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 nullptr if not needed
89 * @return Width in pixels
91 int RoadVehicle::GetDisplayImageWidth(Point
*offset
) const
93 int reference_width
= ROADVEHINFO_DEFAULT_VEHICLE_WIDTH
;
95 if (offset
!= nullptr) {
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() != nullptr && 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
!= nullptr; 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 CommandError(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
!= nullptr; 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
!= nullptr) *location
= rfdd
.tile
;
351 if (destination
!= nullptr) *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
== nullptr) return CommandError();
370 if (!v
->IsPrimaryVehicle()) return CommandError();
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
)) {
382 return CommandError();
385 if (IsNormalRoadTile(v
->tile
) && GetDisallowedRoadDirections(v
->tile
) != DRD_NONE
) return CommandError();
387 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
) && DirToDiagDir(v
->direction
) == GetTunnelBridgeDirection(v
->tile
)) return CommandError();
389 if (flags
& DC_EXEC
) v
->reverse_ctr
= 180;
391 return CommandCost();
395 void RoadVehicle::MarkDirty()
397 for (RoadVehicle
*v
= this; v
!= nullptr; 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
!= nullptr; 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;
447 // Are we in a curve and should slow down?
448 if (((u
->direction
& 1) == 0) && _settings_game
.vehicle
.slow_road_vehicles_in_curves
) {
449 max_speed
= this->vcache
.cached_max_speed
* 3 / 4;
453 /* Vehicle is on the middle part of a bridge. */
454 if (u
->state
== RVSB_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
455 max_speed
= min(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
* 2);
459 return min(max_speed
, this->current_order
.GetMaxSpeed() * 2);
463 * Delete last vehicle of a chain road vehicles.
464 * @param v First roadvehicle.
466 static void DeleteLastRoadVeh(RoadVehicle
*v
)
468 RoadVehicle
*first
= v
->First();
470 for (; v
->Next() != nullptr; v
= v
->Next()) u
= v
;
472 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
474 /* Only leave the road stop when we're really gone. */
475 if (IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
))->Leave(v
);
480 static void RoadVehSetRandomDirection(RoadVehicle
*v
)
482 static const DirDiff delta
[] = {
483 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
489 v
->direction
= ChangeDir(v
->direction
, delta
[r
& 3]);
490 v
->UpdateViewport(true, true);
491 } while ((v
= v
->Next()) != nullptr);
495 * Road vehicle chain has crashed.
496 * @param v First roadvehicle.
497 * @return whether the chain still exists.
499 static bool RoadVehIsCrashed(RoadVehicle
*v
)
502 if (v
->crashed_ctr
== 2) {
503 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
504 } else if (v
->crashed_ctr
<= 45) {
505 if ((v
->tick_counter
& 7) == 0) RoadVehSetRandomDirection(v
);
506 } else if (v
->crashed_ctr
>= 2220 && !(v
->tick_counter
& 0x1F)) {
507 bool ret
= v
->Next() != nullptr;
508 DeleteLastRoadVeh(v
);
516 * Check routine whether a road and a train vehicle have collided.
517 * @param v %Train vehicle to test.
518 * @param data Road vehicle to test.
519 * @return %Train vehicle if the vehicles collided, else \c nullptr.
