4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file roadveh_cmd.cpp Handling of road vehicles. */
14 #include "command_func.h"
15 #include "news_func.h"
16 #include "pathfinder/npf/npf_func.h"
17 #include "station_base.h"
18 #include "company_func.h"
19 #include "articulated_vehicles.h"
20 #include "newgrf_sound.h"
21 #include "pathfinder/yapf/yapf.h"
22 #include "strings_func.h"
23 #include "tunnelbridge_map.h"
24 #include "date_func.h"
25 #include "vehicle_func.h"
26 #include "sound_func.h"
28 #include "game/game.hpp"
29 #include "depot_map.h"
30 #include "effectvehicle_func.h"
31 #include "roadstop_base.h"
32 #include "spritecache.h"
33 #include "core/random_func.hpp"
34 #include "company_base.h"
35 #include "core/backup_type.hpp"
37 #include "zoom_func.h"
39 #include "table/strings.h"
41 #include "safeguards.h"
43 static const uint16 _roadveh_images
[] = {
44 0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
45 0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
46 0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
47 0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
48 0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
49 0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
50 0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
51 0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
54 static const uint16 _roadveh_full_adder
[] = {
55 0, 88, 0, 0, 0, 0, 48, 48,
56 48, 48, 0, 0, 64, 64, 0, 16,
57 16, 0, 88, 0, 0, 0, 0, 48,
58 48, 48, 48, 0, 0, 64, 64, 0,
59 16, 16, 0, 88, 0, 0, 0, 0,
60 48, 48, 48, 48, 0, 0, 64, 64,
61 0, 16, 16, 0, 8, 8, 8, 8,
64 assert_compile(lengthof(_roadveh_images
) == lengthof(_roadveh_full_adder
));
67 bool IsValidImageIndex
<VEH_ROAD
>(uint8 image_index
)
69 return image_index
< lengthof(_roadveh_images
);
72 static const Trackdir _road_reverse_table
[DIAGDIR_END
] = {
73 TRACKDIR_RVREV_NE
, TRACKDIR_RVREV_SE
, TRACKDIR_RVREV_SW
, TRACKDIR_RVREV_NW
77 * Check whether a roadvehicle is a bus
80 bool RoadVehicle::IsBus() const
82 assert(this->IsFrontEngine());
83 return IsCargoInClass(this->cargo_type
, CC_PASSENGERS
);
87 * Get the width of a road vehicle image in the GUI.
88 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
89 * @return Width in pixels
91 int RoadVehicle::GetDisplayImageWidth(Point
*offset
) const
93 int reference_width
= ROADVEHINFO_DEFAULT_VEHICLE_WIDTH
;
96 offset
->x
= ScaleGUITrad(reference_width
) / 2;
99 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
102 static void GetRoadVehIcon(EngineID engine
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
104 const Engine
*e
= Engine::Get(engine
);
105 uint8 spritenum
= e
->u
.road
.image_index
;
107 if (is_custom_sprite(spritenum
)) {
108 GetCustomVehicleIcon(engine
, DIR_W
, image_type
, result
);
109 if (result
->IsValid()) return;
111 spritenum
= e
->original_image_index
;
114 assert(IsValidImageIndex
<VEH_ROAD
>(spritenum
));
115 result
->Set(DIR_W
+ _roadveh_images
[spritenum
]);
118 void RoadVehicle::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
120 uint8 spritenum
= this->spritenum
;
122 if (is_custom_sprite(spritenum
)) {
123 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
124 if (result
->IsValid()) return;
126 spritenum
= this->GetEngine()->original_image_index
;
129 assert(IsValidImageIndex
<VEH_ROAD
>(spritenum
));
130 SpriteID sprite
= direction
+ _roadveh_images
[spritenum
];
132 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _roadveh_full_adder
[spritenum
];
138 * Draw a road vehicle engine.
139 * @param left Left edge to draw within.
140 * @param right Right edge to draw within.
141 * @param preferred_x Preferred position of the engine.
142 * @param y Vertical position of the engine.
143 * @param engine Engine to draw
144 * @param pal Palette to use.
146 void DrawRoadVehEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
148 VehicleSpriteSeq seq
;
149 GetRoadVehIcon(engine
, image_type
, &seq
);
151 Rect16 rect
= seq
.GetBounds();
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 Rect16 rect
= seq
.GetBounds();
175 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
176 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
177 xoffs
= UnScaleGUI(rect
.left
);
178 yoffs
= UnScaleGUI(rect
.top
);
182 * Get length of a road vehicle.
183 * @param v Road vehicle to query length.
184 * @return Length of the given road vehicle.
186 static uint
GetRoadVehLength(const RoadVehicle
*v
)
188 const Engine
*e
= v
->GetEngine();
189 uint length
= VEHICLE_LENGTH
;
191 uint16 veh_len
= CALLBACK_FAILED
;
192 if (e
->GetGRF() != NULL
&& e
->GetGRF()->grf_version
>= 8) {
193 /* Use callback 36 */
194 veh_len
= GetVehicleProperty(v
, PROP_ROADVEH_SHORTEN_FACTOR
, CALLBACK_FAILED
);
195 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) ErrorUnknownCallbackResult(e
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
197 /* Use callback 11 */
198 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, v
->engine_type
, v
);
200 if (veh_len
== CALLBACK_FAILED
) veh_len
= e
->u
.road
.shorten_factor
;
202 length
-= Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
209 * Update the cache of a road vehicle.
210 * @param v Road vehicle needing an update of its cache.
211 * @param same_length should length of vehicles stay the same?
212 * @pre \a v must be first road vehicle.
214 void RoadVehUpdateCache(RoadVehicle
*v
, bool same_length
)
216 assert(v
->type
== VEH_ROAD
);
217 assert(v
->IsFrontEngine());
219 v
->InvalidateNewGRFCacheOfChain();
221 v
->gcache
.cached_total_length
= 0;
223 for (RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
224 /* Check the v->first cache. */
225 assert(u
->First() == v
);
227 /* Update the 'first engine' */
228 u
->gcache
.first_engine
= (v
== u
) ? INVALID_ENGINE
: v
->engine_type
;
230 /* Update the length of the vehicle. */
231 uint veh_len
= GetRoadVehLength(u
);
232 /* Verify length hasn't changed. */
233 if (same_length
&& veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
235 u
->gcache
.cached_veh_length
= veh_len
;
236 v
->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
238 /* Update visual effect */
239 u
->UpdateVisualEffect();
241 /* Update cargo aging period. */
242 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_ROADVEH_CARGO_AGE_PERIOD
, EngInfo(u
->engine_type
)->cargo_age_period
);
245 uint max_speed
= GetVehicleProperty(v
, PROP_ROADVEH_SPEED
, 0);
246 v
->vcache
.cached_max_speed
= (max_speed
!= 0) ? max_speed
* 4 : RoadVehInfo(v
->engine_type
)->max_speed
;
250 * Build a road vehicle.
