Fix: Stopped ships shouldn't block depots (#8578)
[openttd-github.git] / src / roadveh_cmd.cpp
blobf0c2c8aa4a0ed661fa68d969261fca43db6f986b
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"
38 #include "table/strings.h"
40 #include "safeguards.h"
42 static const uint16 _roadveh_images[] = {
43 0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
44 0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
45 0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
46 0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
47 0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
48 0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
49 0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
50 0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
53 static const uint16 _roadveh_full_adder[] = {
54 0, 88, 0, 0, 0, 0, 48, 48,
55 48, 48, 0, 0, 64, 64, 0, 16,
56 16, 0, 88, 0, 0, 0, 0, 48,
57 48, 48, 48, 0, 0, 64, 64, 0,
58 16, 16, 0, 88, 0, 0, 0, 0,
59 48, 48, 48, 48, 0, 0, 64, 64,
60 0, 16, 16, 0, 8, 8, 8, 8,
61 0, 0, 0, 8, 8, 8, 8
63 static_assert(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
65 template <>
66 bool IsValidImageIndex<VEH_ROAD>(uint8 image_index)
68 return image_index < lengthof(_roadveh_images);
71 static const Trackdir _road_reverse_table[DIAGDIR_END] = {
72 TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
75 /**
76 * Check whether a roadvehicle is a bus
77 * @return true if bus
79 bool RoadVehicle::IsBus() const
81 assert(this->IsFrontEngine());
82 return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
85 /**
86 * Get the width of a road vehicle image in the GUI.
87 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
88 * @return Width in pixels
90 int RoadVehicle::GetDisplayImageWidth(Point *offset) const
92 int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
94 if (offset != nullptr) {
95 offset->x = ScaleGUITrad(reference_width) / 2;
96 offset->y = 0;
98 return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
101 static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
103 const Engine *e = Engine::Get(engine);
104 uint8 spritenum = e->u.road.image_index;
106 if (is_custom_sprite(spritenum)) {
107 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
108 if (result->IsValid()) return;
110 spritenum = e->original_image_index;
113 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
114 result->Set(DIR_W + _roadveh_images[spritenum]);
117 void RoadVehicle::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
119 uint8 spritenum = this->spritenum;
121 if (is_custom_sprite(spritenum)) {
122 GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
123 if (result->IsValid()) return;
125 spritenum = this->GetEngine()->original_image_index;
128 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
129 SpriteID sprite = direction + _roadveh_images[spritenum];
131 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
133 result->Set(sprite);
137 * Draw a road vehicle engine.
138 * @param left Left edge to draw within.
139 * @param right Right edge to draw within.
140 * @param preferred_x Preferred position of the engine.
141 * @param y Vertical position of the engine.
142 * @param engine Engine to draw
143 * @param pal Palette to use.
145 void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
147 VehicleSpriteSeq seq;
148 GetRoadVehIcon(engine, image_type, &seq);
150 Rect rect;
151 seq.GetBounds(&rect);
152 preferred_x = Clamp(preferred_x,
153 left - UnScaleGUI(rect.left),
154 right - UnScaleGUI(rect.right));
156 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
160 * Get the size of the sprite of a road vehicle sprite heading west (used for lists).
161 * @param engine The engine to get the sprite from.
162 * @param[out] width The width of the sprite.
163 * @param[out] height The height of the sprite.
164 * @param[out] xoffs Number of pixels to shift the sprite to the right.
165 * @param[out] yoffs Number of pixels to shift the sprite downwards.
166 * @param image_type Context the sprite is used in.
168 void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
170 VehicleSpriteSeq seq;
171 GetRoadVehIcon(engine, image_type, &seq);
173 Rect rect;
174 seq.GetBounds(&rect);
176 width = UnScaleGUI(rect.right - rect.left + 1);
177 height = UnScaleGUI(rect.bottom - rect.top + 1);
178 xoffs = UnScaleGUI(rect.left);
179 yoffs = UnScaleGUI(rect.top);
183 * Get length of a road vehicle.
184 * @param v Road vehicle to query length.
185 * @return Length of the given road vehicle.
187 static uint GetRoadVehLength(const RoadVehicle *v)
189 const Engine *e = v->GetEngine();
190 uint length = VEHICLE_LENGTH;
192 uint16 veh_len = CALLBACK_FAILED;
193 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
194 /* Use callback 36 */
195 veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
196 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
197 } else {
198 /* Use callback 11 */
199 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
201 if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
202 if (veh_len != 0) {
203 length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
206 return length;
210 * Update the cache of a road vehicle.
211 * @param v Road vehicle needing an update of its cache.
212 * @param same_length should length of vehicles stay the same?
213 * @pre \a v must be first road vehicle.
215 void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
217 assert(v->type == VEH_ROAD);
218 assert(v->IsFrontEngine());
220 v->InvalidateNewGRFCacheOfChain();
222 v->gcache.cached_total_length = 0;
224 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
225 /* Check the v->first cache. */
226 assert(u->First() == v);
228 /* Update the 'first engine' */
229 u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
231 /* Update the length of the vehicle. */
232 uint veh_len = GetRoadVehLength(u);
233 /* Verify length hasn't changed. */
234 if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
236 u->gcache.cached_veh_length = veh_len;
237 v->gcache.cached_total_length += u->gcache.cached_veh_length;
239 /* Update visual effect */
240 u->UpdateVisualEffect();
242 /* Update cargo aging period. */
243 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
246 uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
247 v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
251 * Build a road vehicle.