521 static Vehicle
*EnumCheckRoadVehCrashTrain(Vehicle
*v
, void *data
)
523 const Vehicle
*u
= (Vehicle
*)data
;
525 return (v
->type
== VEH_TRAIN
&&
526 abs(v
->z_pos
- u
->z_pos
) <= 6 &&
527 abs(v
->x_pos
- u
->x_pos
) <= 4 &&
528 abs(v
->y_pos
- u
->y_pos
) <= 4) ? v
: nullptr;
531 uint
RoadVehicle::Crash(bool flooded
)
533 uint pass
= this->GroundVehicleBase::Crash(flooded
);
534 if (this->IsFrontEngine()) {
537 /* If we're in a drive through road stop we ought to leave it */
538 if (IsInsideMM(this->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
)) {
539 RoadStop::GetByTile(this->tile
, GetRoadStopType(this->tile
))->Leave(this);
542 this->crashed_ctr
= flooded
? 2000 : 1; // max 2220, disappear pretty fast when flooded
546 static void RoadVehCrash(RoadVehicle
*v
)
548 uint pass
= v
->Crash();
550 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING
));
551 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING
));
556 STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER
: STR_NEWS_ROAD_VEHICLE_CRASH
,
561 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 22);
562 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_12_EXPLOSION
, v
);
565 static bool RoadVehCheckTrainCrash(RoadVehicle
*v
)
567 //for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
568 // if (u->state == RVSB_WORMHOLE) continue;
570 // TileIndex tile = u->tile;
572 // if (!IsLevelCrossingTile(tile)) continue;
574 // if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
583 TileIndex
RoadVehicle::GetOrderStationLocation(StationID station
)
585 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
587 const Station
*st
= Station::Get(station
);
588 if (!CanVehicleUseStation(this, st
)) {
589 /* There is no stop left at the station, so don't even TRY to go there */
590 this->IncrementRealOrderIndex();
597 static void StartRoadVehSound(const RoadVehicle
*v
)
599 if (!PlayVehicleSound(v
, VSE_START
)) {
600 SoundID s
= RoadVehInfo(v
->engine_type
)->sfx
;
601 if (s
== SND_19_BUS_START_PULL_AWAY
&& (v
->tick_counter
& 3) == 0) {
602 s
= SND_1A_BUS_START_PULL_AWAY_WITH_HORN
;
604 SndPlayVehicleFx(s
, v
);
608 struct RoadVehFindData
{
617 static Vehicle
*EnumCheckRoadVehClose(Vehicle
*v
, void *data
)
619 static const int8 dist_x
[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
620 static const int8 dist_y
[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
622 RoadVehFindData
*rvf
= (RoadVehFindData
*)data
;
624 short x_diff
= v
->x_pos
- rvf
->x
;
625 short y_diff
= v
->y_pos
- rvf
->y
;
627 if (v
->type
== VEH_ROAD
&&
629 abs(v
->z_pos
- rvf
->veh
->z_pos
) < 6 &&
630 v
->direction
== rvf
->dir
&&
631 rvf
->veh
->First() != v
->First() &&
632 (dist_x
[v
->direction
] >= 0 || (x_diff
> dist_x
[v
->direction
] && x_diff
<= 0)) &&
633 (dist_x
[v
->direction
] <= 0 || (x_diff
< dist_x
[v
->direction
] && x_diff
>= 0)) &&
634 (dist_y
[v
->direction
] >= 0 || (y_diff
> dist_y
[v
->direction
] && y_diff
<= 0)) &&
635 (dist_y
[v
->direction
] <= 0 || (y_diff
< dist_y
[v
->direction
] && y_diff
>= 0))) {
636 uint diff
= abs(x_diff
) + abs(y_diff
);
638 if (diff
< rvf
->best_diff
|| (diff
== rvf
->best_diff
&& v
->index
< rvf
->best
->index
)) {
640 rvf
->best_diff
= diff
;
647 static RoadVehicle
*RoadVehFindCloseTo(RoadVehicle
*v
, int x
, int y
, Direction dir
, bool update_blocked_ctr
= true)
650 RoadVehicle
*front
= v
->First();
652 if (front
->reverse_ctr
!= 0) return nullptr;
658 rvf
.best_diff
= UINT_MAX
;
660 if (front
->state
== RVSB_WORMHOLE
) {
661 FindVehicleOnPos(v
->tile
, &rvf
, EnumCheckRoadVehClose
);
662 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &rvf
, EnumCheckRoadVehClose
);
664 FindVehicleOnPosXY(x
, y
, &rvf
, EnumCheckRoadVehClose
);
667 /* This code protects a roadvehicle from being blocked for ever
668 * If more than 1480 / 74 days a road vehicle is blocked, it will
669 * drive just through it. The ultimate backup-code of TTD.
670 * It can be disabled. */
671 if (rvf
.best_diff
== UINT_MAX
) {
672 front
->blocked_ctr
= 0;
676 if (update_blocked_ctr
&& ++front
->blocked_ctr
> 1480) return nullptr;
678 return RoadVehicle::From(rvf
.best
);
682 * A road vehicle arrives at a station. If it is the first time, create a news item.
683 * @param v Road vehicle that arrived.
684 * @param st Station where the road vehicle arrived.