251 * @param tile tile of the depot where road vehicle is built.
252 * @param flags type of operation.
253 * @param e the engine to build.
254 * @param data unused.
255 * @param ret[out] the vehicle that has been built.
256 * @return the cost of this operation or an error.
258 CommandCost
CmdBuildRoadVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
260 if (HasTileRoadType(tile
, ROADTYPE_TRAM
) != HasBit(e
->info
.misc_flags
, EF_ROAD_TRAM
)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE
);
262 if (flags
& DC_EXEC
) {
263 const RoadVehicleInfo
*rvi
= &e
->u
.road
;
265 RoadVehicle
*v
= new RoadVehicle();
267 v
->direction
= DiagDirToDir(GetRoadDepotDirection(tile
));
268 v
->owner
= _current_company
;
271 int x
= TileX(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
272 int y
= TileY(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
275 v
->z_pos
= GetSlopePixelZ(x
, y
);
277 v
->state
= RVSB_IN_DEPOT
;
278 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
280 v
->spritenum
= rvi
->image_index
;
281 v
->cargo_type
= e
->GetDefaultCargoType();
282 v
->cargo_cap
= rvi
->capacity
;
285 v
->last_station_visited
= INVALID_STATION
;
286 v
->last_loading_station
= INVALID_STATION
;
287 v
->engine_type
= e
->index
;
288 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
290 v
->reliability
= e
->reliability
;
291 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
292 v
->max_age
= e
->GetLifeLengthInDays();
293 _new_vehicle_id
= v
->index
;
295 v
->SetServiceInterval(Company::Get(v
->owner
)->settings
.vehicle
.servint_roadveh
);
297 v
->date_of_last_service
= _date
;
298 v
->build_year
= _cur_year
;
300 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
301 v
->random_bits
= VehicleRandomBits();
304 v
->roadtype
= HasBit(e
->info
.misc_flags
, EF_ROAD_TRAM
) ? ROADTYPE_TRAM
: ROADTYPE_ROAD
;
305 v
->compatible_roadtypes
= RoadTypeToRoadTypes(v
->roadtype
);
306 v
->gcache
.cached_veh_length
= VEHICLE_LENGTH
;
308 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
309 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
311 AddArticulatedParts(v
);
312 v
->InvalidateNewGRFCacheOfChain();
314 /* Call various callbacks after the whole consist has been constructed */
315 for (RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
316 u
->cargo_cap
= u
->GetEngine()->DetermineCapacity(u
);
318 v
->InvalidateNewGRFCache();
319 u
->InvalidateNewGRFCache();
321 RoadVehUpdateCache(v
);
322 /* Initialize cached values for realistic acceleration. */
323 if (_settings_game
.vehicle
.roadveh_acceleration_model
!= AM_ORIGINAL
) v
->CargoChanged();
327 CheckConsistencyOfArticulatedVehicle(v
);
330 return CommandCost();
333 static FindDepotData
FindClosestRoadDepot(const RoadVehicle
*v
, int max_distance
)
335 if (IsRoadDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
337 switch (_settings_game
.pf
.pathfinder_for_roadvehs
) {
338 case VPF_NPF
: return NPFRoadVehicleFindNearestDepot(v
, max_distance
);
339 case VPF_YAPF
: return YapfRoadVehicleFindNearestDepot(v
, max_distance
);
341 default: NOT_REACHED();
345 bool RoadVehicle::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
347 FindDepotData rfdd
= FindClosestRoadDepot(this, 0);
348 if (rfdd
.best_length
== UINT_MAX
) return false;
350 if (location
!= NULL
) *location
= rfdd
.tile
;
351 if (destination
!= NULL
) *destination
= GetDepotIndex(rfdd
.tile
);
357 * Turn a roadvehicle around.
359 * @param flags operation to perform
360 * @param p1 vehicle ID to turn
363 * @return the cost of this operation or an error
365 CommandCost
CmdTurnRoadVeh(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
367 RoadVehicle
*v
= RoadVehicle::GetIfValid(p1
);
368 if (v
== NULL
) return CMD_ERROR
;
370 if (!v
->IsPrimaryVehicle()) return CMD_ERROR
;
372 CommandCost ret
= CheckOwnership(v
->owner
);
373 if (ret
.Failed()) return ret
;
375 if ((v
->vehstatus
& VS_STOPPED
) ||
376 (v
->vehstatus
& VS_CRASHED
) ||
377 v
->breakdown_ctr
!= 0 ||
378 v
->overtaking
!= 0 ||
379 v
->state
== RVSB_WORMHOLE
||
381 v
->current_order
.IsType(OT_LOADING
)) {
385 if (IsNormalRoadTile(v
->tile
) && GetDisallowedRoadDirections(v
->tile
) != DRD_NONE
) return CMD_ERROR
;
387 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
) && DirToDiagDir(v
->direction
) == GetTunnelBridgeDirection(v
->tile
)) return CMD_ERROR
;
389 if (flags
& DC_EXEC
) v
->reverse_ctr
= 180;
391 return CommandCost();
395 void RoadVehicle::MarkDirty()
397 for (RoadVehicle
*v
= this; v
!= NULL
; v
= v
->Next()) {
398 v
->colourmap
= PAL_NONE
;
399 v
->UpdateViewport(true, false);
401 this->CargoChanged();
404 void RoadVehicle::UpdateDeltaXY(Direction direction
)
406 static const int8 _delta_xy_table
[8][10] = {
407 /* 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 */
408 {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N
409 {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
410 {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
411 {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
412 {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
413 {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
414 {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W
415 {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW
418 int shorten
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
;
419 if (!IsDiagonalDirection(direction
)) shorten
>>= 1;
421 const int8
*bb
= _delta_xy_table
[direction
];
422 this->x_bb_offs
= bb
[5] + bb
[9] * shorten
;
423 this->y_bb_offs
= bb
[4] + bb
[8] * shorten
;;
424 this->x_offs
= bb
[3];
425 this->y_offs
= bb
[2];
426 this->x_extent
= bb
[1] + bb
[7] * shorten
;
427 this->y_extent
= bb
[0] + bb
[6] * shorten
;
432 * Calculates the maximum speed of the vehicle under its current conditions.
433 * @return Maximum speed of the vehicle.
435 inline int RoadVehicle::GetCurrentMaxSpeed() const
437 int max_speed
= this->vcache
.cached_max_speed
;
439 /* Limit speed to 50% while reversing, 75% in curves. */
440 for (const RoadVehicle
*u
= this; u
!= NULL
; u
= u
->Next()) {
441 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_REALISTIC
) {
442 if (this->state
<= RVSB_TRACKDIR_MASK
&& IsReversingRoadTrackdir((Trackdir
)this->state
)) {
443 max_speed
= this->vcache
.cached_max_speed
/ 2;
445 } else if ((u
->direction
& 1) == 0) {
446 max_speed
= this->vcache
.cached_max_speed
* 3 / 4;
450 /* Vehicle is on the middle part of a bridge. */
451 if (u
->state
== RVSB_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
452 max_speed
= min(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
* 2);
456 return min(max_speed
, this->current_order
.GetMaxSpeed() * 2);
460 * Delete last vehicle of a chain road vehicles.