252 * @param tile tile of the depot where road vehicle is built.
253 * @param flags type of operation.
254 * @param e the engine to build.
255 * @param data unused.
256 * @param[out] ret the vehicle that has been built.
257 * @return the cost of this operation or an error.
259 CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
261 /* Check that the vehicle can drive on the road in question */
262 RoadType rt = e->u.road.roadtype;
263 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
264 if (!HasTileAnyRoadType(tile, rti->powered_roadtypes)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
266 if (flags & DC_EXEC) {
267 const RoadVehicleInfo *rvi = &e->u.road;
269 RoadVehicle *v = new RoadVehicle();
270 *ret = v;
271 v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
272 v->owner = _current_company;
274 v->tile = tile;
275 int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
276 int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
277 v->x_pos = x;
278 v->y_pos = y;
279 v->z_pos = GetSlopePixelZ(x, y);
281 v->state = RVSB_IN_DEPOT;
282 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
284 v->spritenum = rvi->image_index;
285 v->cargo_type = e->GetDefaultCargoType();
286 v->cargo_cap = rvi->capacity;
287 v->refit_cap = 0;
289 v->last_station_visited = INVALID_STATION;
290 v->last_loading_station = INVALID_STATION;
291 v->engine_type = e->index;
292 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
294 v->reliability = e->reliability;
295 v->reliability_spd_dec = e->reliability_spd_dec;
296 v->max_age = e->GetLifeLengthInDays();
297 _new_vehicle_id = v->index;
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 tile unused
363 * @param flags operation to perform
364 * @param p1 vehicle ID to turn
365 * @param p2 unused
366 * @param text unused
367 * @return the cost of this operation or an error
369 CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
371 RoadVehicle *v = RoadVehicle::GetIfValid(p1);
372 if (v == nullptr) return CMD_ERROR;
374 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
376 CommandCost ret = CheckOwnership(v->owner);
377 if (ret.Failed()) return ret;
379 if ((v->vehstatus & VS_STOPPED) ||
380 (v->vehstatus & VS_CRASHED) ||
381 v->breakdown_ctr != 0 ||
382 v->overtaking != 0 ||
383 v->state == RVSB_WORMHOLE ||
384 v->IsInDepot() ||
385 v->current_order.IsType(OT_LOADING)) {
386 return CMD_ERROR;
389 if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
391 if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
393 if (flags & DC_EXEC) v->reverse_ctr = 180;
395 return CommandCost();
399 void RoadVehicle::MarkDirty()
401 for (RoadVehicle *v = this; v != nullptr; v = v->Next()) {
402 v->colourmap = PAL_NONE;
403 v->UpdateViewport(true, false);
405 this->CargoChanged();
408 void RoadVehicle::UpdateDeltaXY()
410 static const int8 _delta_xy_table[8][10] = {
411 /* 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 */
412 {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N
413 {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
414 {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
415 {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
416 {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
417 {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
418 {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W
419 {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW
422 int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length;
423 if (!IsDiagonalDirection(this->direction)) shorten >>= 1;
425 const int8 *bb = _delta_xy_table[this->direction];
426 this->x_bb_offs = bb[5] + bb[9] * shorten;
427 this->y_bb_offs = bb[4] + bb[8] * shorten;;
428 this->x_offs = bb[3];
429 this->y_offs = bb[2];
430 this->x_extent = bb[1] + bb[7] * shorten;
431 this->y_extent = bb[0] + bb[6] * shorten;
432 this->z_extent = 6;
436 * Calculates the maximum speed of the vehicle under its current conditions.
437 * @return Maximum speed of the vehicle.
439 inline int RoadVehicle::GetCurrentMaxSpeed() const
441 int max_speed = this->gcache.cached_max_track_speed;
443 /* Limit speed to 50% while reversing, 75% in curves. */
444 for (const RoadVehicle *u = this; u != nullptr; u = u->Next()) {
445 if (_settings_game.vehicle.roadveh_acceleration_model == AM_REALISTIC) {
446 if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
447 max_speed = this->gcache.cached_max_track_speed / 2;
448 break;
449 } else if ((u->direction & 1) == 0) {
450 max_speed = this->gcache.cached_max_track_speed * 3 / 4;
454 /* Vehicle is on the middle part of a bridge. */
455 if (u->state == RVSB_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
456 max_speed = std::min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
460 return std::min(max_speed, this->current_order.GetMaxSpeed() * 2);
464 * Delete last vehicle of a chain road vehicles.
465 * @param v First roadvehicle.
467 static void DeleteLastRoadVeh(RoadVehicle *v)
469 RoadVehicle *first = v->First();
470 Vehicle *u = v;
471 for (; v->Next() != nullptr; v = v->Next()) u = v;
472 u->SetNext(nullptr);
473 v->last_station_visited = first->last_station_visited; // for PreDestructor
475 /* Only leave the road stop when we're really gone. */
476 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
478 delete v;
481 static void RoadVehSetRandomDirection(RoadVehicle *v)
483 static const DirDiff delta[] = {
484 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
487 do {
488 uint32 r = Random();
490 v->direction = ChangeDir(v->direction, delta[r & 3]);
491 v->UpdateViewport(true, true);
492 } while ((v = v->Next()) != nullptr);
496 * Road vehicle chain has crashed.
497 * @param v First roadvehicle.
498 * @return whether the chain still exists.