686 static void RoadVehArrivesAt(const RoadVehicle
*v
, Station
*st
)
689 /* Check if station was ever visited before */
690 if (!(st
->had_vehicle_of_type
& HVOT_BUS
)) {
691 st
->had_vehicle_of_type
|= HVOT_BUS
;
692 SetDParam(0, st
->index
);
694 v
->roadtype
== ROADTYPE_ROAD
? STR_NEWS_FIRST_BUS_ARRIVAL
: STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL
,
695 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
699 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
700 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
703 /* Check if station was ever visited before */
704 if (!(st
->had_vehicle_of_type
& HVOT_TRUCK
)) {
705 st
->had_vehicle_of_type
|= HVOT_TRUCK
;
706 SetDParam(0, st
->index
);
708 v
->roadtype
== ROADTYPE_ROAD
? STR_NEWS_FIRST_TRUCK_ARRIVAL
: STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL
,
709 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
713 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
714 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
720 * This function looks at the vehicle and updates its speed (cur_speed
721 * and subspeed) variables. Furthermore, it returns the distance that
722 * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
723 * the distance to drive before moving a step on the map.
724 * @return distance to drive.
726 int RoadVehicle::UpdateSpeed()
728 switch (_settings_game
.vehicle
.roadveh_acceleration_model
) {
729 default: NOT_REACHED();
731 return this->DoUpdateSpeed(this->overtaking
!= 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
734 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking
!= 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 4, this->GetCurrentMaxSpeed());
738 static Direction
RoadVehGetNewDirection(const RoadVehicle
*v
, int x
, int y
)
740 static const Direction _roadveh_new_dir
[] = {
741 DIR_N
, DIR_NW
, DIR_W
, INVALID_DIR
,
742 DIR_NE
, DIR_N
, DIR_SW
, INVALID_DIR
,
743 DIR_E
, DIR_SE
, DIR_S
746 x
= x
- v
->x_pos
+ 1;
747 y
= y
- v
->y_pos
+ 1;
749 if ((uint
)x
> 2 || (uint
)y
> 2) return v
->direction
;
750 return _roadveh_new_dir
[y
* 4 + x
];
753 static Direction
RoadVehGetSlidingDirection(const RoadVehicle
*v
, int x
, int y
)
755 Direction new_dir
= RoadVehGetNewDirection(v
, x
, y
);
756 Direction old_dir
= v
->direction
;
759 if (new_dir
== old_dir
) return old_dir
;
760 delta
= (DirDifference(new_dir
, old_dir
) > DIRDIFF_REVERSE
? DIRDIFF_45LEFT
: DIRDIFF_45RIGHT
);
761 return ChangeDir(old_dir
, delta
);
764 struct OvertakeData
{
765 const RoadVehicle
*u
;
766 const RoadVehicle
*v
;
771 static Vehicle
*EnumFindVehBlockingOvertake(Vehicle
*v
, void *data
)
773 const OvertakeData
*od
= (OvertakeData
*)data
;
775 return (v
->type
== VEH_ROAD
&& v
->First() == v
&& v
!= od
->u
&& v
!= od
->v
) ? v
: nullptr;
778 static Vehicle
*EnumFindVehPreventingOvertake(Vehicle
*v
, void *data
)
780 const OvertakeData
*od
= (OvertakeData
*)data
;
782 Vehicle
* blocking_v
= EnumFindVehBlockingOvertake(v
, data
);
784 if (blocking_v
== nullptr)
787 if (blocking_v
->type
!= VEH_ROAD
)
790 RoadVehicle
* blocking_road_v
= RoadVehicle::From(blocking_v
);
792 bool is_overtaking
= (blocking_road_v
->overtaking
!= 0);
793 bool is_driving_in_same_direction
= (od
->v
->direction
== blocking_road_v
->direction
);
794 bool has_lower_max_speed
= (od
->v
->vcache
.cached_max_speed
> blocking_road_v
->vcache
.cached_max_speed
);
795 bool has_been_stopped
= (blocking_road_v
->vehstatus
& VS_STOPPED
) != 0;
796 bool is_at_zero_speed
= (blocking_road_v
->cur_speed
== 0);
797 bool is_straight_road_trackdir
= IsStraightRoadTrackdir((Trackdir
)(blocking_road_v
->state
& RVSB_TRACKDIR_MASK
));
798 bool is_in_road_stop_or_station
