect = visual_effect;
02146 
02147   if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
02148     ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
02149     ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
02150   }
02151 }
02152 
02153 static const int8 _vehicle_smoke_pos[8] = {
02154   1, 1, 1, 0, -1, -1, -1, 0
02155 };
02156 
02161 void Vehicle::ShowVisualEffect() const
02162 {
02163   assert(this->IsPrimaryVehicle());
02164   bool sound = false;
02165 
02166   /* Do not show any smoke when:
02167    * - vehicle smoke is disabled by the player
02168    * - the vehicle is slowing down or stopped (by the player)
02169    * - the vehicle is moving very slowly
02170    */
02171   if (_settings_game.vehicle.smoke_amount == 0 ||
02172       this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
02173       this->cur_speed < 2) {
02174     return;
02175   }
02176   if (this->type == VEH_TRAIN) {
02177     const Train *t = Train::From(this);
02178     /* For trains, do not show any smoke when:
02179      * - the train is reversing
02180      * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
02181      */
02182     if (HasBit(t->flags, VRF_REVERSING) ||
02183         (IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
02184         t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
02185       return;
02186     }
02187   }
02188 
02189   const Vehicle *v = this;
02190 
02191   do {
02192     int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
02193     byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
02194     bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
02195 
02196     /* Show no smoke when:
02197      * - Smoke has been disabled for this vehicle
02198      * - The vehicle is not visible
02199      * - The vehicle is under a bridge
02200      * - The vehicle is on a depot tile
02201      * - The vehicle is on a tunnel tile
02202      * - The vehicle is a train engine that is currently unpowered */
02203     if (disable_effect ||
02204         v->vehstatus & VS_HIDDEN ||
02205         (MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
02206         IsDepotTile(v->tile) ||
02207         IsTunnelTile(v->tile) ||
02208         (v->type == VEH_TRAIN &&
02209         !HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
02210       continue;
02211     }
02212 
02213     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
02214     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
02215 
02216     if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
02217       x = -x;
02218       y = -y;
02219     }
02220 
02221     switch (effect_type) {
02222       case VE_TYPE_STEAM:
02223         /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
02224          * Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
02225          * third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
02226          * REGULATION:
02227          * - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
02228         if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / this->vcache.cached_max_speed))) == 0) {
02229           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
02230           sound = true;
02231         }
02232         break;
02233 
02234       case VE_TYPE_DIESEL: {
02235         /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
02236          * when smoke emission stops.
02237          * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
02238          * emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
02239          * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
02240          * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
02241          * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
02242          * maximum speed no diesel_smoke is emitted.
02243          * REGULATION:
02244          * - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
02245          * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
02246         int power_weight_effect = 0;
02247         if (v->type == VEH_TRAIN) {
02248           power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9));
02249         }
02250         if (this->cur_speed < (this->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
02251             Chance16((64 - ((this->cur_speed << 5) / this->vcache.cached_max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
02252           CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
02253           sound = true;
02254         }
02255         break;
02256       }
02257 
02258       case VE_TYPE_ELECTRIC:
02259         /* Electric train's spark - more often occurs when train is departing (more load)
02260          * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
02261          * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
02262          * reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed.
02263          * REGULATION:
02264          * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
02265         if (GB(v->tick_counter, 0, 2) == 0 &&
02266             Chance16((6 - ((this->cur_speed << 2) / this->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
02267           CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
02268           sound = true;
02269         }
02270         break;
02271 
02272       default:
02273         break;
02274     }
02275   } while ((v = v->Next()) != NULL);
02276 
02277   if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
02278 }
02279 
02284 void Vehicle::SetNext(Vehicle *next)
02285 {
02286   assert(this != next);
02287 
02288   if (this->next != NULL) {
02289     /* We had an old next vehicle. Update the first and previous pointers */
02290     for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
02291       v->first = this->next;
02292     }
02293     this->next->previous = NULL;
02294   }
02295 
02296   this->next = next;
02297 
02298   if (this->next != NULL) {
02299     /* A new next vehicle. Update the first and previous pointers */
02300     if (this->next->previous != NULL) this->next->previous->next = NULL;
02301     this->next->previous = this;
02302     for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
02303       v->first = this->first;
02304     }
02305   }
02306 }
02307 
02313 void Vehicle::AddToShared(Vehicle *shared_chain)
02314 {
02315   assert(this->previous_shared == NULL && this->next_shared == NULL);
02316 
02317   if (shared_chain->orders.list == NULL) {
02318     assert(shared_chain->previous_shared == NULL);
02319     assert(shared_chain->next_shared == NULL);
02320     this->orders.list = shared_chain->orders.list = new OrderList(NULL, shared_chain);
02321   }
02322 
02323   this->next_shared     = shared_chain->next_shared;
02324   this->previous_shared = shared_chain;
02325 
02326   shared_chain->next_shared = this;
02327 
02328   if (this->next_shared != NULL) this->next_shared->previous_shared = this;
02329 
02330   shared_chain->orders.list->AddVehicle(this);
02331 }
02332 
02336 void Vehicle::RemoveFromShared()
02337 {
02338   /* Remember if we were first and the old window number before RemoveVehicle()
02339    * as this changes first if needed. */
02340   bool were_first = (this->FirstShared() == this);
02341   VehicleListIdentifier vli(VL_SHARED_ORDERS, this->type, this->owner, this->FirstShared()->index);
02342 
02343   this->orders.list->RemoveVehicle(this);
02344 
02345   if (!were_first) {
02346     /* We are not the first shared one, so only relink our previous one. */
02347     this->previous_shared->next_shared = this->NextShared();
02348   }
02349 
02350   if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared;
02351 
02352 
02353   if (this->orders.list->GetNumVehicles() == 1) {
02354     /* When there is only one vehicle, remove the shared order list window. */
02355     DeleteWindowById(GetWindowClassForVehicleType(this->type), vli.Pack());
02356     InvalidateVehicleOrder(this->FirstShared(), 0);
02357   } else if (were_first) {
02358     /* If we were the first one, update to the new first one.
