Change: Let AI developers edit non-editable AI/Game Script Parameters (#8895)
[openttd-github.git] / src / roadveh_cmd.cpp
blob35558bd58dc232a8f1a3e30bfa40804c5cebbebe
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file roadveh_cmd.cpp Handling of road vehicles. */
10 #include "stdafx.h"
11 #include "roadveh.h"
12 #include "command_func.h"
13 #include "news_func.h"
14 #include "pathfinder/npf/npf_func.h"
15 #include "station_base.h"
16 #include "company_func.h"
17 #include "articulated_vehicles.h"
18 #include "newgrf_sound.h"
19 #include "pathfinder/yapf/yapf.h"
20 #include "strings_func.h"
21 #include "tunnelbridge_map.h"
22 #include "date_func.h"
23 #include "vehicle_func.h"
24 #include "sound_func.h"
25 #include "ai/ai.hpp"
26 #include "game/game.hpp"
27 #include "depot_map.h"
28 #include "effectvehicle_func.h"
29 #include "roadstop_base.h"
30 #include "spritecache.h"
31 #include "core/random_func.hpp"
32 #include "company_base.h"
33 #include "core/backup_type.hpp"
34 #include "newgrf.h"
35 #include "zoom_func.h"
36 #include "framerate_type.h"
37 #include "roadveh_cmd.h"
38 #include "road_cmd.h"
40 #include "table/strings.h"
42 #include "safeguards.h"
44 static const uint16 _roadveh_images[] = {
45 0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
46 0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
47 0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
48 0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
49 0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
50 0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
51 0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
52 0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
55 static const uint16 _roadveh_full_adder[] = {
56 0, 88, 0, 0, 0, 0, 48, 48,
57 48, 48, 0, 0, 64, 64, 0, 16,
58 16, 0, 88, 0, 0, 0, 0, 48,
59 48, 48, 48, 0, 0, 64, 64, 0,
60 16, 16, 0, 88, 0, 0, 0, 0,
61 48, 48, 48, 48, 0, 0, 64, 64,
62 0, 16, 16, 0, 8, 8, 8, 8,
63 0, 0, 0, 8, 8, 8, 8
65 static_assert(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
67 template <>
68 bool IsValidImageIndex<VEH_ROAD>(uint8 image_index)
70 return image_index < lengthof(_roadveh_images);
73 static const Trackdir _road_reverse_table[DIAGDIR_END] = {
74 TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
77 /**
78 * Check whether a roadvehicle is a bus
79 * @return true if bus
81 bool RoadVehicle::IsBus() const
83 assert(this->IsFrontEngine());
84 return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
87 /**
88 * Get the width of a road vehicle image in the GUI.
89 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
90 * @return Width in pixels
92 int RoadVehicle::GetDisplayImageWidth(Point *offset) const
94 int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
96 if (offset != nullptr) {
97 offset->x = ScaleGUITrad(reference_width) / 2;
98 offset->y = 0;
100 return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
103 static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
105 const Engine *e = Engine::Get(engine);
106 uint8 spritenum = e->u.road.image_index;
108 if (is_custom_sprite(spritenum)) {
109 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
110 if (result->IsValid()) return;
112 spritenum = e->original_image_index;
115 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
116 result->Set(DIR_W + _roadveh_images[spritenum]);
119 void RoadVehicle::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
121 uint8 spritenum = this->spritenum;
123 if (is_custom_sprite(spritenum)) {
124 GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
125 if (result->IsValid()) return;
127 spritenum = this->GetEngine()->original_image_index;
130 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
131 SpriteID sprite = direction + _roadveh_images[spritenum];
133 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
135 result->Set(sprite);
139 * Draw a road vehicle engine.
140 * @param left Left edge to draw within.
141 * @param right Right edge to draw within.
142 * @param preferred_x Preferred position of the engine.
143 * @param y Vertical position of the engine.
144 * @param engine Engine to draw
145 * @param pal Palette to use.
147 void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
149 VehicleSpriteSeq seq;
150 GetRoadVehIcon(engine, image_type, &seq);
152 Rect rect;
153 seq.GetBounds(&rect);
154 preferred_x = Clamp(preferred_x,
155 left - UnScaleGUI(rect.left),
156 right - UnScaleGUI(rect.right));
158 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
162 * Get the size of the sprite of a road vehicle sprite heading west (used for lists).
163 * @param engine The engine to get the sprite from.
164 * @param[out] width The width of the sprite.
165 * @param[out] height The height of the sprite.
166 * @param[out] xoffs Number of pixels to shift the sprite to the right.
167 * @param[out] yoffs Number of pixels to shift the sprite downwards.
168 * @param image_type Context the sprite is used in.
170 void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
172 VehicleSpriteSeq seq;
173 GetRoadVehIcon(engine, image_type, &seq);
175 Rect rect;
176 seq.GetBounds(&rect);
178 width = UnScaleGUI(rect.right - rect.left + 1);
179 height = UnScaleGUI(rect.bottom - rect.top + 1);
180 xoffs = UnScaleGUI(rect.left);
181 yoffs = UnScaleGUI(rect.top);
185 * Get length of a road vehicle.
186 * @param v Road vehicle to query length.
187 * @return Length of the given road vehicle.
189 static uint GetRoadVehLength(const RoadVehicle *v)
191 const Engine *e = v->GetEngine();
192 uint length = VEHICLE_LENGTH;
194 uint16 veh_len = CALLBACK_FAILED;
195 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
196 /* Use callback 36 */
197 veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
198 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
199 } else {
200 /* Use callback 11 */
201 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
203 if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
204 if (veh_len != 0) {
205 length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
208 return length;
212 * Update the cache of a road vehicle.
213 * @param v Road vehicle needing an update of its cache.
214 * @param same_length should length of vehicles stay the same?
215 * @pre \a v must be first road vehicle.