= (blocking_road_v
->state
>= RVSB_IN_ROAD_STOP
) || IsTileType(blocking_road_v
->tile
, MP_STATION
);
800 bool is_preventing
= !is_driving_in_same_direction
||
802 (!has_lower_max_speed
&& !(has_been_stopped
|| is_at_zero_speed
)) ||
803 !is_straight_road_trackdir
||
804 is_in_road_stop_or_station
;
806 return is_preventing
? blocking_v
: nullptr;
810 * Check if overtaking is possible on a piece of track
812 * @param od Information about the tile and the involved vehicles
813 * @return true if we have to abort overtaking
815 static bool CheckRoadBlockedForOvertaking(OvertakeData
*od
)
817 TrackStatus ts
= GetTileTrackStatus(od
->tile
, TRANSPORT_ROAD
, od
->v
->compatible_roadtypes
);
818 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
);
819 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
); // barred level crossing
820 TrackBits trackbits
= TrackdirBitsToTrackBits(trackdirbits
);
822 /* Track does not continue along overtaking direction || track has junction || level crossing is barred */
823 bool track_does_continue
= HasBit(trackdirbits
, od
->trackdir
);
824 bool track_has_junction
= (trackbits
& ~TRACK_BIT_CROSS
) != 0;
825 bool level_crossing_is_barred
= (red_signals
!= TRACKDIR_BIT_NONE
);
827 if (!track_does_continue
|| track_has_junction
|| level_crossing_is_barred
) return true;
829 return HasVehicleOnPos(od
->tile
, od
, EnumFindVehPreventingOvertake
);
832 static void RoadVehCheckOvertake(RoadVehicle
*v
, RoadVehicle
*u
)
839 bool has_lower_max_speed
= (v
->vcache
.cached_max_speed
> u
->vcache
.cached_max_speed
);
840 bool has_been_stopped
= (u
->vehstatus
& VS_STOPPED
) != 0;
841 bool is_at_zero_speed
= (u
->cur_speed
== 0);
843 if (!has_been_stopped
&& !is_at_zero_speed
&& !has_lower_max_speed
) {
847 /* Trams can't overtake other trams */
848 if (v
->roadtype
== ROADTYPE_TRAM
) return;
850 /* Don't overtake in stations */
851 if (IsTileType(v
->tile
, MP_STATION
) || IsTileType(u
->tile
, MP_STATION
)) return;
853 /* For now, articulated road vehicles can't overtake anything. */
854 if (v
->HasArticulatedPart()) return;
856 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
857 bool driving_in_same_direction
= (v
->direction
== u
->direction
);
858 bool diagonal_direction
= (v
->direction
& 1);
860 if (!driving_in_same_direction
|| !diagonal_direction
) return;
862 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
863 bool is_straight_road_trackdir
= IsStraightRoadTrackdir((Trackdir
)(v
->state
& RVSB_TRACKDIR_MASK
));
865 if (v
->state
>= RVSB_IN_ROAD_STOP
|| !is_straight_road_trackdir
) return;
867 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
868 * accelerating, take the maximum speed for the comparison, else the current speed.
869 * Original acceleration always accelerates, so always use the maximum speed. */
870 int u_speed
= (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
|| u
->GetAcceleration() > 0) ? u
->GetCurrentMaxSpeed() : u
->cur_speed
;
871 if (u_speed
>= v
->GetCurrentMaxSpeed() &&
872 !(u
->vehstatus
& VS_STOPPED
) &&
877 od
.trackdir
= DiagDirToDiagTrackdir(DirToDiagDir(v
->direction
));
879 /* Are the current and the next tile suitable for overtaking?
880 * - Does the track continue along od.trackdir
882 * - No barred level crossing
883 * - No other vehicles in the way
886 if (CheckRoadBlockedForOvertaking(&od
)) return;
888 od
.tile
= u
->tile
+ TileOffsByDiagDir(DirToDiagDir(u
->direction
));
889 if (CheckRoadBlockedForOvertaking(&od
)) return;
891 /* When the vehicle in front of us is stopped we may only take
892 * half the time to pass it than when the vehicle is moving. */
893 v
->overtaking_ctr
= ((od
.u
->cur_speed
== 0) || (od
.u
->vehstatus
& VS_STOPPED
)) ?