500 static bool RoadVehIsCrashed(RoadVehicle *v)
502 v->crashed_ctr++;
503 if (v->crashed_ctr == 2) {
504 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
505 } else if (v->crashed_ctr <= 45) {
506 if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
507 } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
508 bool ret = v->Next() != nullptr;
509 DeleteLastRoadVeh(v);
510 return ret;
513 return true;
517 * Check routine whether a road and a train vehicle have collided.
518 * @param v %Train vehicle to test.
519 * @param data Road vehicle to test.
520 * @return %Train vehicle if the vehicles collided, else \c nullptr.
522 static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
524 const Vehicle *u = (Vehicle*)data;
526 return (v->type == VEH_TRAIN &&
527 abs(v->z_pos - u->z_pos) <= 6 &&
528 abs(v->x_pos - u->x_pos) <= 4 &&
529 abs(v->y_pos - u->y_pos) <= 4) ? v : nullptr;
532 uint RoadVehicle::Crash(bool flooded)
534 uint pass = this->GroundVehicleBase::Crash(flooded);
535 if (this->IsFrontEngine()) {
536 pass += 1; // driver
538 /* If we're in a drive through road stop we ought to leave it */
539 if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
540 RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
543 this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
544 return pass;
547 static void RoadVehCrash(RoadVehicle *v)
549 uint pass = v->Crash();
551 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
552 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
554 SetDParam(0, pass);
555 StringID newsitem = (pass == 1) ? STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH;
556 AddTileNewsItem(newsitem, NT_ACCIDENT, v->tile);
558 ModifyStationRatingAround(v->tile, v->owner, -160, 22);
559 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
562 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
564 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
565 if (u->state == RVSB_WORMHOLE) continue;
567 TileIndex tile = u->tile;
569 if (!IsLevelCrossingTile(tile)) continue;
571 if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
572 RoadVehCrash(v);
573 return true;
577 return false;
580 TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
582 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
584 const Station *st = Station::Get(station);
585 if (!CanVehicleUseStation(this, st)) {
586 /* There is no stop left at the station, so don't even TRY to go there */
587 this->IncrementRealOrderIndex();
588 return 0;
591 return st->xy;
594 static void StartRoadVehSound(const RoadVehicle *v)
596 if (!PlayVehicleSound(v, VSE_START)) {
597 SoundID s = RoadVehInfo(v->engine_type)->sfx;
598 if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) {
599 s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
601 SndPlayVehicleFx(s, v);
605 struct RoadVehFindData {
606 int x;
607 int y;
608 const Vehicle *veh;
609 Vehicle *best;
610 uint best_diff;
611 Direction dir;
614 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
616 static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
617 static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
619 RoadVehFindData *rvf = (RoadVehFindData*)data;
621 short x_diff = v->x_pos - rvf->x;
622 short y_diff = v->y_pos - rvf->y;
624 if (v->type == VEH_ROAD &&
625 !v->IsInDepot() &&
626 abs(v->z_pos - rvf->veh->z_pos) < 6 &&
627 v->direction == rvf->dir &&
628 rvf->veh->First() != v->First() &&
629 (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
630 (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
631 (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
632 (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
633 uint diff = abs(x_diff) + abs(y_diff);
635 if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
636 rvf->best = v;
637 rvf->best_diff = diff;
641 return nullptr;
644 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
646 RoadVehFindData rvf;
647 RoadVehicle *front = v->First();
649 if (front->reverse_ctr != 0) return nullptr;
651 rvf.x = x;
652 rvf.y = y;
653 rvf.dir = dir;
654 rvf.veh = v;
655 rvf.best_diff = UINT_MAX;
657 if (front->state == RVSB_WORMHOLE) {
658 FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
659 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
660 } else {
661 FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
664 /* This code protects a roadvehicle from being blocked for ever
665 * If more than 1480 / 74 days a road vehicle is blocked, it will
666 * drive just through it. The ultimate backup-code of TTD.
667 * It can be disabled. */
668 if (rvf.best_diff == UINT_MAX) {
669 front->blocked_ctr = 0;
670 return nullptr;
673 if (update_blocked_ctr && ++front->blocked_ctr > 1480) return nullptr;
675 return RoadVehicle::From(rvf.best);
679 * A road vehicle arrives at a station. If it is the first time, create a news item.
680 * @param v Road vehicle that arrived.
681 * @param st Station where the road vehicle arrived.
683 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
685 if (v->IsBus()) {
686 /* Check if station was ever visited before */
687 if (!(st->had_vehicle_of_type & HVOT_BUS)) {
688 st->had_vehicle_of_type |= HVOT_BUS;
689 SetDParam(0, st->index);
690 AddVehicleNewsItem(
691 RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
692 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
693 v->index,
694 st->index
696 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
697 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
699 } else {
700 /* Check if station was ever visited before */
701 if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
702 st->had_vehicle_of_type |= HVOT_TRUCK;
703 SetDParam(0, st->index);
704 AddVehicleNewsItem(
705 RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
706 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
707 v->index,
708 st->index
710 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
711 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
717 * This function looks at the vehicle and updates its speed (cur_speed
718 * and subspeed) variables. Furthermore, it returns the distance that
719 * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
720 * the distance to drive before moving a step on the map.
721 * @return distance to drive.