217 void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
219 assert(v->type == VEH_ROAD);
220 assert(v->IsFrontEngine());
222 v->InvalidateNewGRFCacheOfChain();
224 v->gcache.cached_total_length = 0;
226 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
227 /* Check the v->first cache. */
228 assert(u->First() == v);
230 /* Update the 'first engine' */
231 u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
233 /* Update the length of the vehicle. */
234 uint veh_len = GetRoadVehLength(u);
235 /* Verify length hasn't changed. */
236 if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
238 u->gcache.cached_veh_length = veh_len;
239 v->gcache.cached_total_length += u->gcache.cached_veh_length;
241 /* Update visual effect */
242 u->UpdateVisualEffect();
244 /* Update cargo aging period. */
245 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
248 uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
249 v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
253 * Build a road vehicle.
254 * @param flags type of operation.
255 * @param tile tile of the depot where road vehicle is built.
256 * @param e the engine to build.
257 * @param[out] ret the vehicle that has been built.
258 * @return the cost of this operation or an error.
260 CommandCost CmdBuildRoadVehicle(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
262 /* Check that the vehicle can drive on the road in question */
263 RoadType rt = e->u.road.roadtype;
264 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
265 if (!HasTileAnyRoadType(tile, rti->powered_roadtypes)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
267 if (flags & DC_EXEC) {
268 const RoadVehicleInfo *rvi = &e->u.road;
270 RoadVehicle *v = new RoadVehicle();
271 *ret = v;
272 v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
273 v->owner = _current_company;
275 v->tile = tile;
276 int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
277 int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
278 v->x_pos = x;
279 v->y_pos = y;
280 v->z_pos = GetSlopePixelZ(x, y);
282 v->state = RVSB_IN_DEPOT;
283 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
285 v->spritenum = rvi->image_index;
286 v->cargo_type = e->GetDefaultCargoType();
287 v->cargo_cap = rvi->capacity;
288 v->refit_cap = 0;
290 v->last_station_visited = INVALID_STATION;
291 v->last_loading_station = INVALID_STATION;
292 v->engine_type = e->index;
293 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
295 v->reliability = e->reliability;
296 v->reliability_spd_dec = e->reliability_spd_dec;
297 v->max_age = e->GetLifeLengthInDays();
299 v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
301 v->date_of_last_service = _date;
302 v->build_year = _cur_year;
304 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
305 v->random_bits = VehicleRandomBits();
306 v->SetFrontEngine();
308 v->roadtype = rt;
309 v->compatible_roadtypes = rti->powered_roadtypes;
310 v->gcache.cached_veh_length = VEHICLE_LENGTH;
312 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
313 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
315 AddArticulatedParts(v);
316 v->InvalidateNewGRFCacheOfChain();
318 /* Call various callbacks after the whole consist has been constructed */
319 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
320 u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
321 u->refit_cap = 0;
322 v->InvalidateNewGRFCache();
323 u->InvalidateNewGRFCache();
325 RoadVehUpdateCache(v);
326 /* Initialize cached values for realistic acceleration. */
327 if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
329 v->UpdatePosition();
331 CheckConsistencyOfArticulatedVehicle(v);
334 return CommandCost();
337 static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
339 if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
341 switch (_settings_game.pf.pathfinder_for_roadvehs) {
342 case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
343 case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
345 default: NOT_REACHED();
349 bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
351 FindDepotData rfdd = FindClosestRoadDepot(this, 0);
352 if (rfdd.best_length == UINT_MAX) return false;
354 if (location != nullptr) *location = rfdd.tile;
355 if (destination != nullptr) *destination = GetDepotIndex(rfdd.tile);
357 return true;
361 * Turn a roadvehicle around.
362 * @param flags operation to perform
363 * @param veh_id vehicle ID to turn
364 * @return the cost of this operation or an error
366 CommandCost CmdTurnRoadVeh(DoCommandFlag flags, VehicleID veh_id)
368 RoadVehicle *v = RoadVehicle::GetIfValid(veh_id);
369 if (v == nullptr) return CMD_ERROR;
371 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
373 CommandCost ret = CheckOwnership(v->owner);
374 if (ret.Failed()) return ret;
376 if ((v->vehstatus & VS_STOPPED) ||
377 (v->vehstatus & VS_CRASHED) ||
378 v->breakdown_ctr != 0 ||
379 v->overtaking != 0 ||
380 v->state == RVSB_WORMHOLE ||
381 v->IsInDepot() ||
382 v->current_order.IsType(OT_LOADING)) {
383 return CMD_ERROR;
386 if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
388 if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
390 if (flags & DC_EXEC) v->reverse_ctr = 180;
392 return CommandCost();
396 void RoadVehicle::MarkDirty()
398 for (RoadVehicle *v = this; v != nullptr; v = v->Next()) {
399 v->colourmap = PAL_NONE;
400 v->UpdateViewport(true, false);
402 this->CargoChanged();
405 void RoadVehicle::UpdateDeltaXY()
407 static const int8 _delta_xy_table[8][10] = {
408 /* y_extent, x_extent, y_offs, x_offs, y_bb_offs, x_bb_offs, y_extent_shorten, x_extent_shorten, y_bb_offs_shorten, x_bb_offs_shorten */
409 {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N
410 {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
411 {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
412 {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
413 {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
414 {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
415 {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W
416 {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW
419 int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length;
420 if (!IsDiagonalDirection(this->direction)) shorten >>= 1;
422 const int8 *bb = _delta_xy_table[this->direction];
423 this->x_bb_offs = bb[5] + bb[9] * shorten;
424 this->y_bb_offs = bb[4] + bb[8] * shorten;;
425 this->x_offs = bb[3];
426 this->y_offs = bb[2];
427 this->x_extent = bb[1] + bb[7] * shorten;
428 this->y_extent = bb[0] + bb[6] * shorten;
429 this->z_extent = 6;
433 * Calculates the maximum speed of the vehicle under its current conditions.