894 (RV_OVERTAKE_TIMEOUT
/ 2) :
896 v
->overtaking
= RVSB_DRIVE_SIDE
;
899 static void RoadZPosAffectSpeed(RoadVehicle
*v
, int old_z
)
901 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.roadveh_acceleration_model
!= AM_ORIGINAL
) return;
903 if (old_z
< v
->z_pos
) {
904 v
->cur_speed
= v
->cur_speed
* 232 / 256; // slow down by ~10%
906 uint16 spd
= v
->cur_speed
+ 2;
907 if (spd
<= v
->vcache
.cached_max_speed
) v
->cur_speed
= spd
;
911 static int PickRandomBit(uint bits
)
914 uint num
= RandomRange(CountBits(bits
));
916 for (i
= 0; !(bits
& 1) || (int)--num
>= 0; bits
>>= 1, i
++) {}
921 * Returns direction to for a road vehicle to take or
922 * INVALID_TRACKDIR if the direction is currently blocked
923 * @param v the Vehicle to do the pathfinding for
924 * @param tile the where to start the pathfinding
925 * @param enterdir the direction the vehicle enters the tile from
926 * @return the Trackdir to take
928 static Trackdir
RoadFindPathToDest(RoadVehicle
*v
, TileIndex tile
, DiagDirection enterdir
)
930 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
934 bool path_found
= true;
936 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_ROAD
, v
->compatible_roadtypes
);
937 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
); // crossing
938 TrackdirBits trackdirs
= TrackStatusToTrackdirBits(ts
);
940 if (IsTileType(tile
, MP_ROAD
)) {
941 if (IsRoadDepot(tile
) && (!IsTileOwner(tile
, v
->owner
) || GetRoadDepotDirection(tile
) == enterdir
|| (GetRoadTypes(tile
) & v
->compatible_roadtypes
) == 0)) {
942 /* Road depot owned by another company or with the wrong orientation */
943 trackdirs
= TRACKDIR_BIT_NONE
;
945 } else if (IsTileType(tile
, MP_STATION
) && IsStandardRoadStopTile(tile
)) {
946 /* Standard road stop (drive-through stops are treated as normal road) */
948 if (!IsTileOwner(tile
, v
->owner
) || GetRoadStopDir(tile
) == enterdir
|| v
->HasArticulatedPart()) {
949 /* different station owner or wrong orientation or the vehicle has articulated parts */
950 trackdirs
= TRACKDIR_BIT_NONE
;
953 RoadStopType rstype
= v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
;
955 if (GetRoadStopType(tile
) != rstype
) {
956 /* Wrong station type */
957 trackdirs
= TRACKDIR_BIT_NONE
;
959 /* Proper station type, check if there is free loading bay */
960 if (!_settings_game
.pf
.roadveh_queue
&& IsStandardRoadStopTile(tile
) &&
961 !RoadStop::GetByTile(tile
, rstype
)->HasFreeBay()) {
962 /* Station is full and RV queuing is off */
963 trackdirs
= TRACKDIR_BIT_NONE
;
968 /* The above lookups should be moved to GetTileTrackStatus in the
969 * future, but that requires more changes to the pathfinder and other
970 * stuff, probably even more arguments to GTTS.