723 int RoadVehicle::UpdateSpeed()
725 switch (_settings_game.vehicle.roadveh_acceleration_model) {
726 default: NOT_REACHED();
727 case AM_ORIGINAL:
728 return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
730 case AM_REALISTIC:
731 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
735 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
737 static const Direction _roadveh_new_dir[] = {
738 DIR_N , DIR_NW, DIR_W , INVALID_DIR,
739 DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
740 DIR_E , DIR_SE, DIR_S
743 x = x - v->x_pos + 1;
744 y = y - v->y_pos + 1;
746 if ((uint)x > 2 || (uint)y > 2) return v->direction;
747 return _roadveh_new_dir[y * 4 + x];
750 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
752 Direction new_dir = RoadVehGetNewDirection(v, x, y);
753 Direction old_dir = v->direction;
754 DirDiff delta;
756 if (new_dir == old_dir) return old_dir;
757 delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
758 return ChangeDir(old_dir, delta);
761 struct OvertakeData {
762 const RoadVehicle *u;
763 const RoadVehicle *v;
764 TileIndex tile;
765 Trackdir trackdir;
768 static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
770 const OvertakeData *od = (OvertakeData*)data;
772 return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) ? v : nullptr;
776 * Check if overtaking is possible on a piece of track
778 * @param od Information about the tile and the involved vehicles
779 * @return true if we have to abort overtaking
781 static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
783 if (!HasTileAnyRoadType(od->tile, od->v->compatible_roadtypes)) return true;
784 TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, GetRoadTramType(od->v->roadtype));
785 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
786 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
787 TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
789 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
790 if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
792 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
793 return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
796 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
798 OvertakeData od;
800 od.v = v;
801 od.u = u;
803 /* Trams can't overtake other trams */
804 if (RoadTypeIsTram(v->roadtype)) return;
806 /* Don't overtake in stations */
807 if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
809 /* For now, articulated road vehicles can't overtake anything. */
810 if (v->HasArticulatedPart()) return;
812 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
813 if (v->direction != u->direction || !(v->direction & 1)) return;
815 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
816 if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
818 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
819 * accelerating, take the maximum speed for the comparison, else the current speed.
820 * Original acceleration always accelerates, so always use the maximum speed. */
821 int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
822 if (u_speed >= v->GetCurrentMaxSpeed() &&
823 !(u->vehstatus & VS_STOPPED) &&
824 u->cur_speed != 0) {
825 return;
828 od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
830 /* Are the current and the next tile suitable for overtaking?
831 * - Does the track continue along od.trackdir
832 * - No junctions
833 * - No barred levelcrossing
834 * - No other vehicles in the way
836 od.tile = v->tile;
837 if (CheckRoadBlockedForOvertaking(&od)) return;
839 od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
840 if (CheckRoadBlockedForOvertaking(&od)) return;
842 /* When the vehicle in front of us is stopped we may only take
843 * half the time to pass it than when the vehicle is moving. */
844 v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
845 v->overtaking = RVSB_DRIVE_SIDE;
848 static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
850 if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
852 if (old_z < v->z_pos) {
853 v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
854 } else {
855 uint16 spd = v->cur_speed + 2;
856 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
860 static int PickRandomBit(uint bits)
862 uint i;
863 uint num = RandomRange(CountBits(bits));
865 for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
866 return i;
870 * Returns direction to for a road vehicle to take or
871 * INVALID_TRACKDIR if the direction is currently blocked
872 * @param v the Vehicle to do the pathfinding for
873 * @param tile the where to start the pathfinding
874 * @param enterdir the direction the vehicle enters the tile from
875 * @return the Trackdir to take
877 static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
879 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
881 TileIndex desttile;
882 Trackdir best_track;
883 bool path_found = true;
885 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, GetRoadTramType(v->roadtype));
886 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
887 TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
889 if (IsTileType(tile, MP_ROAD)) {
890 if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir)) {
891 /* Road depot owned by another company or with the wrong orientation */
892 trackdirs = TRACKDIR_BIT_NONE;
894 } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
895 /* Standard road stop (drive-through stops are treated as normal road) */
897 if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
898 /* different station owner or wrong orientation or the vehicle has articulated parts */
899 trackdirs = TRACKDIR_BIT_NONE;
900 } else {
901 /* Our station */
902 RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
904 if (GetRoadStopType(tile) != rstype) {
905 /* Wrong station type */
906 trackdirs = TRACKDIR_BIT_NONE;
907 } else {
908 /* Proper station type, check if there is free loading bay */
909 if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
910 !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
911 /* Station is full and RV queuing is off */
912 trackdirs = TRACKDIR_BIT_NONE;
917 /* The above lookups should be moved to GetTileTrackStatus in the
918 * future, but that requires more changes to the pathfinder and other
919 * stuff, probably even more arguments to GTTS.