461 * @param v First roadvehicle.
463 static void DeleteLastRoadVeh(RoadVehicle
*v
)
465 RoadVehicle
*first
= v
->First();
467 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
469 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
471 /* Only leave the road stop when we're really gone. */
472 if (IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
))->Leave(v
);
477 static void RoadVehSetRandomDirection(RoadVehicle
*v
)
479 static const DirDiff delta
[] = {
480 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
486 v
->direction
= ChangeDir(v
->direction
, delta
[r
& 3]);
487 v
->UpdateViewport(true, true);
488 } while ((v
= v
->Next()) != NULL
);
492 * Road vehicle chain has crashed.
493 * @param v First roadvehicle.
494 * @return whether the chain still exists.
496 static bool RoadVehIsCrashed(RoadVehicle
*v
)
499 if (v
->crashed_ctr
== 2) {
500 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
501 } else if (v
->crashed_ctr
<= 45) {
502 if ((v
->tick_counter
& 7) == 0) RoadVehSetRandomDirection(v
);
503 } else if (v
->crashed_ctr
>= 2220 && !(v
->tick_counter
& 0x1F)) {
504 bool ret
= v
->Next() != NULL
;
505 DeleteLastRoadVeh(v
);
513 * Check routine whether a road and a train vehicle have collided.
514 * @param v %Train vehicle to test.
515 * @param data Road vehicle to test.
516 * @return %Train vehicle if the vehicles collided, else \c NULL.
518 static Vehicle
*EnumCheckRoadVehCrashTrain(Vehicle
*v
, void *data
)
520 const Vehicle
*u
= (Vehicle
*)data
;
522 return (v
->type
== VEH_TRAIN
&&
523 abs(v
->z_pos
- u
->z_pos
) <= 6 &&
524 abs(v
->x_pos
- u
->x_pos
) <= 4 &&
525 abs(v
->y_pos
- u
->y_pos
) <= 4) ? v
: NULL
;
528 uint
RoadVehicle::Crash(bool flooded
)
530 uint pass
= this->GroundVehicleBase::Crash(flooded
);
531 if (this->IsFrontEngine()) {
534 /* If we're in a drive through road stop we ought to leave it */
535 if (IsInsideMM(this->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
)) {
536 RoadStop::GetByTile(this->tile
, GetRoadStopType(this->tile
))->Leave(this);
539 this->crashed_ctr
= flooded
? 2000 : 1; // max 2220, disappear pretty fast when flooded
543 static void RoadVehCrash(RoadVehicle
*v
)
545 uint pass
= v
->Crash();
547 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING
));
548 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING
));
553 STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER
: STR_NEWS_ROAD_VEHICLE_CRASH
,
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 != NULL; 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 NULL
;
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 NULL
;
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 v
->roadtype
== ROADTYPE_ROAD
? 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 v
->roadtype
== ROADTYPE_ROAD
? 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
: NULL
;
775 static Vehicle
*EnumFindVehPreventingOvertake(Vehicle
*v
, void *data
)
777 const OvertakeData
*od
= (OvertakeData
*)data
;
779 Vehicle
* blocking_v
= EnumFindVehBlockingOvertake(v
, data
);
781 if (blocking_v
== NULL
)
784 if (blocking_v
->type
!= VEH_ROAD
)
787 RoadVehicle
* blocking_road_v
= RoadVehicle::From(blocking_v
);
789 bool is_overtaking
= (blocking_road_v
->overtaking
!= 0);
790 bool is_driving_in_same_direction
= (od
->v
->direction
== blocking_road_v
->direction
);
791 bool has_lower_max_speed
= (od
->v
->vcache
.cached_max_speed
> blocking_road_v
->vcache
.cached_max_speed
);
792 bool has_been_stopped
= (blocking_road_v
->vehstatus
& VS_STOPPED
) != 0;
793 bool is_at_zero_speed
= (blocking_road_v
->cur_speed
== 0);
794 bool is_straight_road_trackdir
= IsStraightRoadTrackdir((Trackdir
)(blocking_road_v
->state
& RVSB_TRACKDIR_MASK
));
795 bool is_in_road_stop_or_station
= (blocking_road_v
->state
>= RVSB_IN_ROAD_STOP
) || IsTileType(blocking_road_v
->tile
, MP_STATION
);
797 bool is_preventing
= !is_driving_in_same_direction
||
799 (!has_lower_max_speed
&& !(has_been_stopped
|| is_at_zero_speed
)) ||
800 !is_straight_road_trackdir
||
801 is_in_road_stop_or_station
;
803 return is_preventing
? blocking_v
: NULL
;
807 * Check if overtaking is possible on a piece of track
809 * @param od Information about the tile and the involved vehicles
810 * @return true if we have to abort overtaking
812 static bool CheckRoadBlockedForOvertaking(OvertakeData
*od
)
814 TrackStatus ts
= GetTileTrackStatus(od
->tile
, TRANSPORT_ROAD
, od
->v
->compatible_roadtypes
);
815 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
);
816 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
); // barred level crossing
817 TrackBits trackbits
= TrackdirBitsToTrackBits(trackdirbits
);
819 /* Track does not continue along overtaking direction || track has junction || level crossing is barred */
820 bool track_does_continue
= HasBit(trackdirbits
, od
->trackdir
);
821 bool track_has_junction
= (trackbits
& ~TRACK_BIT_CROSS
) != 0;
822 bool level_crossing_is_barred
= (red_signals
!= TRACKDIR_BIT_NONE
);
824 if (!track_does_continue
|| track_has_junction
|| level_crossing_is_barred
) return true;
826 return HasVehicleOnPos(od
->tile
, od
, EnumFindVehPreventingOvertake
);
829 static void RoadVehCheckOvertake(RoadVehicle
*v
, RoadVehicle
*u
)
836 bool has_lower_max_speed
= (v
->vcache
.cached_max_speed
> u
->vcache
.cached_max_speed
);
837 bool has_been_stopped
= (u
->vehstatus
& VS_STOPPED
) != 0;
838 bool is_at_zero_speed
= (u
->cur_speed
== 0);
840 if (!has_been_stopped
&& !is_at_zero_speed
&& !has_lower_max_speed
) {
844 /* Trams can't overtake other trams */
845 if (v
->roadtype
== ROADTYPE_TRAM
) return;
847 /* Don't overtake in stations */
848 if (IsTileType(v
->tile
, MP_STATION
) || IsTileType(u
->tile
, MP_STATION
)) return;
850 /* For now, articulated road vehicles can't overtake anything. */
851 if (v
->HasArticulatedPart()) return;
853 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
854 bool driving_in_same_direction
= (v
->direction
== u
->direction
);
855 bool diagonal_direction
= (v
->direction
& 1);
857 if (!driving_in_same_direction
|| !diagonal_direction
) return;
859 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
860 bool is_straight_road_trackdir
= IsStraightRoadTrackdir((Trackdir
)(v
->state
& RVSB_TRACKDIR_MASK
));
862 if (v
->state
>= RVSB_IN_ROAD_STOP
|| !is_straight_road_trackdir
) return;
864 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
865 * accelerating, take the maximum speed for the comparison, else the current speed.