434 * @return Maximum speed of the vehicle.
436 inline int RoadVehicle::GetCurrentMaxSpeed() const
438 int max_speed = this->gcache.cached_max_track_speed;
440 /* Limit speed to 50% while reversing, 75% in curves. */
441 for (const RoadVehicle *u = this; u != nullptr; u = u->Next()) {
442 if (_settings_game.vehicle.roadveh_acceleration_model == AM_REALISTIC) {
443 if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
444 max_speed = this->gcache.cached_max_track_speed / 2;
445 break;
446 } else if ((u->direction & 1) == 0) {
447 max_speed = this->gcache.cached_max_track_speed * 3 / 4;
451 /* Vehicle is on the middle part of a bridge. */
452 if (u->state == RVSB_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
453 max_speed = std::min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
457 return std::min(max_speed, this->current_order.GetMaxSpeed() * 2);
461 * Delete last vehicle of a chain road vehicles.
462 * @param v First roadvehicle.
464 static void DeleteLastRoadVeh(RoadVehicle *v)
466 RoadVehicle *first = v->First();
467 Vehicle *u = v;
468 for (; v->Next() != nullptr; v = v->Next()) u = v;
469 u->SetNext(nullptr);
470 v->last_station_visited = first->last_station_visited; // for PreDestructor
472 /* Only leave the road stop when we're really gone. */
473 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
475 delete v;
478 static void RoadVehSetRandomDirection(RoadVehicle *v)
480 static const DirDiff delta[] = {
481 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
484 do {
485 uint32 r = Random();
487 v->direction = ChangeDir(v->direction, delta[r & 3]);
488 v->UpdateViewport(true, true);
489 } while ((v = v->Next()) != nullptr);
493 * Road vehicle chain has crashed.
494 * @param v First roadvehicle.
495 * @return whether the chain still exists.
497 static bool RoadVehIsCrashed(RoadVehicle *v)
499 v->crashed_ctr++;
500 if (v->crashed_ctr == 2) {
501 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
502 } else if (v->crashed_ctr <= 45) {
503 if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
504 } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
505 bool ret = v->Next() != nullptr;
506 DeleteLastRoadVeh(v);
507 return ret;
510 return true;
514 * Check routine whether a road and a train vehicle have collided.
515 * @param v %Train vehicle to test.
516 * @param data Road vehicle to test.
517 * @return %Train vehicle if the vehicles collided, else \c nullptr.
519 static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
521 const Vehicle *u = (Vehicle*)data;
523 return (v->type == VEH_TRAIN &&
524 abs(v->z_pos - u->z_pos) <= 6 &&
525 abs(v->x_pos - u->x_pos) <= 4 &&
526 abs(v->y_pos - u->y_pos) <= 4) ? v : nullptr;
529 uint RoadVehicle::Crash(bool flooded)
531 uint pass = this->GroundVehicleBase::Crash(flooded);
532 if (this->IsFrontEngine()) {
533 pass += 1; // driver
535 /* If we're in a drive through road stop we ought to leave it */
536 if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
537 RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
540 this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
541 return pass;
544 static void RoadVehCrash(RoadVehicle *v)
546 uint pass = v->Crash();
548 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
549 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
551 SetDParam(0, pass);
552 StringID newsitem = (pass == 1) ? STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH;
553 NewsType newstype = NT_ACCIDENT;
555 if (v->owner != _local_company) {
556 newstype = NT_ACCIDENT_OTHER;
559 AddTileNewsItem(newsitem, newstype, v->tile);
561 ModifyStationRatingAround(v->tile, v->owner, -160, 22);
562 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
565 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
567 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
568 if (u->state == RVSB_WORMHOLE) continue;
570 TileIndex tile = u->tile;
572 if (!IsLevelCrossingTile(tile)) continue;
574 if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
575 RoadVehCrash(v);
576 return true;
580 return false;
583 TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
585 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
587 const Station *st = Station::Get(station);
588 if (!CanVehicleUseStation(this, st)) {
589 /* There is no stop left at the station, so don't even TRY to go there */
590 this->IncrementRealOrderIndex();
591 return 0;
594 return st->xy;
597 static void StartRoadVehSound(const RoadVehicle *v)
599 if (!PlayVehicleSound(v, VSE_START)) {
600 SoundID s = RoadVehInfo(v->engine_type)->sfx;
601 if (s == SND_19_DEPARTURE_OLD_RV_1 && (v->tick_counter & 3) == 0) {
602 s = SND_1A_DEPARTURE_OLD_RV_2;
604 SndPlayVehicleFx(s, v);
608 struct RoadVehFindData {
609 int x;
610 int y;
611 const Vehicle *veh;
612 Vehicle *best;
613 uint best_diff;
614 Direction dir;
617 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
619 static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
620 static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
622 RoadVehFindData *rvf = (RoadVehFindData*)data;
624 short x_diff = v->x_pos - rvf->x;
625 short y_diff = v->y_pos - rvf->y;
627 if (v->type == VEH_ROAD &&
628 !v->IsInDepot() &&
629 abs(v->z_pos - rvf->veh->z_pos) < 6 &&
630 v->direction == rvf->dir &&
631 rvf->veh->First() != v->First() &&
632 (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
633 (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
634 (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
635 (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
636 uint diff = abs(x_diff) + abs(y_diff);
638 if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
639 rvf->best = v;
640 rvf->best_diff = diff;
644 return nullptr;
647 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
649 RoadVehFindData rvf;
650 RoadVehicle *front = v->First();
652 if (front->reverse_ctr != 0) return nullptr;
654 rvf.x = x;
655 rvf.y = y;
656 rvf.dir = dir;
657 rvf.veh = v;
658 rvf.best_diff = UINT_MAX;
660 if (front->state == RVSB_WORMHOLE) {
661 FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
662 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
663 } else {
664 FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
667 /* This code protects a roadvehicle from being blocked for ever
668 * If more than 1480 / 74 days a road vehicle is blocked, it will
669 * drive just through it. The ultimate backup-code of TTD.