922 /* Remove tracks unreachable from the enter dir */
923 trackdirs &= DiagdirReachesTrackdirs(enterdir);
924 if (trackdirs == TRACKDIR_BIT_NONE) {
925 /* If vehicle expected a path, it no longer exists, so invalidate it. */
926 if (!v->path.empty()) v->path.clear();
927 /* No reachable tracks, so we'll reverse */
928 return_track(_road_reverse_table[enterdir]);
931 if (v->reverse_ctr != 0) {
932 bool reverse = true;
933 if (RoadTypeIsTram(v->roadtype)) {
934 /* Trams may only reverse on a tile if it contains at least the straight
935 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
936 RoadBits rb = GetAnyRoadBits(tile, RTT_TRAM);
937 RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
938 reverse = ((rb & straight) == straight) ||
939 (rb == DiagDirToRoadBits(enterdir));
941 if (reverse) {
942 v->reverse_ctr = 0;
943 if (v->tile != tile) {
944 return_track(_road_reverse_table[enterdir]);
949 desttile = v->dest_tile;
950 if (desttile == 0) {
951 /* We've got no destination, pick a random track */
952 return_track(PickRandomBit(trackdirs));
955 /* Only one track to choose between? */
956 if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
957 if (!v->path.empty() && v->path.tile.front() == tile) {
958 /* Vehicle expected a choice here, invalidate its path. */
959 v->path.clear();
961 return_track(FindFirstBit2x64(trackdirs));
964 /* Attempt to follow cached path. */
965 if (!v->path.empty()) {
966 if (v->path.tile.front() != tile) {
967 /* Vehicle didn't expect a choice here, invalidate its path. */
968 v->path.clear();
969 } else {
970 Trackdir trackdir = v->path.td.front();
972 if (HasBit(trackdirs, trackdir)) {
973 v->path.td.pop_front();
974 v->path.tile.pop_front();
975 return_track(trackdir);
978 /* Vehicle expected a choice which is no longer available. */
979 v->path.clear();
983 switch (_settings_game.pf.pathfinder_for_roadvehs) {
984 case VPF_NPF: best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, path_found); break;
985 case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found, v->path); break;
987 default: NOT_REACHED();
989 v->HandlePathfindingResult(path_found);
991 found_best_track:;
993 if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
995 return best_track;
998 struct RoadDriveEntry {
999 byte x, y;
1002 #include "table/roadveh_movement.h"
1004 static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
1006 /* Don't leave unless v and following wagons are in the depot. */
1007 for (const RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1008 if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
1011 DiagDirection dir = GetRoadDepotDirection(v->tile);
1012 v->direction = DiagDirToDir(dir);
1014 Trackdir tdir = DiagDirToDiagTrackdir(dir);
1015 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
1017 int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
1018 int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
1020 if (first) {
1021 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1022 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
1023 VehicleEnterDepot(v);
1024 return true;
1027 if (RoadVehFindCloseTo(v, x, y, v->direction, false) != nullptr) return true;
1029 VehicleServiceInDepot(v);
1031 StartRoadVehSound(v);
1033 /* Vehicle is about to leave a depot */
1034 v->cur_speed = 0;
1037 v->vehstatus &= ~VS_HIDDEN;
1038 v->state = tdir;
1039 v->frame = RVC_DEPOT_START_FRAME;
1041 v->x_pos = x;
1042 v->y_pos = y;
1043 v->UpdatePosition();
1044 v->UpdateInclination(true, true);
1046 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1048 return true;
1051 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
1053 if (prev->tile == v->tile && !already_reversed) {
1054 /* If the previous vehicle is on the same tile as this vehicle is
1055 * then it must have reversed. */
1056 return _road_reverse_table[entry_dir];
1059 byte prev_state = prev->state;
1060 Trackdir dir;
1062 if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
1063 DiagDirection diag_dir = INVALID_DIAGDIR;
1065 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1066 diag_dir = GetTunnelBridgeDirection(tile);
1067 } else if (IsRoadDepotTile(tile)) {
1068 diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
1071 if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
1072 dir = DiagDirToDiagTrackdir(diag_dir);
1073 } else {
1074 if (already_reversed && prev->tile != tile) {
1076 * The vehicle has reversed, but did not go straight back.
1077 * It immediately turn onto another tile. This means that
1078 * the roadstate of the previous vehicle cannot be used
1079 * as the direction we have to go with this vehicle.
1081 * Next table is build in the following way:
1082 * - first row for when the vehicle in front went to the northern or
1083 * western tile, second for southern and eastern.
1084 * - columns represent the entry direction.
1085 * - cell values are determined by the Trackdir one has to take from
1086 * the entry dir (column) to the tile in north or south by only
1087 * going over the trackdirs used for turning 90 degrees, i.e.
1088 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1090 static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
1091 { TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N, TRACKDIR_UPPER_E },
1092 { TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S }};
1093 dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
1094 } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1095 dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1096 } else if (prev_state < TRACKDIR_END) {
1097 dir = (Trackdir)prev_state;
1098 } else {
1099 return INVALID_TRACKDIR;
1103 /* Do some sanity checking. */
1104 static const RoadBits required_roadbits[] = {
1105 ROAD_X, ROAD_Y, ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
1106 ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X, ROAD_Y
1108 RoadBits required = required_roadbits[dir & 0x07];
1110 if ((required & GetAnyRoadBits(tile, GetRoadTramType(v->roadtype), true)) == ROAD_NONE) {
1111 dir = INVALID_TRACKDIR;
1114 return dir;
1118 * Can a tram track build without destruction on the given tile?
1119 * @param c the company that would be building the tram tracks
1120 * @param t the tile to build on.
1121 * @param rt the tram type to build.
1122 * @param r the road bits needed.