866 * Original acceleration always accelerates, so always use the maximum speed. */
867 int u_speed
= (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
|| u
->GetAcceleration() > 0) ? u
->GetCurrentMaxSpeed() : u
->cur_speed
;
868 if (u_speed
>= v
->GetCurrentMaxSpeed() &&
869 !(u
->vehstatus
& VS_STOPPED
) &&
874 od
.trackdir
= DiagDirToDiagTrackdir(DirToDiagDir(v
->direction
));
876 /* Are the current and the next tile suitable for overtaking?
877 * - Does the track continue along od.trackdir
879 * - No barred level crossing
880 * - No other vehicles in the way
883 if (CheckRoadBlockedForOvertaking(&od
)) return;
885 od
.tile
= u
->tile
+ TileOffsByDiagDir(DirToDiagDir(u
->direction
));
886 if (CheckRoadBlockedForOvertaking(&od
)) return;
888 /* When the vehicle in front of us is stopped we may only take
889 * half the time to pass it than when the vehicle is moving. */
890 v
->overtaking_ctr
= ((od
.u
->cur_speed
== 0) || (od
.u
->vehstatus
& VS_STOPPED
)) ?
891 (RV_OVERTAKE_TIMEOUT
/ 2) :
893 v
->overtaking
= RVSB_DRIVE_SIDE
;
896 static void RoadZPosAffectSpeed(RoadVehicle
*v
, int old_z
)
898 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.roadveh_acceleration_model
!= AM_ORIGINAL
) return;
900 if (old_z
< v
->z_pos
) {
901 v
->cur_speed
= v
->cur_speed
* 232 / 256; // slow down by ~10%
903 uint16 spd
= v
->cur_speed
+ 2;
904 if (spd
<= v
->vcache
.cached_max_speed
) v
->cur_speed
= spd
;
908 static int PickRandomBit(uint bits
)
911 uint num
= RandomRange(CountBits(bits
));
913 for (i
= 0; !(bits
& 1) || (int)--num
>= 0; bits
>>= 1, i
++) {}
918 * Returns direction to for a road vehicle to take or
919 * INVALID_TRACKDIR if the direction is currently blocked
920 * @param v the Vehicle to do the pathfinding for
921 * @param tile the where to start the pathfinding
922 * @param enterdir the direction the vehicle enters the tile from
923 * @return the Trackdir to take
925 static Trackdir
RoadFindPathToDest(RoadVehicle
*v
, TileIndex tile
, DiagDirection enterdir
)
927 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
931 bool path_found
= true;
933 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_ROAD
, v
->compatible_roadtypes
);
934 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
); // crossing
935 TrackdirBits trackdirs
= TrackStatusToTrackdirBits(ts
);
937 if (IsTileType(tile
, MP_ROAD
)) {
938 if (IsRoadDepot(tile
) && (!IsTileOwner(tile
, v
->owner
) || GetRoadDepotDirection(tile
) == enterdir
|| (GetRoadTypes(tile
) & v
->compatible_roadtypes
) == 0)) {
939 /* Road depot owned by another company or with the wrong orientation */
940 trackdirs
= TRACKDIR_BIT_NONE
;
942 } else if (IsTileType(tile
, MP_STATION
) && IsStandardRoadStopTile(tile
)) {
943 /* Standard road stop (drive-through stops are treated as normal road) */
945 if (!IsTileOwner(tile
, v
->owner
) || GetRoadStopDir(tile
) == enterdir
|| v
->HasArticulatedPart()) {
946 /* different station owner or wrong orientation or the vehicle has articulated parts */
947 trackdirs
= TRACKDIR_BIT_NONE
;
950 RoadStopType rstype
= v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
;
952 if (GetRoadStopType(tile
) != rstype
) {
953 /* Wrong station type */
954 trackdirs
= TRACKDIR_BIT_NONE
;
956 /* Proper station type, check if there is free loading bay */
957 if (!_settings_game
.pf
.roadveh_queue
&& IsStandardRoadStopTile(tile
) &&
958 !RoadStop::GetByTile(tile
, rstype
)->HasFreeBay()) {
959 /* Station is full and RV queuing is off */
960 trackdirs
= TRACKDIR_BIT_NONE
;
965 /* The above lookups should be moved to GetTileTrackStatus in the
966 * future, but that requires more changes to the pathfinder and other
967 * stuff, probably even more arguments to GTTS.