973 /* Remove tracks unreachable from the enter dir */
974 trackdirs
&= DiagdirReachesTrackdirs(enterdir
);
975 if (trackdirs
== TRACKDIR_BIT_NONE
) {
976 /* No reachable tracks, so we'll reverse */
977 return_track(_road_reverse_table
[enterdir
]);
980 if (v
->reverse_ctr
!= 0) {
982 if (v
->roadtype
== ROADTYPE_TRAM
) {
983 /* Trams may only reverse on a tile if it contains at least the straight
984 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
985 RoadBits rb
= GetAnyRoadBits(tile
, ROADTYPE_TRAM
);
986 RoadBits straight
= AxisToRoadBits(DiagDirToAxis(enterdir
));
987 reverse
= ((rb
& straight
) == straight
) ||
988 (rb
== DiagDirToRoadBits(enterdir
));
992 if (v
->tile
!= tile
) {
993 return_track(_road_reverse_table
[enterdir
]);
998 desttile
= v
->dest_tile
;
1000 /* We've got no destination, pick a random track */
1001 return_track(PickRandomBit(trackdirs
));
1004 /* Only one track to choose between? */
1005 if (KillFirstBit(trackdirs
) == TRACKDIR_BIT_NONE
) {
1006 return_track(FindFirstBit2x64(trackdirs
));
1009 switch (_settings_game
.pf
.pathfinder_for_roadvehs
) {
1010 case VPF_NPF
: best_track
= NPFRoadVehicleChooseTrack(v
, tile
, enterdir
, trackdirs
, path_found
); break;
1011 case VPF_YAPF
: best_track
= YapfRoadVehicleChooseTrack(v
, tile
, enterdir
, trackdirs
, path_found
); break;
1013 default: NOT_REACHED();
1015 v
->HandlePathfindingResult(path_found
);
1019 if (HasBit(red_signals
, best_track
)) return INVALID_TRACKDIR
;
1024 struct RoadDriveEntry
{
1028 #include "table/roadveh_movement.h"
1030 static bool RoadVehLeaveDepot(RoadVehicle
*v
, bool first
)
1032 /* Don't leave unless v and following wagons are in the depot. */
1033 for (const RoadVehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) {
1034 if (u
->state
!= RVSB_IN_DEPOT
|| u
->tile
!= v
->tile
) return false;
1037 DiagDirection dir
= GetRoadDepotDirection(v
->tile
);
1038 v
->direction
= DiagDirToDir(dir
);
1040 Trackdir tdir
= DiagDirToDiagTrackdir(dir
);
1041 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
) + tdir
];
1043 int x
= TileX(v
->tile
) * TILE_SIZE
+ (rdp
[RVC_DEPOT_START_FRAME
].x
& 0xF);
1044 int y
= TileY(v
->tile
) * TILE_SIZE
+ (rdp
[RVC_DEPOT_START_FRAME
].y
& 0xF);
1047 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1048 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
1049 VehicleEnterDepot(v
);
1053 if (RoadVehFindCloseTo(v
, x
, y
, v
->direction
, false) != nullptr) return true;
1055 VehicleServiceInDepot(v
);
1057 StartRoadVehSound(v
);
1059 /* Vehicle is about to leave a depot */
1063 v
->vehstatus
&= ~VS_HIDDEN
;
1065 v
->frame
= RVC_DEPOT_START_FRAME
;
1069 v
->UpdatePosition();
1070 v
->UpdateInclination(true, true);
1072 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1077 static Trackdir
FollowPreviousRoadVehicle(const RoadVehicle
*v
, const RoadVehicle
*prev
, TileIndex tile
, DiagDirection entry_dir
, bool already_reversed
)
1079 if (prev
->tile
== v
->tile
&& !already_reversed
) {
1080 /* If the previous vehicle is on the same tile as this vehicle is
1081 * then it must have reversed. */
1082 return _road_reverse_table
[entry_dir
];
1085 byte prev_state
= prev
->state
;
1088 if (prev_state
== RVSB_WORMHOLE
|| prev_state
== RVSB_IN_DEPOT
) {
1089 DiagDirection diag_dir
= INVALID_DIAGDIR
;
1091 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1092 diag_dir
= GetTunnelBridgeDirection(tile
);
1093 } else if (IsRoadDepotTile(tile
)) {
1094 diag_dir
= ReverseDiagDir(GetRoadDepotDirection(tile
));
1097 if (diag_dir
== INVALID_DIAGDIR
) return INVALID_TRACKDIR
;
1098 dir
= DiagDirToDiagTrackdir(diag_dir
);
1100 if (already_reversed
&& prev
->tile
!= tile
) {
1102 * The vehicle has reversed, but did not go straight back.
1103 * It immediately turn onto another tile. This means that
1104 * the roadstate of the previous vehicle cannot be used
1105 * as the direction we have to go with this vehicle.
1107 * Next table is build in the following way:
1108 * - first row for when the vehicle in front went to the northern or
1109 * western tile, second for southern and eastern.
1110 * - columns represent the entry direction.
1111 * - cell values are determined by the Trackdir one has to take from
1112 * the entry dir (column) to the tile in north or south by only
1113 * going over the trackdirs used for turning 90 degrees, i.e.