1123 * @return true when a track track can be build on 't'
1125 static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadType rt, RoadBits r)
1127 /* The 'current' company is not necessarily the owner of the vehicle. */
1128 Backup<CompanyID> cur_company(_current_company, c, FILE_LINE);
1130 CommandCost ret = DoCommand(t, rt << 4 | r, 0, DC_NO_WATER, CMD_BUILD_ROAD);
1132 cur_company.Restore();
1133 return ret.Succeeded();
1136 bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1138 if (v->overtaking != 0) {
1139 if (IsTileType(v->tile, MP_STATION)) {
1140 /* Force us to be not overtaking! */
1141 v->overtaking = 0;
1142 } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1143 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1144 * if the vehicle started a corner. To protect that, only allow an abort of
1145 * overtake if we are on straight roads */
1146 if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
1147 v->overtaking = 0;
1152 /* If this vehicle is in a depot and we've reached this point it must be
1153 * one of the articulated parts. It will stay in the depot until activated
1154 * by the previous vehicle in the chain when it gets to the right place. */
1155 if (v->IsInDepot()) return true;
1157 if (v->state == RVSB_WORMHOLE) {
1158 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1159 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
1161 if (v->IsFrontEngine()) {
1162 const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1163 if (u != nullptr) {
1164 v->cur_speed = u->First()->cur_speed;
1165 return false;
1169 if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
1170 /* Vehicle has just entered a bridge or tunnel */
1171 v->x_pos = gp.x;
1172 v->y_pos = gp.y;
1173 v->UpdatePosition();
1174 v->UpdateInclination(true, true);
1175 return true;
1178 v->x_pos = gp.x;
1179 v->y_pos = gp.y;
1180 v->UpdatePosition();
1181 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
1182 return true;
1185 /* Get move position data for next frame.
1186 * For a drive-through road stop use 'straight road' move data.
1187 * In this case v->state is masked to give the road stop entry direction. */
1188 RoadDriveEntry rd = _road_drive_data[GetRoadTramType(v->roadtype)][(
1189 (HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) +
1190 (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
1192 if (rd.x & RDE_NEXT_TILE) {
1193 TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
1194 Trackdir dir;
1196 if (v->IsFrontEngine()) {
1197 /* If this is the front engine, look for the right path. */
1198 if (HasTileAnyRoadType(tile, v->compatible_roadtypes)) {
1199 dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
1200 } else {
1201 dir = _road_reverse_table[(DiagDirection)(rd.x & 3)];
1203 } else {
1204 dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
1207 if (dir == INVALID_TRACKDIR) {
1208 if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
1209 v->cur_speed = 0;
1210 return false;
1213 again:
1214 uint start_frame = RVC_DEFAULT_START_FRAME;
1215 if (IsReversingRoadTrackdir(dir)) {
1216 /* When turning around we can't be overtaking. */
1217 v->overtaking = 0;
1219 /* Turning around */
1220 if (RoadTypeIsTram(v->roadtype)) {
1221 /* Determine the road bits the tram needs to be able to turn around
1222 * using the 'big' corner loop. */
1223 RoadBits needed;
1224 switch (dir) {
1225 default: NOT_REACHED();
1226 case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
1227 case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
1228 case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
1229 case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
1231 if ((v->Previous() != nullptr && v->Previous()->tile == tile) ||
1232 (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1233 HasTileAnyRoadType(tile, v->compatible_roadtypes) &&
1234 (needed & GetRoadBits(tile, RTT_TRAM)) != ROAD_NONE)) {
1236 * Taking the 'big' corner for trams only happens when:
1237 * - The previous vehicle in this (articulated) tram chain is
1238 * already on the 'next' tile, we just follow them regardless of
1239 * anything. When it is NOT on the 'next' tile, the tram started
1240 * doing a reversing turn when the piece of tram track on the next
1241 * tile did not exist yet. Do not use the big tram loop as that is
1242 * going to cause the tram to split up.
1243 * - Or the front of the tram can drive over the next tile.
1245 } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, v->roadtype, needed) || ((~needed & GetAnyRoadBits(v->tile, RTT_TRAM, false)) == ROAD_NONE)) {
1247 * Taking the 'small' corner for trams only happens when:
1248 * - We are not the from vehicle of an articulated tram.
1249 * - Or when the company cannot build on the next tile.
1251 * The 'small' corner means that the vehicle is on the end of a
1252 * tram track and needs to start turning there. To do this properly
1253 * the tram needs to start at an offset in the tram turning 'code'
1254 * for 'big' corners. It furthermore does not go to the next tile,
1255 * so that needs to be fixed too.
1257 tile = v->tile;
1258 start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
1259 } else {
1260 /* The company can build on the next tile, so wait till (s)he does. */
1261 v->cur_speed = 0;
1262 return false;
1264 } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
1265 v->cur_speed = 0;
1266 return false;
1267 } else {
1268 tile = v->tile;
1272 /* Get position data for first frame on the new tile */
1273 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
1275 int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1276 int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1278 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1279 if (v->IsFrontEngine()) {
1280 Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1281 if (u != nullptr) {
1282 v->cur_speed = u->First()->cur_speed;
1283 return false;
1287 uint32 r = VehicleEnterTile(v, tile, x, y);
1288 if (HasBit(r, VETS_CANNOT_ENTER)) {
1289 if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
1290 v->cur_speed = 0;
1291 return false;
1293 /* Try an about turn to re-enter the previous tile */
1294 dir = _road_reverse_table[rd.x & 3];
1295 goto again;
1298 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
1299 if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1300 /* New direction is trying to turn vehicle around.
1301 * We can't turn at the exit of a road stop so wait.*/
1302 v->cur_speed = 0;
1303 return false;
1306 /* If we are a drive through road stop and the next tile is of
1307 * the same road stop and the next tile isn't this one (i.e. we
1308 * are not reversing), then keep the reservation and state.