970 /* Remove tracks unreachable from the enter dir */
971 trackdirs
&= DiagdirReachesTrackdirs(enterdir
);
972 if (trackdirs
== TRACKDIR_BIT_NONE
) {
973 /* No reachable tracks, so we'll reverse */
974 return_track(_road_reverse_table
[enterdir
]);
977 if (v
->reverse_ctr
!= 0) {
979 if (v
->roadtype
== ROADTYPE_TRAM
) {
980 /* Trams may only reverse on a tile if it contains at least the straight
981 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
982 RoadBits rb
= GetAnyRoadBits(tile
, ROADTYPE_TRAM
);
983 RoadBits straight
= AxisToRoadBits(DiagDirToAxis(enterdir
));
984 reverse
= ((rb
& straight
) == straight
) ||
985 (rb
== DiagDirToRoadBits(enterdir
));
989 if (v
->tile
!= tile
) {
990 return_track(_road_reverse_table
[enterdir
]);
995 desttile
= v
->dest_tile
;
997 /* We've got no destination, pick a random track */
998 return_track(PickRandomBit(trackdirs
));
1001 /* Only one track to choose between? */
1002 if (KillFirstBit(trackdirs
) == TRACKDIR_BIT_NONE
) {
1003 return_track(FindFirstBit2x64(trackdirs
));
1006 switch (_settings_game
.pf
.pathfinder_for_roadvehs
) {
1007 case VPF_NPF
: best_track
= NPFRoadVehicleChooseTrack(v
, tile
, enterdir
, trackdirs
, path_found
); break;
1008 case VPF_YAPF
: best_track
= YapfRoadVehicleChooseTrack(v
, tile
, enterdir
, trackdirs
, path_found
); break;
1010 default: NOT_REACHED();
1012 v
->HandlePathfindingResult(path_found
);
1016 if (HasBit(red_signals
, best_track
)) return INVALID_TRACKDIR
;
1021 struct RoadDriveEntry
{
1025 #include "table/roadveh_movement.h"
1027 static bool RoadVehLeaveDepot(RoadVehicle
*v
, bool first
)
1029 /* Don't leave unless v and following wagons are in the depot. */
1030 for (const RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
1031 if (u
->state
!= RVSB_IN_DEPOT
|| u
->tile
!= v
->tile
) return false;
1034 DiagDirection dir
= GetRoadDepotDirection(v
->tile
);
1035 v
->direction
= DiagDirToDir(dir
);
1037 Trackdir tdir
= DiagDirToDiagTrackdir(dir
);
1038 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
) + tdir
];
1040 int x
= TileX(v
->tile
) * TILE_SIZE
+ (rdp
[RVC_DEPOT_START_FRAME
].x
& 0xF);
1041 int y
= TileY(v
->tile
) * TILE_SIZE
+ (rdp
[RVC_DEPOT_START_FRAME
].y
& 0xF);
1044 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1045 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
1046 VehicleEnterDepot(v
);
1050 if (RoadVehFindCloseTo(v
, x
, y
, v
->direction
, false) != NULL
) return true;
1052 VehicleServiceInDepot(v
);
1054 StartRoadVehSound(v
);
1056 /* Vehicle is about to leave a depot */
1060 v
->vehstatus
&= ~VS_HIDDEN
;
1062 v
->frame
= RVC_DEPOT_START_FRAME
;
1066 v
->UpdatePosition();
1067 v
->UpdateInclination(true, true);
1069 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1074 static Trackdir
FollowPreviousRoadVehicle(const RoadVehicle
*v
, const RoadVehicle
*prev
, TileIndex tile
, DiagDirection entry_dir
, bool already_reversed
)
1076 if (prev
->tile
== v
->tile
&& !already_reversed
) {
1077 /* If the previous vehicle is on the same tile as this vehicle is
1078 * then it must have reversed. */
1079 return _road_reverse_table
[entry_dir
];
1082 byte prev_state
= prev
->state
;
1085 if (prev_state
== RVSB_WORMHOLE
|| prev_state
== RVSB_IN_DEPOT
) {
1086 DiagDirection diag_dir
= INVALID_DIAGDIR
;
1088 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1089 diag_dir
= GetTunnelBridgeDirection(tile
);
1090 } else if (IsRoadDepotTile(tile
)) {
1091 diag_dir
= ReverseDiagDir(GetRoadDepotDirection(tile
));
1094 if (diag_dir
== INVALID_DIAGDIR
) return INVALID_TRACKDIR
;
1095 dir
= DiagDirToDiagTrackdir(diag_dir
);
1097 if (already_reversed
&& prev
->tile
!= tile
) {
1099 * The vehicle has reversed, but did not go straight back.
1100 * It immediately turn onto another tile. This means that
1101 * the roadstate of the previous vehicle cannot be used
1102 * as the direction we have to go with this vehicle.
1104 * Next table is build in the following way:
1105 * - first row for when the vehicle in front went to the northern or
1106 * western tile, second for southern and eastern.
1107 * - columns represent the entry direction.
1108 * - cell values are determined by the Trackdir one has to take from
1109 * the entry dir (column) to the tile in north or south by only
1110 * going over the trackdirs used for turning 90 degrees, i.e.
1111 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1113 static const Trackdir reversed_turn_lookup
[2][DIAGDIR_END
] = {
1114 { TRACKDIR_UPPER_W
, TRACKDIR_RIGHT_N
, TRACKDIR_LEFT_N
, TRACKDIR_UPPER_E
},
1115 { TRACKDIR_RIGHT_S
, TRACKDIR_LOWER_W
, TRACKDIR_LOWER_E
, TRACKDIR_LEFT_S
}};
1116 dir
= reversed_turn_lookup
[prev
->tile
< tile
? 0 : 1][ReverseDiagDir(entry_dir
)];
1117 } else if (HasBit(prev_state
, RVS_IN_DT_ROAD_STOP
)) {
1118 dir
= (Trackdir
)(prev_state
& RVSB_ROAD_STOP_TRACKDIR_MASK
);
1119 } else if (prev_state
< TRACKDIR_END
) {
1120 dir
= (Trackdir
)prev_state
;
1122 return INVALID_TRACKDIR
;
1126 /* Do some sanity checking. */
1127 static const RoadBits required_roadbits
[] = {
1128 ROAD_X
, ROAD_Y
, ROAD_NW
| ROAD_NE
, ROAD_SW
| ROAD_SE
,
1129 ROAD_NW
| ROAD_SW
, ROAD_NE
| ROAD_SE
, ROAD_X
, ROAD_Y
1131 RoadBits required
= required_roadbits
[dir
& 0x07];
1133 if ((required
& GetAnyRoadBits(tile
, v
->roadtype
, false)) == ROAD_NONE
) {
1134 dir
= INVALID_TRACKDIR
;
1141 * Can a tram track build without destruction on the given tile?
1142 * @param c the company that would be building the tram tracks
1143 * @param t the tile to build on.
1144 * @param r the road bits needed.
1145 * @return true when a track track can be build on 't'
1147 static bool CanBuildTramTrackOnTile(CompanyID c
, TileIndex t
, RoadBits r
)
1149 /* The 'current' company is not necessarily the owner of the vehicle. */
1150 Backup
<CompanyByte
> cur_company(_current_company
, c
, FILE_LINE
);
1152 CommandCost ret
= DoCommand(t
, ROADTYPE_TRAM
<< 4 | r
, 0, DC_NO_WATER
, CMD_BUILD_ROAD
);
1154 cur_company
.Restore();
1155 return ret
.Succeeded();
1158 bool IndividualRoadVehicleController(RoadVehicle
*v
, const RoadVehicle
*prev
)
1160 if (v
->overtaking
!= 0) {
1161 if (IsTileType(v
->tile
, MP_STATION
)) {
1162 /* Force us to be not overtaking! */
1164 } else if (++v
->overtaking_ctr
>= RV_OVERTAKE_TIMEOUT
) {
1165 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1166 * if the vehicle started a corner. To protect that, only allow an abort of
1167 * overtake if we are on straight roads */
1168 if (v
->state
< RVSB_IN_ROAD_STOP
&& IsStraightRoadTrackdir((Trackdir
)v
->state
)) {
1174 /* If this vehicle is in a depot and we've reached this point it must be
1175 * one of the articulated parts. It will stay in the depot until activated
1176 * by the previous vehicle in the chain when it gets to the right place. */
1177 if (v
->IsInDepot()) return true;
1179 bool no_advance_tile
= false;
1181 if (v
->state
== RVSB_WORMHOLE
) {
1182 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1183 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
1185 if (v
->IsFrontEngine()) {
1186 const Vehicle
*u
= RoadVehFindCloseTo(v
, gp
.x
, gp
.y
, v
->direction
);
1188 v
->cur_speed
= u
->First()->cur_speed
;
1193 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
1195 if (IsRoadCustomBridgeHeadTile(gp
.new_tile
)) {
1197 no_advance_tile
= true;
1199 /* Vehicle has just entered a bridge or tunnel */
1202 v
->UpdatePosition();
1203 v
->UpdateInclination(true, true);
1209 v
->UpdatePosition();
1210 RoadZPosAffectSpeed(v
, v
->UpdateInclination(false, false, true));
1211 if (v
->IsDrawn()) v
->Vehicle::UpdateViewport(true);
1216 /* Get move position data for next frame.