1114 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1116 static const Trackdir reversed_turn_lookup
[2][DIAGDIR_END
] = {
1117 { TRACKDIR_UPPER_W
, TRACKDIR_RIGHT_N
, TRACKDIR_LEFT_N
, TRACKDIR_UPPER_E
},
1118 { TRACKDIR_RIGHT_S
, TRACKDIR_LOWER_W
, TRACKDIR_LOWER_E
, TRACKDIR_LEFT_S
}};
1119 dir
= reversed_turn_lookup
[prev
->tile
< tile
? 0 : 1][ReverseDiagDir(entry_dir
)];
1120 } else if (HasBit(prev_state
, RVS_IN_DT_ROAD_STOP
)) {
1121 dir
= (Trackdir
)(prev_state
& RVSB_ROAD_STOP_TRACKDIR_MASK
);
1122 } else if (prev_state
< TRACKDIR_END
) {
1123 dir
= (Trackdir
)prev_state
;
1125 return INVALID_TRACKDIR
;
1129 /* Do some sanity checking. */
1130 static const RoadBits required_roadbits
[] = {
1131 ROAD_X
, ROAD_Y
, ROAD_NW
| ROAD_NE
, ROAD_SW
| ROAD_SE
,
1132 ROAD_NW
| ROAD_SW
, ROAD_NE
| ROAD_SE
, ROAD_X
, ROAD_Y
1134 RoadBits required
= required_roadbits
[dir
& 0x07];
1136 if ((required
& GetAnyRoadBits(tile
, v
->roadtype
, false)) == ROAD_NONE
) {
1137 dir
= INVALID_TRACKDIR
;
1144 * Can a tram track build without destruction on the given tile?
1145 * @param c the company that would be building the tram tracks
1146 * @param t the tile to build on.
1147 * @param r the road bits needed.
1148 * @return true when a track track can be build on 't'
1150 static bool CanBuildTramTrackOnTile(CompanyID c
, TileIndex t
, RoadBits r
)
1152 /* The 'current' company is not necessarily the owner of the vehicle. */
1153 Backup
<CompanyByte
> cur_company(_current_company
, c
, FILE_LINE
);
1155 CommandCost ret
= DoCommand(t
, ROADTYPE_TRAM
<< 4 | r
, 0, DC_NO_WATER
, CMD_BUILD_ROAD
);
1157 cur_company
.Restore();
1158 return ret
.Succeeded();
1161 bool IndividualRoadVehicleController(RoadVehicle
*v
, const RoadVehicle
*prev
)
1163 if (v
->overtaking
!= 0) {
1164 if (IsTileType(v
->tile
, MP_STATION
)) {
1165 /* Force us to be not overtaking! */
1167 } else if (++v
->overtaking_ctr
>= RV_OVERTAKE_TIMEOUT
) {
1168 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1169 * if the vehicle started a corner. To protect that, only allow an abort of
1170 * overtake if we are on straight roads */
1171 if (v
->state
< RVSB_IN_ROAD_STOP
&& IsStraightRoadTrackdir((Trackdir
)v
->state
)) {
1177 /* If this vehicle is in a depot and we've reached this point it must be
1178 * one of the articulated parts. It will stay in the depot until activated
1179 * by the previous vehicle in the chain when it gets to the right place. */
1180 if (v
->IsInDepot()) return true;
1182 bool no_advance_tile
= false;
1184 if (v
->state
== RVSB_WORMHOLE
) {
1185 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1186 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
1188 if (v
->IsFrontEngine()) {
1189 const Vehicle
*u
= RoadVehFindCloseTo(v
, gp
.x
, gp
.y
, v
->direction
);
1191 v
->cur_speed
= u
->First()->cur_speed
;
1196 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
1198 if (IsRoadCustomBridgeHeadTile(gp
.new_tile
)) {
1200 no_advance_tile
= true;
1202 /* Vehicle has just entered a bridge or tunnel */
1205 v
->UpdatePosition();
1206 v
->UpdateInclination(true, true);
1212 v
->UpdatePosition();
1213 RoadZPosAffectSpeed(v
, v
->UpdateInclination(false, false, true));
1214 if (v
->IsDrawn()) v
->Vehicle::UpdateViewport(true);
1219 /* Get move position data for next frame.
1220 * For a drive-through road stop use 'straight road' move data.