1309 * This way we will not be shortly unregister from the road
1310 * stop. It also makes it possible to load when on the edge of
1311 * two road stops; otherwise you could get vehicles that should
1312 * be loading but are not actually loading. */
1313 if (IsDriveThroughStopTile(v->tile) &&
1314 RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
1315 v->tile != tile) {
1316 /* So, keep 'our' state */
1317 dir = (Trackdir)v->state;
1318 } else if (IsRoadStop(v->tile)) {
1319 /* We're not continuing our drive through road stop, so leave. */
1320 RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
1324 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
1325 TileIndex old_tile = v->tile;
1327 v->tile = tile;
1328 v->state = (byte)dir;
1329 v->frame = start_frame;
1330 RoadTramType rtt = GetRoadTramType(v->roadtype);
1331 if (GetRoadType(old_tile, rtt) != GetRoadType(tile, rtt)) {
1332 if (v->IsFrontEngine()) {
1333 RoadVehUpdateCache(v);
1335 v->First()->CargoChanged();
1338 if (new_dir != v->direction) {
1339 v->direction = new_dir;
1340 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1342 v->x_pos = x;
1343 v->y_pos = y;
1344 v->UpdatePosition();
1345 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1346 return true;
1349 if (rd.x & RDE_TURNED) {
1350 /* Vehicle has finished turning around, it will now head back onto the same tile */
1351 Trackdir dir;
1352 uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
1354 if (RoadTypeIsTram(v->roadtype) && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, RTT_TRAM, true))) {
1356 * The tram is turning around with one tram 'roadbit'. This means that
1357 * it is using the 'big' corner 'drive data'. However, to support the
1358 * trams to take a small corner, there is a 'turned' marker in the middle
1359 * of the turning 'drive data'. When the tram took the long corner, we
1360 * will still use the 'big' corner drive data, but we advance it one
1361 * frame. We furthermore set the driving direction so the turning is
1362 * going to be properly shown.
1364 turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
1365 switch (rd.x & 0x3) {
1366 default: NOT_REACHED();
1367 case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
1368 case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
1369 case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
1370 case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
1372 } else {
1373 if (v->IsFrontEngine()) {
1374 /* If this is the front engine, look for the right path. */
1375 dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
1376 } else {
1377 dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
1381 if (dir == INVALID_TRACKDIR) {
1382 v->cur_speed = 0;
1383 return false;
1386 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
1388 int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
1389 int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
1391 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1392 if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != nullptr) {
1393 /* We are blocked. */
1394 v->cur_speed = 0;
1395 if (!v->path.empty()) {
1396 /* Prevent pathfinding rerun as we already know where we are heading to. */
1397 v->path.tile.push_front(v->tile);
1398 v->path.td.push_front(dir);
1400 return false;
1403 uint32 r = VehicleEnterTile(v, v->tile, x, y);
1404 if (HasBit(r, VETS_CANNOT_ENTER)) {
1405 v->cur_speed = 0;
1406 return false;
1409 v->state = dir;
1410 v->frame = turn_around_start_frame;
1412 if (new_dir != v->direction) {
1413 v->direction = new_dir;
1414 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1417 v->x_pos = x;
1418 v->y_pos = y;
1419 v->UpdatePosition();
1420 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1421 return true;
1424 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1425 * it's on a depot tile, check if it's time to activate the next vehicle in
1426 * the chain yet. */
1427 if (v->Next() != nullptr && IsRoadDepotTile(v->tile)) {
1428 if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1429 RoadVehLeaveDepot(v->Next(), false);
1433 /* Calculate new position for the vehicle */
1434 int x = (v->x_pos & ~15) + (rd.x & 15);
1435 int y = (v->y_pos & ~15) + (rd.y & 15);
1437 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1439 if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1440 /* Vehicle is not in a road stop.
1441 * Check for another vehicle to overtake */
1442 RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1444 if (u != nullptr) {
1445 u = u->First();
1446 /* There is a vehicle in front overtake it if possible */
1447 if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1448 if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1450 /* In case an RV is stopped in a road stop, why not try to load? */
1451 if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1452 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1453 v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1454 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
1455 Station *st = Station::GetByTile(v->tile);
1456 v->last_station_visited = st->index;
1457 RoadVehArrivesAt(v, st);
1458 v->BeginLoading();
1460 return false;
1464 Direction old_dir = v->direction;
1465 if (new_dir != old_dir) {
1466 v->direction = new_dir;
1467 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1469 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1470 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1471 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1472 * The short (inner) curve has 8 frames, this elongates it to 10. */
1473 v->UpdateInclination(false, true);
1474 return true;
1477 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1478 * if the vehicle is in a drive-through road stop and this is the destination station
1479 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1480 * (the station test and stop type test ensure that other vehicles, using the road stop as
1481 * a through route, do not stop) */
1482 if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
1483 _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
1484 (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1485 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1486 v->owner == GetTileOwner(v->tile) &&
1487 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
1488 v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1490 RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
1491 Station *st = Station::GetByTile(v->tile);
1493 /* Vehicle is at the stop position (at a bay) in a road stop.