1217 * For a drive-through road stop use 'straight road' move data.
1218 * In this case v->state is masked to give the road stop entry direction. */
1219 RoadDriveEntry rd
= _road_drive_data
[v
->roadtype
][(
1220 (HasBit(v
->state
, RVS_IN_DT_ROAD_STOP
) ? v
->state
& RVSB_ROAD_STOP_TRACKDIR_MASK
: v
->state
) +
1221 (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)) ^ v
->overtaking
][v
->frame
+ 1];
1223 if (rd
.x
& RDE_NEXT_TILE
) {
1224 TileIndex tile
= v
->tile
;
1225 if (!no_advance_tile
) tile
+= TileOffsByDiagDir((DiagDirection
)(rd
.x
& 3));
1228 if (v
->IsFrontEngine()) {
1229 /* If this is the front engine, look for the right path. */
1230 dir
= RoadFindPathToDest(v
, tile
, (DiagDirection
)(rd
.x
& 3));
1231 } else if (no_advance_tile
) {
1232 /* Follow previous vehicle out of custom bridge wormhole */
1233 dir
= (Trackdir
) prev
->state
;
1235 dir
= FollowPreviousRoadVehicle(v
, prev
, tile
, (DiagDirection
)(rd
.x
& 3), false);
1238 if (dir
== INVALID_TRACKDIR
) {
1239 if (!v
->IsFrontEngine()) error("Disconnecting road vehicle.");
1245 uint start_frame
= RVC_DEFAULT_START_FRAME
;
1246 if (IsReversingRoadTrackdir(dir
)) {
1247 /* When turning around we can't be overtaking. */
1250 if (no_advance_tile
) {
1251 DEBUG(misc
, 0, "Road vehicle attempted to turn around on a single road piece bridge head");
1254 /* Turning around */
1255 if (v
->roadtype
== ROADTYPE_TRAM
) {
1256 /* Determine the road bits the tram needs to be able to turn around
1257 * using the 'big' corner loop. */
1260 default: NOT_REACHED();
1261 case TRACKDIR_RVREV_NE
: needed
= ROAD_SW
; break;
1262 case TRACKDIR_RVREV_SE
: needed
= ROAD_NW
; break;
1263 case TRACKDIR_RVREV_SW
: needed
= ROAD_NE
; break;
1264 case TRACKDIR_RVREV_NW
: needed
= ROAD_SE
; break;
1266 auto tile_turn_ok
= [&]() -> bool {
1267 if (IsNormalRoadTile(tile
)) {
1268 return !HasRoadWorks(tile
) && (needed
& GetRoadBits(tile
, ROADTYPE_TRAM
)) != ROAD_NONE
;
1269 } else if (IsRoadCustomBridgeHeadTile(tile
)) {
1270 return (needed
& GetCustomBridgeHeadRoadBits(tile
, ROADTYPE_TRAM
)) != ROAD_NONE
;
1275 if ((v
->Previous() != NULL
&& v
->Previous()->tile
== tile
) || (v
->IsFrontEngine() && tile_turn_ok())) {
1277 * Taking the 'big' corner for trams only happens when:
1278 * - The previous vehicle in this (articulated) tram chain is
1279 * already on the 'next' tile, we just follow them regardless of
1280 * anything. When it is NOT on the 'next' tile, the tram started
1281 * doing a reversing turn when the piece of tram track on the next
1282 * tile did not exist yet. Do not use the big tram loop as that is
1283 * going to cause the tram to split up.
1284 * - Or the front of the tram can drive over the next tile.
1286 } else if (!v
->IsFrontEngine() || !CanBuildTramTrackOnTile(v
->owner
, tile
, needed
) || ((~needed
& GetAnyRoadBits(v
->tile
, ROADTYPE_TRAM
, false)) == ROAD_NONE
)) {
1288 * Taking the 'small' corner for trams only happens when:
1289 * - We are not the from vehicle of an articulated tram.
1290 * - Or when the company cannot build on the next tile.
1292 * The 'small' corner means that the vehicle is on the end of a
1293 * tram track and needs to start turning there. To do this properly
1294 * the tram needs to start at an offset in the tram turning 'code'
1295 * for 'big' corners. It furthermore does not go to the next tile,
1296 * so that needs to be fixed too.
1299 start_frame
= RVC_TURN_AROUND_START_FRAME_SHORT_TRAM
;
1301 /* The company can build on the next tile, so wait till (s)he does. */
1305 } else if (IsNormalRoadTile(v
->tile
) && GetDisallowedRoadDirections(v
->tile
) != DRD_NONE
) {
1313 /* Get position data for first frame on the new tile */
1314 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(dir
+ (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)) ^ v
->overtaking
];
1316 int x
= TileX(tile
) * TILE_SIZE
+ rdp
[start_frame
].x
;
1317 int y
= TileY(tile
) * TILE_SIZE
+ rdp
[start_frame
].y
;
1319 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1320 if (v
->IsFrontEngine()) {
1321 Vehicle
*u
= RoadVehFindCloseTo(v
, x
, y
, new_dir
);
1323 v
->cur_speed
= u
->First()->cur_speed
;
1328 uint32 r
= VehicleEnterTile(v
, tile
, x
, y
);
1329 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1330 if (!IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1334 /* Try an about turn to re-enter the previous tile */
1335 dir
= _road_reverse_table
[rd
.x
& 3];
1339 if (IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) && IsTileType(v
->tile
, MP_STATION
)) {
1340 if (IsReversingRoadTrackdir(dir
) && IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) {
1341 /* New direction is trying to turn vehicle around.
1342 * We can't turn at the exit of a road stop so wait.*/
1347 /* If we are a drive through road stop and the next tile is of
1348 * the same road stop and the next tile isn't this one (i.e. we
1349 * are not reversing), then keep the reservation and state.