670 * It can be disabled. */
671 if (rvf.best_diff == UINT_MAX) {
672 front->blocked_ctr = 0;
673 return nullptr;
676 if (update_blocked_ctr && ++front->blocked_ctr > 1480) return nullptr;
678 return RoadVehicle::From(rvf.best);
682 * A road vehicle arrives at a station. If it is the first time, create a news item.
683 * @param v Road vehicle that arrived.
684 * @param st Station where the road vehicle arrived.
686 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
688 if (v->IsBus()) {
689 /* Check if station was ever visited before */
690 if (!(st->had_vehicle_of_type & HVOT_BUS)) {
691 st->had_vehicle_of_type |= HVOT_BUS;
692 SetDParam(0, st->index);
693 AddVehicleNewsItem(
694 RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
695 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
696 v->index,
697 st->index
699 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
700 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
702 } else {
703 /* Check if station was ever visited before */
704 if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
705 st->had_vehicle_of_type |= HVOT_TRUCK;
706 SetDParam(0, st->index);
707 AddVehicleNewsItem(
708 RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
709 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
710 v->index,
711 st->index
713 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
714 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
720 * This function looks at the vehicle and updates its speed (cur_speed
721 * and subspeed) variables. Furthermore, it returns the distance that
722 * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
723 * the distance to drive before moving a step on the map.
724 * @return distance to drive.
726 int RoadVehicle::UpdateSpeed()
728 switch (_settings_game.vehicle.roadveh_acceleration_model) {
729 default: NOT_REACHED();
730 case AM_ORIGINAL:
731 return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
733 case AM_REALISTIC:
734 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
738 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
740 static const Direction _roadveh_new_dir[] = {
741 DIR_N , DIR_NW, DIR_W , INVALID_DIR,
742 DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
743 DIR_E , DIR_SE, DIR_S
746 x = x - v->x_pos + 1;
747 y = y - v->y_pos + 1;
749 if ((uint)x > 2 || (uint)y > 2) return v->direction;
750 return _roadveh_new_dir[y * 4 + x];
753 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
755 Direction new_dir = RoadVehGetNewDirection(v, x, y);
756 Direction old_dir = v->direction;
757 DirDiff delta;
759 if (new_dir == old_dir) return old_dir;
760 delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
761 return ChangeDir(old_dir, delta);
764 struct OvertakeData {
765 const RoadVehicle *u;
766 const RoadVehicle *v;
767 TileIndex tile;
768 Trackdir trackdir;
771 static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
773 const OvertakeData *od = (OvertakeData*)data;
775 return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) ? v : nullptr;
779 * Check if overtaking is possible on a piece of track
781 * @param od Information about the tile and the involved vehicles
782 * @return true if we have to abort overtaking
784 static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
786 if (!HasTileAnyRoadType(od->tile, od->v->compatible_roadtypes)) return true;
787 TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, GetRoadTramType(od->v->roadtype));
788 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
789 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
790 TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
792 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
793 if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
795 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
796 return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
799 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
801 OvertakeData od;
803 od.v = v;
804 od.u = u;
806 /* Trams can't overtake other trams */
807 if (RoadTypeIsTram(v->roadtype)) return;
809 /* Don't overtake in stations */
810 if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
812 /* For now, articulated road vehicles can't overtake anything. */
813 if (v->HasArticulatedPart()) return;
815 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
816 if (v->direction != u->direction || !(v->direction & 1)) return;
818 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
819 if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
821 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
822 * accelerating, take the maximum speed for the comparison, else the current speed.
823 * Original acceleration always accelerates, so always use the maximum speed. */
824 int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
825 if (u_speed >= v->GetCurrentMaxSpeed() &&
826 !(u->vehstatus & VS_STOPPED) &&
827 u->cur_speed != 0) {
828 return;
831 od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
833 /* Are the current and the next tile suitable for overtaking?
834 * - Does the track continue along od.trackdir
835 * - No junctions
836 * - No barred levelcrossing
837 * - No other vehicles in the way
839 od.tile = v->tile;
840 if (CheckRoadBlockedForOvertaking(&od)) return;
842 od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
843 if (CheckRoadBlockedForOvertaking(&od)) return;
845 /* When the vehicle in front of us is stopped we may only take
846 * half the time to pass it than when the vehicle is moving. */
847 v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
848 v->overtaking = RVSB_DRIVE_SIDE;
851 static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
853 if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
855 if (old_z < v->z_pos) {
856 v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
857 } else {
858 uint16 spd = v->cur_speed + 2;
859 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
863 static int PickRandomBit(uint bits)
865 uint i;
866 uint num = RandomRange(CountBits(bits));
868 for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
869 return i;
873 * Returns direction to for a road vehicle to take or
874 * INVALID_TRACKDIR if the direction is currently blocked
875 * @param v the Vehicle to do the pathfinding for
876 * @param tile the where to start the pathfinding
877 * @param enterdir the direction the vehicle enters the tile from
878 * @return the Trackdir to take
880 static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
882 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
884 TileIndex desttile;
885 Trackdir best_track;
886 bool path_found = true;
888 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, GetRoadTramType(v->roadtype));
889 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
890 TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
892 if (IsTileType(tile, MP_ROAD)) {
893 if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir)) {
894 /* Road depot owned by another company or with the wrong orientation */
895 trackdirs = TRACKDIR_BIT_NONE;
897 } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
898 /* Standard road stop (drive-through stops are treated as normal road) */
900 if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
901 /* different station owner or wrong orientation or the vehicle has articulated parts */
902 trackdirs = TRACKDIR_BIT_NONE;
903 } else {
904 /* Our station */
905 RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
907 if (GetRoadStopType(tile) != rstype) {
908 /* Wrong station type */
909 trackdirs = TRACKDIR_BIT_NONE;
910 } else {
911 /* Proper station type, check if there is free loading bay */
912 if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
913 !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
914 /* Station is full and RV queuing is off */
915 trackdirs = TRACKDIR_BIT_NONE;
920 /* The above lookups should be moved to GetTileTrackStatus in the
921 * future, but that requires more changes to the pathfinder and other
922 * stuff, probably even more arguments to GTTS.