1494 * Note, if vehicle is loading/unloading it has already been handled,
1495 * so if we get here the vehicle has just arrived or is just ready to leave. */
1496 if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1497 /* Vehicle has arrived at a bay in a road stop */
1499 if (IsDriveThroughStopTile(v->tile)) {
1500 TileIndex next_tile = TileAddByDir(v->tile, v->direction);
1502 /* Check if next inline bay is free and has compatible road. */
1503 if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && HasTileAnyRoadType(next_tile, v->compatible_roadtypes)) {
1504 v->frame++;
1505 v->x_pos = x;
1506 v->y_pos = y;
1507 v->UpdatePosition();
1508 RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1509 return true;
1513 rs->SetEntranceBusy(false);
1514 SetBit(v->state, RVS_ENTERED_STOP);
1516 v->last_station_visited = st->index;
1518 if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1519 RoadVehArrivesAt(v, st);
1520 v->BeginLoading();
1521 return false;
1523 } else {
1524 /* Vehicle is ready to leave a bay in a road stop */
1525 if (rs->IsEntranceBusy()) {
1526 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1527 v->cur_speed = 0;
1528 return false;
1530 if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1533 if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1535 StartRoadVehSound(v);
1536 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1539 /* Check tile position conditions - i.e. stop position in depot,
1540 * entry onto bridge or into tunnel */
1541 uint32 r = VehicleEnterTile(v, v->tile, x, y);
1542 if (HasBit(r, VETS_CANNOT_ENTER)) {
1543 v->cur_speed = 0;
1544 return false;
1547 if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1548 v->current_order.Free();
1551 /* Move to next frame unless vehicle arrived at a stop position
1552 * in a depot or entered a tunnel/bridge */
1553 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
1554 v->x_pos = x;
1555 v->y_pos = y;
1556 v->UpdatePosition();
1557 RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1558 return true;
1561 static bool RoadVehController(RoadVehicle *v)
1563 /* decrease counters */
1564 v->current_order_time++;
1565 if (v->reverse_ctr != 0) v->reverse_ctr--;
1567 /* handle crashed */
1568 if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
1569 return RoadVehIsCrashed(v);
1572 /* road vehicle has broken down? */
1573 if (v->HandleBreakdown()) return true;
1574 if (v->vehstatus & VS_STOPPED) return true;
1576 ProcessOrders(v);
1577 v->HandleLoading();
1579 if (v->current_order.IsType(OT_LOADING)) return true;
1581 if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
1583 v->ShowVisualEffect();
1585 /* Check how far the vehicle needs to proceed */
1586 int j = v->UpdateSpeed();
1588 int adv_spd = v->GetAdvanceDistance();
1589 bool blocked = false;
1590 while (j >= adv_spd) {
1591 j -= adv_spd;
1593 RoadVehicle *u = v;
1594 for (RoadVehicle *prev = nullptr; u != nullptr; prev = u, u = u->Next()) {
1595 if (!IndividualRoadVehicleController(u, prev)) {
1596 blocked = true;
1597 break;
1600 if (blocked) break;
1602 /* Determine distance to next map position */
1603 adv_spd = v->GetAdvanceDistance();
1605 /* Test for a collision, but only if another movement will occur. */
1606 if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1609 v->SetLastSpeed();
1611 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1612 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
1614 u->UpdateViewport(false, false);
1617 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1618 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1619 * on next tick to discover whether it is still blocked. */
1620 if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1622 return true;
1625 Money RoadVehicle::GetRunningCost() const
1627 const Engine *e = this->GetEngine();
1628 if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
1630 uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
1631 if (cost_factor == 0) return 0;
1633 return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
1636 bool RoadVehicle::Tick()
1638 PerformanceAccumulator framerate(PFE_GL_ROADVEHS);
1640 this->tick_counter++;
1642 if (this->IsFrontEngine()) {
1643 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
1644 return RoadVehController(this);
1647 return true;
1650 void RoadVehicle::SetDestTile(TileIndex tile)
1652 if (tile == this->dest_tile) return;
1653 this->path.clear();
1654 this->dest_tile = tile;
1657 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1659 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1660 if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1661 if (v->IsChainInDepot()) {
1662 VehicleServiceInDepot(v);
1663 return;
1666 uint max_penalty;
1667 switch (_settings_game.pf.pathfinder_for_roadvehs) {
1668 case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
1669 case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
1670 default: NOT_REACHED();
1673 FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
1674 /* Only go to the depot if it is not too far out of our way. */
1675 if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
1676 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1677 /* If we were already heading for a depot but it has
1678 * suddenly moved farther away, we continue our normal
1679 * schedule? */
1680 v->current_order.MakeDummy();
1681 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1683 return;
1686 DepotID depot = GetDepotIndex(rfdd.tile);
1688 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1689 v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
1690 !Chance16(1, 20)) {
1691 return;
1694 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
1695 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
1696 v->SetDestTile(rfdd.tile);
1697 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1700 void RoadVehicle::OnNewDay()
1702 AgeVehicle(this);
1704 if (!this->IsFrontEngine()) return;
1706 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1707 if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1709 CheckIfRoadVehNeedsService(this);
1711 CheckOrders(this);
1713 if (this->running_ticks == 0) return;
1715 CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
1717 this->profit_this_year -= cost.GetCost();
1718 this->running_ticks = 0;
1720 SubtractMoneyFromCompanyFract(this->owner, cost);
1722 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
1723 SetWindowClassesDirty(WC_ROADVEH_LIST);
1726 Trackdir RoadVehicle::GetVehicleTrackdir() const
1728 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
1730 if (this->IsInDepot()) {
1731 /* We'll assume the road vehicle is facing outwards */
1732 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
1735 if (IsStandardRoadStopTile(this->tile)) {
1736 /* We'll assume the road vehicle is facing outwards */
1737 return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
1740 /* Drive through road stops / wormholes (tunnels) */
1741 if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
1743 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1744 * otherwise transform it into a valid track direction */
1745 return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);