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/>.
8 /** @file roadveh_cmd.cpp Handling of road vehicles. */
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"
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"
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,
63 static_assert(lengthof(_roadveh_images
) == lengthof(_roadveh_full_adder
));
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
76 * Check whether a roadvehicle is a bus
79 bool RoadVehicle::IsBus() const
81 assert(this->IsFrontEngine());
82 return IsCargoInClass(this->cargo_type
, CC_PASSENGERS
);
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;
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
];
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
);
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
);
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
);
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
;
203 length
-= Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
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();
271 v
->direction
= DiagDirToDir(GetRoadDepotDirection(tile
));
272 v
->owner
= _current_company
;
275 int x
= TileX(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
276 int y
= TileY(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
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
;
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();
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
);
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();
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
);
361 * Turn a roadvehicle around.
363 * @param flags operation to perform
364 * @param p1 vehicle ID to turn
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
||
385 v
->current_order
.IsType(OT_LOADING
)) {
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
;
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;
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();
471 for (; v
->Next() != nullptr; v
= v
->Next()) u
= v
;
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
);
481 static void RoadVehSetRandomDirection(RoadVehicle
*v
)
483 static const DirDiff delta
[] = {
484 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
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
)
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
);
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()) {
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
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
));
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
)) {
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();
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
{
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
&&
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
)) {
637 rvf
->best_diff
= diff
;
644 static RoadVehicle
*RoadVehFindCloseTo(RoadVehicle
*v
, int x
, int y
, Direction dir
, bool update_blocked_ctr
= true)
647 RoadVehicle
*front
= v
->First();
649 if (front
->reverse_ctr
!= 0) return nullptr;
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
);
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;
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
)
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
);
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
,
696 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
697 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
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
);
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
,
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();
728 return this->DoUpdateSpeed(this->overtaking
!= 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
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
;
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
;
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
)
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
) &&
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
833 * - No barred levelcrossing
834 * - No other vehicles in the way
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%
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
)
863 uint num
= RandomRange(CountBits(bits
));
865 for (i
= 0; !(bits
& 1) || (int)--num
>= 0; bits
>>= 1, 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; }
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
;
902 RoadStopType rstype
= v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
;
904 if (GetRoadStopType(tile
) != rstype
) {
905 /* Wrong station type */
906 trackdirs
= TRACKDIR_BIT_NONE
;
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) {
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
));
943 if (v
->tile
!= tile
) {
944 return_track(_road_reverse_table
[enterdir
]);
949 desttile
= v
->dest_tile
;
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. */
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. */
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. */
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
);
993 if (HasBit(red_signals
, best_track
)) return INVALID_TRACKDIR
;
998 struct RoadDriveEntry
{
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);
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
);
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 */
1037 v
->vehstatus
&= ~VS_HIDDEN
;
1039 v
->frame
= RVC_DEPOT_START_FRAME
;
1043 v
->UpdatePosition();
1044 v
->UpdateInclination(true, true);
1046 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
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
;
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
);
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
;
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
;
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! */
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
)) {
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
);
1164 v
->cur_speed
= u
->First()->cur_speed
;
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 */
1173 v
->UpdatePosition();
1174 v
->UpdateInclination(true, true);
1180 v
->UpdatePosition();
1181 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(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));
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));
1201 dir
= _road_reverse_table
[(DiagDirection
)(rd
.x
& 3)];
1204 dir
= FollowPreviousRoadVehicle(v
, prev
, tile
, (DiagDirection
)(rd
.x
& 3), false);
1207 if (dir
== INVALID_TRACKDIR
) {
1208 if (!v
->IsFrontEngine()) error("Disconnecting road vehicle.");
1214 uint start_frame
= RVC_DEFAULT_START_FRAME
;
1215 if (IsReversingRoadTrackdir(dir
)) {
1216 /* When turning around we can't be overtaking. */
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. */
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.
1258 start_frame
= RVC_TURN_AROUND_START_FRAME_SHORT_TRAM
;
1260 /* The company can build on the next tile, so wait till (s)he does. */
1264 } else if (IsNormalRoadTile(v
->tile
) && GetDisallowedRoadDirections(v
->tile
) != DRD_NONE
) {
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
);
1282 v
->cur_speed
= u
->First()->cur_speed
;
1287 uint32 r
= VehicleEnterTile(v
, tile
, x
, y
);
1288 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1289 if (!IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1293 /* Try an about turn to re-enter the previous tile */
1294 dir
= _road_reverse_table
[rd
.x
& 3];
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.*/
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
) &&
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
;
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;
1344 v
->UpdatePosition();
1345 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, true));
1349 if (rd
.x
& RDE_TURNED
) {
1350 /* Vehicle has finished turning around, it will now head back onto the same tile */
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;
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));
1377 dir
= FollowPreviousRoadVehicle(v
, prev
, v
->tile
, (DiagDirection
)(rd
.x
& 3), true);
1381 if (dir
== INVALID_TRACKDIR
) {
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. */
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
);
1403 uint32 r
= VehicleEnterTile(v
, v
->tile
, x
, y
);
1404 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
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;
1419 v
->UpdatePosition();
1420 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, 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
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
);
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
);
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);
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
)) {
1507 v
->UpdatePosition();
1508 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, false));
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
);
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 */
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
)) {
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
++;
1556 v
->UpdatePosition();
1557 RoadZPosAffectSpeed(v
, v
->UpdateInclination(false, 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;
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
) {
1594 for (RoadVehicle
*prev
= nullptr; u
!= nullptr; prev
= u
, u
= u
->Next()) {
1595 if (!IndividualRoadVehicleController(u
, prev
)) {
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;
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
;
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);
1650 void RoadVehicle::SetDestTile(TileIndex tile
)
1652 if (tile
== this->dest_tile
) return;
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
);
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
1680 v
->current_order
.MakeDummy();
1681 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
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
&&
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()
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);
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
);