925 /* Remove tracks unreachable from the enter dir */
926 trackdirs &= DiagdirReachesTrackdirs(enterdir);
927 if (trackdirs == TRACKDIR_BIT_NONE) {
928 /* If vehicle expected a path, it no longer exists, so invalidate it. */
929 if (!v->path.empty()) v->path.clear();
930 /* No reachable tracks, so we'll reverse */
931 return_track(_road_reverse_table[enterdir]);
934 if (v->reverse_ctr != 0) {
935 bool reverse = true;
936 if (RoadTypeIsTram(v->roadtype)) {
937 /* Trams may only reverse on a tile if it contains at least the straight
938 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
939 RoadBits rb = GetAnyRoadBits(tile, RTT_TRAM);
940 RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
941 reverse = ((rb & straight) == straight) ||
942 (rb == DiagDirToRoadBits(enterdir));
944 if (reverse) {
945 v->reverse_ctr = 0;
946 if (v->tile != tile) {
947 return_track(_road_reverse_table[enterdir]);
952 desttile = v->dest_tile;
953 if (desttile == 0) {
954 /* We've got no destination, pick a random track */
955 return_track(PickRandomBit(trackdirs));
958 /* Only one track to choose between? */
959 if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
960 if (!v->path.empty() && v->path.tile.front() == tile) {
961 /* Vehicle expected a choice here, invalidate its path. */
962 v->path.clear();
964 return_track(FindFirstBit2x64(trackdirs));
967 /* Attempt to follow cached path. */
968 if (!v->path.empty()) {
969 if (v->path.tile.front() != tile) {
970 /* Vehicle didn't expect a choice here, invalidate its path. */
971 v->path.clear();
972 } else {
973 Trackdir trackdir = v->path.td.front();
975 if (HasBit(trackdirs, trackdir)) {
976 v->path.td.pop_front();
977 v->path.tile.pop_front();
978 return_track(trackdir);
981 /* Vehicle expected a choice which is no longer available. */
982 v->path.clear();
986 switch (_settings_game.pf.pathfinder_for_roadvehs) {
987 case VPF_NPF: best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, path_found); break;
988 case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found, v->path); break;
990 default: NOT_REACHED();
992 v->HandlePathfindingResult(path_found);
994 found_best_track:;
996 if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
998 return best_track;
1001 struct RoadDriveEntry {
1002 byte x, y;
1005 #include "table/roadveh_movement.h"
1007 bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
1009 /* Don't leave unless v and following wagons are in the depot. */
1010 for (const RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1011 if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
1014 DiagDirection dir = GetRoadDepotDirection(v->tile);
1015 v->direction = DiagDirToDir(dir);
1017 Trackdir tdir = DiagDirToDiagTrackdir(dir);
1018 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
1020 int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
1021 int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
1023 if (first) {
1024 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1025 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
1026 VehicleEnterDepot(v);
1027 return true;
1030 if (RoadVehFindCloseTo(v, x, y, v->direction, false) != nullptr) return true;
1032 VehicleServiceInDepot(v);
1034 StartRoadVehSound(v);
1036 /* Vehicle is about to leave a depot */
1037 v->cur_speed = 0;
1040 v->vehstatus &= ~VS_HIDDEN;
1041 v->state = tdir;
1042 v->frame = RVC_DEPOT_START_FRAME;
1044 v->x_pos = x;
1045 v->y_pos = y;
1046 v->UpdatePosition();
1047 v->UpdateInclination(true, true);
1049 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1051 return true;
1054 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
1056 if (prev->tile == v->tile && !already_reversed) {
1057 /* If the previous vehicle is on the same tile as this vehicle is
1058 * then it must have reversed. */
1059 return _road_reverse_table[entry_dir];
1062 byte prev_state = prev->state;
1063 Trackdir dir;
1065 if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
1066 DiagDirection diag_dir = INVALID_DIAGDIR;
1068 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1069 diag_dir = GetTunnelBridgeDirection(tile);
1070 } else if (IsRoadDepotTile(tile)) {
1071 diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
1074 if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
1075 dir = DiagDirToDiagTrackdir(diag_dir);
1076 } else {
1077 if (already_reversed && prev->tile != tile) {
1079 * The vehicle has reversed, but did not go straight back.
1080 * It immediately turn onto another tile. This means that
1081 * the roadstate of the previous vehicle cannot be used
1082 * as the direction we have to go with this vehicle.
1084 * Next table is build in the following way:
1085 * - first row for when the vehicle in front went to the northern or
1086 * western tile, second for southern and eastern.
1087 * - columns represent the entry direction.
1088 * - cell values are determined by the Trackdir one has to take from
1089 * the entry dir (column) to the tile in north or south by only
1090 * going over the trackdirs used for turning 90 degrees, i.e.
1091 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1093 static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
1094 { TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N, TRACKDIR_UPPER_E },
1095 { TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S }};
1096 dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
1097 } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1098 dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1099 } else if (prev_state < TRACKDIR_END) {
1100 dir = (Trackdir)prev_state;
1101 } else {
1102 return INVALID_TRACKDIR;
1106 /* Do some sanity checking. */
1107 static const RoadBits required_roadbits[] = {
1108 ROAD_X, ROAD_Y, ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
1109 ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X, ROAD_Y
1111 RoadBits required = required_roadbits[dir & 0x07];
1113 if ((required & GetAnyRoadBits(tile, GetRoadTramType(v->roadtype), true)) == ROAD_NONE) {
1114 dir = INVALID_TRACKDIR;
1117 return dir;
1121 * Can a tram track build without destruction on the given tile?