1350 * This way we will not be shortly unregister from the road
1351 * stop. It also makes it possible to load when on the edge of
1352 * two road stops; otherwise you could get vehicles that should
1353 * be loading but are not actually loading. */
1354 if (IsDriveThroughStopTile(v
->tile
) &&
1355 RoadStop::IsDriveThroughRoadStopContinuation(v
->tile
, tile
) &&
1357 /* So, keep 'our' state */
1358 dir
= (Trackdir
)v
->state
;
1359 } else if (IsRoadStop(v
->tile
)) {
1360 /* We're not continuing our drive through road stop, so leave. */
1361 RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
))->Leave(v
);
1365 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
1367 v
->state
= (byte
)dir
;
1368 v
->frame
= start_frame
;
1370 if (new_dir
!= v
->direction
) {
1371 v
->direction
= new_dir
;
1372 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1376 v
->UpdatePosition();
1377 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, true));
1381 if (rd
.x
& RDE_TURNED
) {
1382 /* Vehicle has finished turning around, it will now head back onto the same tile */
1384 uint turn_around_start_frame
= RVC_TURN_AROUND_START_FRAME
;
1386 if (v
->roadtype
== ROADTYPE_TRAM
&& !IsRoadDepotTile(v
->tile
) && HasExactlyOneBit(GetAnyRoadBits(v
->tile
, ROADTYPE_TRAM
, false))) {
1388 * The tram is turning around with one tram 'roadbit'. This means that
1389 * it is using the 'big' corner 'drive data'. However, to support the
1390 * trams to take a small corner, there is a 'turned' marker in the middle
1391 * of the turning 'drive data'. When the tram took the long corner, we
1392 * will still use the 'big' corner drive data, but we advance it one
1393 * frame. We furthermore set the driving direction so the turning is
1394 * going to be properly shown.
1396 turn_around_start_frame
= RVC_START_FRAME_AFTER_LONG_TRAM
;
1397 switch (rd
.x
& 0x3) {
1398 default: NOT_REACHED();
1399 case DIAGDIR_NW
: dir
= TRACKDIR_RVREV_SE
; break;
1400 case DIAGDIR_NE
: dir
= TRACKDIR_RVREV_SW
; break;
1401 case DIAGDIR_SE
: dir
= TRACKDIR_RVREV_NW
; break;
1402 case DIAGDIR_SW
: dir
= TRACKDIR_RVREV_NE
; break;
1405 if (v
->IsFrontEngine()) {
1406 /* If this is the front engine, look for the right path. */
1407 dir
= RoadFindPathToDest(v
, v
->tile
, (DiagDirection
)(rd
.x
& 3));
1409 dir
= FollowPreviousRoadVehicle(v
, prev
, v
->tile
, (DiagDirection
)(rd
.x
& 3), true);
1413 if (dir
== INVALID_TRACKDIR
) {
1418 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
) + dir
];
1420 int x
= TileX(v
->tile
) * TILE_SIZE
+ rdp
[turn_around_start_frame
].x
;
1421 int y
= TileY(v
->tile
) * TILE_SIZE
+ rdp
[turn_around_start_frame
].y
;
1423 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1424 if (v
->IsFrontEngine() && RoadVehFindCloseTo(v
, x
, y
, new_dir
) != NULL
) return false;
1426 uint32 r
= VehicleEnterTile(v
, v
->tile
, x
, y
);
1427 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1433 v
->frame
= turn_around_start_frame
;
1435 if (new_dir
!= v
->direction
) {
1436 v
->direction
= new_dir
;
1437 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1442 v
->UpdatePosition();
1443 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, true));
1447 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1448 * it's on a depot tile, check if it's time to activate the next vehicle in
1450 if (v
->Next() != NULL
&& IsRoadDepotTile(v
->tile
)) {
1451 if (v
->frame
== v
->gcache
.cached_veh_length
+ RVC_DEPOT_START_FRAME
) {
1452 RoadVehLeaveDepot(v
->Next(), false);
1456 /* Calculate new position for the vehicle */
1457 int x
= (v
->x_pos
& ~15) + (rd
.x
& 15);
1458 int y
= (v
->y_pos
& ~15) + (rd
.y
& 15);
1460 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1462 if (v
->IsFrontEngine() && !IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) {
1463 /* Vehicle is not in a road stop.
1464 * Check for another vehicle to overtake */
1465 RoadVehicle
*u
= RoadVehFindCloseTo(v
, x
, y
, new_dir
);
1469 /* There is a vehicle in front overtake it if possible */
1470 if (v
->overtaking
== 0) RoadVehCheckOvertake(v
, u
);
1471 if (v
->overtaking
== 0) v
->cur_speed
= u
->cur_speed
;
1473 /* In case an RV is stopped in a road stop, why not try to load? */
1474 if (v
->cur_speed
== 0 && IsInsideMM(v
->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) &&
1475 v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
)) &&
1476 v
->owner
== GetTileOwner(v
->tile
) && !v
->current_order
.IsType(OT_LEAVESTATION
) &&
1477 GetRoadStopType(v
->tile
) == (v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
)) {
1478 Station
*st
= Station::GetByTile(v
->tile
);
1479 v
->last_station_visited
= st
->index
;
1480 RoadVehArrivesAt(v
, st
);
1487 Direction old_dir
= v
->direction
;
1488 if (new_dir
!= old_dir
) {
1489 v
->direction
= new_dir
;
1490 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1492 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1493 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1494 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1495 * The short (inner) curve has 8 frames, this elongates it to 10. */
1496 v
->UpdateInclination(false, true);
1500 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1501 * if the vehicle is in a drive-through road stop and this is the destination station
1502 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1503 * (the station test and stop type test ensure that other vehicles, using the road stop as
1504 * a through route, do not stop) */
1505 if (v
->IsFrontEngine() && ((IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
) &&
1506 _road_stop_stop_frame
[v
->state
- RVSB_IN_ROAD_STOP
+ (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)] == v
->frame
) ||
1507 (IsInsideMM(v
->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) &&
1508 v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
)) &&
1509 v
->owner
== GetTileOwner(v
->tile
) &&
1510 GetRoadStopType(v
->tile
) == (v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
) &&
1511 v
->frame
== RVC_DRIVE_THROUGH_STOP_FRAME
))) {
1513 RoadStop
*rs
= RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
));
1514 Station
*st
= Station::GetByTile(v
->tile
);
1516 /* Vehicle is at the stop position (at a bay) in a road stop.