02359      * Note: FirstShared() is already the new first */
02360     InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31));
02361   }
02362 
02363   this->next_shared     = NULL;
02364   this->previous_shared = NULL;
02365 }
02366 
02367 void VehiclesYearlyLoop()
02368 {
02369   Vehicle *v;
02370   FOR_ALL_VEHICLES(v) {
02371     if (v->IsPrimaryVehicle()) {
02372       /* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
02373       Money profit = v->GetDisplayProfitThisYear();
02374       if (v->age >= 730 && profit < 0) {
02375         if (_settings_client.gui.vehicle_income_warn && v->owner == _local_company) {
02376           SetDParam(0, v->index);
02377           SetDParam(1, profit);
02378           AddVehicleNewsItem(
02379             STR_NEWS_VEHICLE_IS_UNPROFITABLE,
02380             NS_ADVICE,
02381             v->index
02382           );
02383         }
02384         AI::NewEvent(v->owner, new AIEventVehicleUnprofitable(v->index));
02385       }
02386 
02387       v->profit_last_year = v->profit_this_year;
02388       v->profit_this_year = 0;
02389       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
02390     }
02391   }
02392 }
02393 
02394 
02404 bool CanVehicleUseStation(EngineID engine_type, const Station *st)
02405 {
02406   const Engine *e = Engine::GetIfValid(engine_type);
02407   assert(e != NULL);
02408 
02409   switch (e->type) {
02410     case VEH_TRAIN:
02411       return (st->facilities & FACIL_TRAIN) != 0;
02412 
02413     case VEH_ROAD:
02414       /* For road vehicles we need the vehicle to know whether it can actually
02415        * use the station, but if it doesn't have facilities for RVs it is
02416        * certainly not possible that the station can be used. */
02417       return (st->facilities & (FACIL_BUS_STOP | FACIL_TRUCK_STOP)) != 0;
02418 
02419     case VEH_SHIP:
02420       return (st->facilities & FACIL_DOCK) != 0;
02421 
02422     case VEH_AIRCRAFT:
02423       return (st->facilities & FACIL_AIRPORT) != 0 &&
02424           (st->airport.GetFTA()->flags & (e->u.air.subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0;
02425 
02426     default:
02427       return false;
02428   }
02429 }
02430 
02437 bool CanVehicleUseStation(const Vehicle *v, const Station *st)
02438 {
02439   if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != NULL;
02440 
02441   return CanVehicleUseStation(v->engine_type, st);
02442 }
02443 
02449 GroundVehicleCache *Vehicle::GetGroundVehicleCache()
02450 {
02451   assert(this->IsGroundVehicle());
02452   if (this->type == VEH_TRAIN) {
02453     return &Train::From(this)->gcache;
02454   } else {
02455     return &RoadVehicle::From(this)->gcache;
02456   }
02457 }
02458 
02464 const GroundVehicleCache *Vehicle::GetGroundVehicleCache() const
02465 {
02466   assert(this->IsGroundVehicle());
02467   if (this->type == VEH_TRAIN) {
02468     return &Train::From(this)->gcache;
02469   } else {
02470     return &RoadVehicle::From(this)->gcache;
02471   }
02472 }
02473 
02479 uint16 &Vehicle::GetGroundVehicleFlags()
02480 {
02481   assert(this->IsGroundVehicle());
02482   if (this->type == VEH_TRAIN) {
02483     return Train::From(this)->gv_flags;
02484   } else {
02485     return RoadVehicle::From(this)->gv_flags;
02486   }
02487 }
02488 
02494 const uint16 &Vehicle::GetGroundVehicleFlags() const
02495 {
02496   assert(this->IsGroundVehicle());
02497   if (this->type == VEH_TRAIN) {
02498     return Train::From(this)->gv_flags;
02499   } else {
02500     return RoadVehicle::From(this)->gv_flags;
02501   }
02502 }
02503 
02512 void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles)
02513 {
02514   if (v->type == VEH_TRAIN) {
02515     Train *u = Train::From(v);
02516     /* Only include whole vehicles, so start with the first articulated part */
02517     u = u->GetFirstEnginePart();
02518 
02519     /* Include num_vehicles vehicles, not counting articulated parts */
02520     for (; u != NULL && num_vehicles > 0; num_vehicles--) {
02521       do {
02522         /* Include current vehicle in the selection. */
02523         set.Include(u->index);
02524 
02525         /* If the vehicle is multiheaded, add the other part too. */
02526         if (u->IsMultiheaded()) set.Include(u->other_multiheaded_part->index);
02527 
02528         u = u->Next();
02529       } while (u != NULL && u->IsArticulatedPart());
02530     }
02531   }
02532 }