1122 * @param c the company that would be building the tram tracks
1123 * @param t the tile to build on.
1124 * @param rt the tram type to build.
1125 * @param r the road bits needed.
1126 * @return true when a track track can be build on 't'
1128 static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadType rt, RoadBits r)
1130 /* The 'current' company is not necessarily the owner of the vehicle. */
1131 Backup<CompanyID> cur_company(_current_company, c, FILE_LINE);
1133 CommandCost ret = Command<CMD_BUILD_ROAD>::Do(DC_NO_WATER, t, r, rt, DRD_NONE, 0);
1135 cur_company.Restore();
1136 return ret.Succeeded();
1139 bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1141 if (v->overtaking != 0) {
1142 if (IsTileType(v->tile, MP_STATION)) {
1143 /* Force us to be not overtaking! */
1144 v->overtaking = 0;
1145 } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1146 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1147 * if the vehicle started a corner. To protect that, only allow an abort of
1148 * overtake if we are on straight roads */
1149 if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
1150 v->overtaking = 0;
1155 /* If this vehicle is in a depot and we've reached this point it must be
1156 * one of the articulated parts. It will stay in the depot until activated
1157 * by the previous vehicle in the chain when it gets to the right place. */
1158 if (v->IsInDepot()) return true;
1160 if (v->state == RVSB_WORMHOLE) {
1161 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1162 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
1164 if (v->IsFrontEngine()) {
1165 const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1166 if (u != nullptr) {
1167 v->cur_speed = u->First()->cur_speed;
1168 return false;
1172 if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
1173 /* Vehicle has just entered a bridge or tunnel */
1174 v->x_pos = gp.x;
1175 v->y_pos = gp.y;
1176 v->UpdatePosition();
1177 v->UpdateInclination(true, true);
1178 return true;
1181 v->x_pos = gp.x;
1182 v->y_pos = gp.y;
1183 v->UpdatePosition();
1184 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
1185 return true;
1188 /* Get move position data for next frame.
1189 * For a drive-through road stop use 'straight road' move data.
1190 * In this case v->state is masked to give the road stop entry direction. */
1191 RoadDriveEntry rd = _road_drive_data[GetRoadTramType(v->roadtype)][(
1192 (HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) +
1193 (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
1195 if (rd.x & RDE_NEXT_TILE) {
1196 TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
1197 Trackdir dir;
1199 if (v->IsFrontEngine()) {
1200 /* If this is the front engine, look for the right path. */
1201 if (HasTileAnyRoadType(tile, v->compatible_roadtypes)) {
1202 dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
1203 } else {
1204 dir = _road_reverse_table[(DiagDirection)(rd.x & 3)];
1206 } else {
1207 dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
1210 if (dir == INVALID_TRACKDIR) {
1211 if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
1212 v->cur_speed = 0;
1213 return false;
1216 again:
1217 uint start_frame = RVC_DEFAULT_START_FRAME;
1218 if (IsReversingRoadTrackdir(dir)) {
1219 /* When turning around we can't be overtaking. */
1220 v->overtaking = 0;
1222 /* Turning around */
1223 if (RoadTypeIsTram(v->roadtype)) {
1224 /* Determine the road bits the tram needs to be able to turn around
1225 * using the 'big' corner loop. */
1226 RoadBits needed;
1227 switch (dir) {
1228 default: NOT_REACHED();
1229 case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
1230 case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
1231 case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
1232 case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
1234 if ((v->Previous() != nullptr && v->Previous()->tile == tile) ||
1235 (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1236 HasTileAnyRoadType(tile, v->compatible_roadtypes) &&
1237 (needed & GetRoadBits(tile, RTT_TRAM)) != ROAD_NONE)) {
1239 * Taking the 'big' corner for trams only happens when:
1240 * - The previous vehicle in this (articulated) tram chain is
1241 * already on the 'next' tile, we just follow them regardless of
1242 * anything. When it is NOT on the 'next' tile, the tram started
1243 * doing a reversing turn when the piece of tram track on the next
1244 * tile did not exist yet. Do not use the big tram loop as that is
1245 * going to cause the tram to split up.
1246 * - Or the front of the tram can drive over the next tile.
1248 } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, v->roadtype, needed) || ((~needed & GetAnyRoadBits(v->tile, RTT_TRAM, false)) == ROAD_NONE)) {
1250 * Taking the 'small' corner for trams only happens when:
1251 * - We are not the from vehicle of an articulated tram.
1252 * - Or when the company cannot build on the next tile.
1254 * The 'small' corner means that the vehicle is on the end of a
1255 * tram track and needs to start turning there. To do this properly
1256 * the tram needs to start at an offset in the tram turning 'code'
1257 * for 'big' corners. It furthermore does not go to the next tile,
1258 * so that needs to be fixed too.
1260 tile = v->tile;
1261 start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
1262 } else {
1263 /* The company can build on the next tile, so wait till they do. */
1264 v->cur_speed = 0;
1265 return false;
1267 } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
1268 v->cur_speed = 0;
1269 return false;
1270 } else {
1271 tile = v->tile;
1275 /* Get position data for first frame on the new tile */
1276 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
1278 int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1279 int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1281 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1282 if (v->IsFrontEngine()) {
1283 const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1284 if (u != nullptr) {
1285 v->cur_speed = u->First()->cur_speed;
1286 /* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
1287 v->path.tile.push_front(tile);
1288 v->path.td.push_front(dir);
1289 return false;
1293 uint32 r = VehicleEnterTile(v, tile, x, y);
1294 if (HasBit(r, VETS_CANNOT_ENTER)) {
1295 if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
1296 v->cur_speed = 0;
1297 return false;
1299 /* Try an about turn to re-enter the previous tile */
1300 dir = _road_reverse_table[rd.x & 3];
1301 goto again;
1304 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
1305 if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1306 /* New direction is trying to turn vehicle around.