1517 * Note, if vehicle is loading/unloading it has already been handled,
1518 * so if we get here the vehicle has just arrived or is just ready to leave. */
1519 if (!HasBit(v
->state
, RVS_ENTERED_STOP
)) {
1520 /* Vehicle has arrived at a bay in a road stop */
1522 if (IsDriveThroughStopTile(v
->tile
)) {
1523 TileIndex next_tile
= TILE_ADD(v
->tile
, TileOffsByDir(v
->direction
));
1525 /* Check if next inline bay is free and has compatible road. */
1526 if (RoadStop::IsDriveThroughRoadStopContinuation(v
->tile
, next_tile
) && (GetRoadTypes(next_tile
) & v
->compatible_roadtypes
) != 0) {
1530 v
->UpdatePosition();
1531 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, false));
1536 rs
->SetEntranceBusy(false);
1537 SetBit(v
->state
, RVS_ENTERED_STOP
);
1539 v
->last_station_visited
= st
->index
;
1541 if (IsDriveThroughStopTile(v
->tile
) || (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == st
->index
)) {
1542 RoadVehArrivesAt(v
, st
);
1547 /* Vehicle is ready to leave a bay in a road stop */
1548 if (rs
->IsEntranceBusy()) {
1549 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1553 if (v
->current_order
.IsType(OT_LEAVESTATION
)) v
->current_order
.Free();
1556 if (IsStandardRoadStopTile(v
->tile
)) rs
->SetEntranceBusy(true);
1558 StartRoadVehSound(v
);
1559 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1562 /* Check tile position conditions - i.e. stop position in depot,
1563 * entry onto bridge or into tunnel */
1564 uint32 r
= VehicleEnterTile(v
, v
->tile
, x
, y
);
1565 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1570 if (v
->current_order
.IsType(OT_LEAVESTATION
) && IsDriveThroughStopTile(v
->tile
)) {
1571 v
->current_order
.Free();
1574 /* Move to next frame unless vehicle arrived at a stop position
1575 * in a depot or entered a tunnel/bridge */
1576 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) v
->frame
++;
1579 v
->UpdatePosition();
1580 RoadZPosAffectSpeed(v
, v
->UpdateInclination(false, true, v
->state
== RVSB_WORMHOLE
));
1584 static bool RoadVehController(RoadVehicle
*v
)
1586 /* decrease counters */
1587 v
->current_order_time
++;
1588 if (v
->reverse_ctr
!= 0) v
->reverse_ctr
--;
1590 /* handle crashed */
1591 if (v
->vehstatus
& VS_CRASHED
|| RoadVehCheckTrainCrash(v
)) {
1592 return RoadVehIsCrashed(v
);
1595 /* road vehicle has broken down? */
1596 if (v
->HandleBreakdown()) return true;
1597 if (v
->vehstatus
& VS_STOPPED
) return true;
1602 if (v
->current_order
.IsType(OT_LOADING
)) return true;
1603 v
->HandleWaiting(false);
1604 if (v
->current_order
.IsType(OT_WAITING
)) return true;
1606 if (v
->IsInDepot() && RoadVehLeaveDepot(v
, true)) return true;
1608 v
->ShowVisualEffect();
1610 /* Check how far the vehicle needs to proceed */
1611 int j
= v
->UpdateSpeed();
1613 int adv_spd
= v
->GetAdvanceDistance();
1614 bool blocked
= false;
1615 while (j
>= adv_spd
) {
1619 for (RoadVehicle
*prev
= NULL
; u
!= NULL
; prev
= u
, u
= u
->Next()) {
1620 if (!IndividualRoadVehicleController(u
, prev
)) {
1627 /* Determine distance to next map position */
1628 adv_spd
= v
->GetAdvanceDistance();
1630 /* Test for a collision, but only if another movement will occur. */
1631 if (j
>= adv_spd
&& RoadVehCheckTrainCrash(v
)) break;
1636 for (RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
1637 if (!(u
->IsDrawn())) continue;
1639 u
->UpdateViewport(false, false);
1642 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1643 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1644 * on next tick to discover whether it is still blocked. */
1645 if (v
->progress
== 0) v
->progress
= blocked
? adv_spd
- 1 : j
;
1650 Money
RoadVehicle::GetRunningCost() const
1652 const Engine
*e
= this->GetEngine();
1653 if (e
->u
.road
.running_cost_class
== INVALID_PRICE
) return 0;
1655 uint cost_factor
= GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR
, e
->u
.road
.running_cost
);
1656 if (cost_factor
== 0) return 0;
1658 return GetPrice(e
->u
.road
.running_cost_class
, cost_factor
, e
->GetGRF());
1661 bool RoadVehicle::Tick()
1663 this->tick_counter
++;
1665 if (this->IsFrontEngine()) {
1666 if (!((this->vehstatus
& VS_STOPPED
) || this->IsChainInDepot())) this->running_ticks
++;
1667 return RoadVehController(this);
1673 static void CheckIfRoadVehNeedsService(RoadVehicle
*v
)
1675 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1676 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_roadveh
== 0 || !v
->NeedsAutomaticServicing()) return;
1677 if (v
->IsChainInDepot()) {
1678 VehicleServiceInDepot(v
);
1683 switch (_settings_game
.pf
.pathfinder_for_roadvehs
) {
1684 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
1685 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
1686 default: NOT_REACHED();
1689 FindDepotData rfdd
= FindClosestRoadDepot(v
, max_penalty
);
1690 /* Only go to the depot if it is not too far out of our way. */
1691 if (rfdd
.best_length
== UINT_MAX
|| rfdd
.best_length
> max_penalty
) {
1692 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1693 /* If we were already heading for a depot but it has
1694 * suddenly moved farther away, we continue our normal
1696 v
->current_order
.MakeDummy();
1697 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1702 DepotID depot
= GetDepotIndex(rfdd
.tile
);
1704 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
1705 v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS
&&
1710 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
1711 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
1712 v
->dest_tile
= rfdd
.tile
;
1713 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1716 void RoadVehicle::OnNewDay()
1720 if (!this->IsFrontEngine()) return;
1722 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
1723 if (this->blocked_ctr
== 0) CheckVehicleBreakdown(this);
1725 CheckIfRoadVehNeedsService(this);
1729 if (this->running_ticks
== 0) return;
1731 CommandCost
cost(EXPENSES_ROADVEH_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
1733 this->profit_this_year
-= cost
.GetCost();
1734 this->running_ticks
= 0;
1736 SubtractMoneyFromCompanyFract(this->owner
, cost
);
1738 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
1739 SetWindowClassesDirty(WC_ROADVEH_LIST
);
1742 Trackdir
RoadVehicle::GetVehicleTrackdir() const
1744 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
1746 if (this->IsInDepot()) {
1747 /* We'll assume the road vehicle is facing outwards */
1748 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile
));
1751 if (IsStandardRoadStopTile(this->tile
)) {
1752 /* We'll assume the road vehicle is facing outwards */
1753 return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile
)); // Road vehicle in a station
1756 /* Drive through road stops / wormholes (tunnels) */
1757 if (this->state
> RVSB_TRACKDIR_MASK
) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
1759 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1760 * otherwise transform it into a valid track direction */
1761 return (Trackdir
)((IsReversingRoadTrackdir((Trackdir
)this->state
)) ? (this->state
- 6) : this->state
);