1307 * We can't turn at the exit of a road stop so wait.*/
1308 v->cur_speed = 0;
1309 return false;
1312 /* If we are a drive through road stop and the next tile is of
1313 * the same road stop and the next tile isn't this one (i.e. we
1314 * are not reversing), then keep the reservation and state.
1315 * This way we will not be shortly unregister from the road
1316 * stop. It also makes it possible to load when on the edge of
1317 * two road stops; otherwise you could get vehicles that should
1318 * be loading but are not actually loading. */
1319 if (IsDriveThroughStopTile(v->tile) &&
1320 RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
1321 v->tile != tile) {
1322 /* So, keep 'our' state */
1323 dir = (Trackdir)v->state;
1324 } else if (IsRoadStop(v->tile)) {
1325 /* We're not continuing our drive through road stop, so leave. */
1326 RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
1330 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
1331 TileIndex old_tile = v->tile;
1333 v->tile = tile;
1334 v->state = (byte)dir;
1335 v->frame = start_frame;
1336 RoadTramType rtt = GetRoadTramType(v->roadtype);
1337 if (GetRoadType(old_tile, rtt) != GetRoadType(tile, rtt)) {
1338 if (v->IsFrontEngine()) {
1339 RoadVehUpdateCache(v);
1341 v->First()->CargoChanged();
1344 if (new_dir != v->direction) {
1345 v->direction = new_dir;
1346 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1348 v->x_pos = x;
1349 v->y_pos = y;
1350 v->UpdatePosition();
1351 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1352 return true;
1355 if (rd.x & RDE_TURNED) {
1356 /* Vehicle has finished turning around, it will now head back onto the same tile */
1357 Trackdir dir;
1358 uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
1360 if (RoadTypeIsTram(v->roadtype) && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, RTT_TRAM, true))) {
1362 * The tram is turning around with one tram 'roadbit'. This means that
1363 * it is using the 'big' corner 'drive data'. However, to support the
1364 * trams to take a small corner, there is a 'turned' marker in the middle
1365 * of the turning 'drive data'. When the tram took the long corner, we
1366 * will still use the 'big' corner drive data, but we advance it one
1367 * frame. We furthermore set the driving direction so the turning is
1368 * going to be properly shown.
1370 turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
1371 switch (rd.x & 0x3) {
1372 default: NOT_REACHED();
1373 case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
1374 case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
1375 case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
1376 case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
1378 } else {
1379 if (v->IsFrontEngine()) {
1380 /* If this is the front engine, look for the right path. */
1381 dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
1382 } else {
1383 dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
1387 if (dir == INVALID_TRACKDIR) {
1388 v->cur_speed = 0;
1389 return false;
1392 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
1394 int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
1395 int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
1397 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1398 if (v->IsFrontEngine()) {
1399 const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1400 if (u != nullptr) {
1401 v->cur_speed = u->First()->cur_speed;
1402 /* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
1403 v->path.tile.push_front(v->tile);
1404 v->path.td.push_front(dir);
1405 return false;
1409 uint32 r = VehicleEnterTile(v, v->tile, x, y);
1410 if (HasBit(r, VETS_CANNOT_ENTER)) {
1411 v->cur_speed = 0;
1412 return false;
1415 v->state = dir;
1416 v->frame = turn_around_start_frame;
1418 if (new_dir != v->direction) {
1419 v->direction = new_dir;
1420 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1423 v->x_pos = x;
1424 v->y_pos = y;
1425 v->UpdatePosition();
1426 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1427 return true;
1430 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1431 * it's on a depot tile, check if it's time to activate the next vehicle in
1432 * the chain yet. */
1433 if (v->Next() != nullptr && IsRoadDepotTile(v->tile)) {
1434 if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1435 RoadVehLeaveDepot(v->Next(), false);
1439 /* Calculate new position for the vehicle */
1440 int x = (v->x_pos & ~15) + (rd.x & 15);
1441 int y = (v->y_pos & ~15) + (rd.y & 15);
1443 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1445 if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1446 /* Vehicle is not in a road stop.
1447 * Check for another vehicle to overtake */
1448 RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1450 if (u != nullptr) {
1451 u = u->First();
1452 /* There is a vehicle in front overtake it if possible */
1453 if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1454 if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1456 /* In case an RV is stopped in a road stop, why not try to load? */
1457 if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1458 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1459 v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1460 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
1461 Station *st = Station::GetByTile(v->tile);
1462 v->last_station_visited = st->index;
1463 RoadVehArrivesAt(v, st);
1464 v->BeginLoading();
1466 return false;
1470 Direction old_dir = v->direction;
1471 if (new_dir != old_dir) {
1472 v->direction = new_dir;
1473 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1475 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1476 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1477 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1478 * The short (inner) curve has 8 frames, this elongates it to 10. */
1479 v->UpdateInclination(false, true);
1480 return true;
1483 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1484 * if the vehicle is in a drive-through road stop and this is the destination station
1485 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1486 * (the station test and stop type test ensure that other vehicles, using the road stop as
1487 * a through route, do not stop) */
1488 if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
1489 _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
1490 (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1491 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1492 v->owner == GetTileOwner(v->tile) &&
1493 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
1494 v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1496 RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
1497 Station *st = Station::GetByTile(v->tile);
1499 /* Vehicle is at the stop position (at a bay) in a road stop.
1500 * Note, if vehicle is loading/unloading it has already been handled,
1501 * so if we get here the vehicle has just arrived or is just ready to leave. */
1502 if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1503 /* Vehicle has arrived at a bay in a road stop */
1505 if (IsDriveThroughStopTile(v->tile)) {
1506 TileIndex next_tile = TileAddByDir(v->tile, v->direction);
1508 /* Check if next inline bay is free and has compatible road. */
1509 if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && HasTileAnyRoadType(next_tile, v->compatible_roadtypes)) {
1510 v->frame++;
1511 v->x_pos = x;
1512 v->y_pos = y;
1513 v->UpdatePosition();
1514 RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1515 return true;
1519 rs->SetEntranceBusy(false);
1520 SetBit(v->state, RVS_ENTERED_STOP);
1522 v->last_station_visited = st->index;
1524 if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1525 RoadVehArrivesAt(v, st);
1526 v->BeginLoading();
1527 return false;
1529 } else {
1530 /* Vehicle is ready to leave a bay in a road stop */
1531 if (rs->IsEntranceBusy()) {
1532 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1533 v->cur_speed = 0;
1534 return false;
1536 if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1539 if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1541 StartRoadVehSound(v);
1542 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1545 /* Check tile position conditions - i.e. stop position in depot,
1546 * entry onto bridge or into tunnel */
1547 uint32 r = VehicleEnterTile(v, v->tile, x, y);
1548 if (HasBit(r, VETS_CANNOT_ENTER)) {
1549 v->cur_speed = 0;
1550 return false;
1553 if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1554 v->current_order.Free();
1557 /* Move to next frame unless vehicle arrived at a stop position
1558 * in a depot or entered a tunnel/bridge */
1559 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
1560 v->x_pos = x;
1561 v->y_pos = y;
1562 v->UpdatePosition();
1563 RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1564 return true;
1567 static bool RoadVehController(RoadVehicle *v)
1569 /* decrease counters */
1570 v->current_order_time++;
1571 if (v->reverse_ctr != 0) v->reverse_ctr--;
1573 /* handle crashed */
1574 if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
1575 return RoadVehIsCrashed(v);
1578 /* road vehicle has broken down? */
1579 if (v->HandleBreakdown()) return true;
1580 if (v->vehstatus & VS_STOPPED) {
1581 v->SetLastSpeed();
1582 return true;
1585 ProcessOrders(v);
1586 v->HandleLoading();
1588 if (v->current_order.IsType(OT_LOADING)) return true;
1590 if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
1592 v->ShowVisualEffect();
1594 /* Check how far the vehicle needs to proceed */
1595 int j = v->UpdateSpeed();
1597 int adv_spd = v->GetAdvanceDistance();
1598 bool blocked = false;
1599 while (j >= adv_spd) {
1600 j -= adv_spd;
1602 RoadVehicle *u = v;
1603 for (RoadVehicle *prev = nullptr; u != nullptr; prev = u, u = u->Next()) {
1604 if (!IndividualRoadVehicleController(u, prev)) {
1605 blocked = true;
1606 break;
1609 if (blocked) break;
1611 /* Determine distance to next map position */
1612 adv_spd = v->GetAdvanceDistance();
1614 /* Test for a collision, but only if another movement will occur. */
1615 if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1618 v->SetLastSpeed();
1620 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1621 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
1623 u->UpdateViewport(false, false);
1626 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1627 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1628 * on next tick to discover whether it is still blocked. */
1629 if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1631 return true;
1634 Money RoadVehicle::GetRunningCost() const
1636 const Engine *e = this->GetEngine();
1637 if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
1639 uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
1640 if (cost_factor == 0) return 0;
1642 return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
1645 bool RoadVehicle::Tick()
1647 PerformanceAccumulator framerate(PFE_GL_ROADVEHS);
1649 this->tick_counter++;
1651 if (this->IsFrontEngine()) {
1652 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
1653 return RoadVehController(this);
1656 return true;
1659 void RoadVehicle::SetDestTile(TileIndex tile)
1661 if (tile == this->dest_tile) return;
1662 this->path.clear();
1663 this->dest_tile = tile;
1666 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1668 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1669 if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1670 if (v->IsChainInDepot()) {
1671 VehicleServiceInDepot(v);
1672 return;
1675 uint max_penalty;
1676 switch (_settings_game.pf.pathfinder_for_roadvehs) {
1677 case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
1678 case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
1679 default: NOT_REACHED();
1682 FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
1683 /* Only go to the depot if it is not too far out of our way. */
1684 if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
1685 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1686 /* If we were already heading for a depot but it has
1687 * suddenly moved farther away, we continue our normal
1688 * schedule? */
1689 v->current_order.MakeDummy();
1690 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1692 return;
1695 DepotID depot = GetDepotIndex(rfdd.tile);
1697 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1698 v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
1699 !Chance16(1, 20)) {
1700 return;
1703 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
1704 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
1705 v->SetDestTile(rfdd.tile);
1706 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1709 void RoadVehicle::OnNewDay()
1711 AgeVehicle(this);
1713 if (!this->IsFrontEngine()) return;
1715 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1716 if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1718 CheckIfRoadVehNeedsService(this);
1720 CheckOrders(this);
1722 if (this->running_ticks == 0) return;
1724 CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
1726 this->profit_this_year -= cost.GetCost();
1727 this->running_ticks = 0;
1729 SubtractMoneyFromCompanyFract(this->owner, cost);
1731 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
1732 SetWindowClassesDirty(WC_ROADVEH_LIST);
1735 Trackdir RoadVehicle::GetVehicleTrackdir() const
1737 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
1739 if (this->IsInDepot()) {
1740 /* We'll assume the road vehicle is facing outwards */
1741 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
1744 if (IsStandardRoadStopTile(this->tile)) {
1745 /* We'll assume the road vehicle is facing outwards */
1746 return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
1749 /* Drive through road stops / wormholes (tunnels) */
1750 if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
1752 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1753 * otherwise transform it into a valid track direction */
1754 return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);