1221 * In this case v->state is masked to give the road stop entry direction. */
1222 RoadDriveEntry rd
= _road_drive_data
[v
->roadtype
][(
1223 (HasBit(v
->state
, RVS_IN_DT_ROAD_STOP
) ? v
->state
& RVSB_ROAD_STOP_TRACKDIR_MASK
: v
->state
) +
1224 (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)) ^ v
->overtaking
][v
->frame
+ 1];
1226 if (rd
.x
& RDE_NEXT_TILE
) {
1227 TileIndex tile
= v
->tile
;
1228 if (!no_advance_tile
) tile
+= TileOffsByDiagDir((DiagDirection
)(rd
.x
& 3));
1231 if (v
->IsFrontEngine()) {
1232 /* If this is the front engine, look for the right path. */
1233 dir
= RoadFindPathToDest(v
, tile
, (DiagDirection
)(rd
.x
& 3));
1234 } else if (no_advance_tile
) {
1235 /* Follow previous vehicle out of custom bridge wormhole */
1236 dir
= (Trackdir
) prev
->state
;
1238 dir
= FollowPreviousRoadVehicle(v
, prev
, tile
, (DiagDirection
)(rd
.x
& 3), false);
1241 if (dir
== INVALID_TRACKDIR
) {
1242 if (!v
->IsFrontEngine()) error("Disconnecting road vehicle.");
1248 uint start_frame
= RVC_DEFAULT_START_FRAME
;
1249 if (IsReversingRoadTrackdir(dir
)) {
1250 /* When turning around we can't be overtaking. */
1253 if (no_advance_tile
) {
1254 DEBUG(misc
, 0, "Road vehicle attempted to turn around on a single road piece bridge head");
1257 /* Turning around */
1258 if (v
->roadtype
== ROADTYPE_TRAM
) {
1259 /* Determine the road bits the tram needs to be able to turn around
1260 * using the 'big' corner loop. */
1263 default: NOT_REACHED();
1264 case TRACKDIR_RVREV_NE
: needed
= ROAD_SW
; break;
1265 case TRACKDIR_RVREV_SE
: needed
= ROAD_NW
; break;
1266 case TRACKDIR_RVREV_SW
: needed
= ROAD_NE
; break;
1267 case TRACKDIR_RVREV_NW
: needed
= ROAD_SE
; break;
1269 auto tile_turn_ok
= [&]() -> bool {
1270 if (IsNormalRoadTile(tile
)) {
1271 return !HasRoadWorks(tile
) && (needed
& GetRoadBits(tile
, ROADTYPE_TRAM
)) != ROAD_NONE
;
1272 } else if (IsRoadCustomBridgeHeadTile(tile
)) {
1273 return (needed
& GetCustomBridgeHeadRoadBits(tile
, ROADTYPE_TRAM
)) != ROAD_NONE
;
1278 if ((v
->Previous() != nullptr && v
->Previous()->tile
== tile
) || (v
->IsFrontEngine() && tile_turn_ok())) {
1280 * Taking the 'big' corner for trams only happens when:
1281 * - The previous vehicle in this (articulated) tram chain is
1282 * already on the 'next' tile, we just follow them regardless of
1283 * anything. When it is NOT on the 'next' tile, the tram started
1284 * doing a reversing turn when the piece of tram track on the next
1285 * tile did not exist yet. Do not use the big tram loop as that is
1286 * going to cause the tram to split up.
1287 * - Or the front of the tram can drive over the next tile.
1289 } else if (!v
->IsFrontEngine() || !CanBuildTramTrackOnTile(v
->owner
, tile
, needed
) || ((~needed
& GetAnyRoadBits(v
->tile
, ROADTYPE_TRAM
, false)) == ROAD_NONE
)) {
1291 * Taking the 'small' corner for trams only happens when:
1292 * - We are not the from vehicle of an articulated tram.
1293 * - Or when the company cannot build on the next tile.
1295 * The 'small' corner means that the vehicle is on the end of a
1296 * tram track and needs to start turning there. To do this properly
1297 * the tram needs to start at an offset in the tram turning 'code'
1298 * for 'big' corners. It furthermore does not go to the next tile,
1299 * so that needs to be fixed too.
1302 start_frame
= RVC_TURN_AROUND_START_FRAME_SHORT_TRAM
;
1304 /* The company can build on the next tile, so wait till (s)he does. */
1308 } else if (IsNormalRoadTile(v
->tile
) && GetDisallowedRoadDirections(v
->tile
) != DRD_NONE
) {
1316 /* Get position data for first frame on the new tile */
1317 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(dir
+ (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)) ^ v
->overtaking
];
1319 int x
= TileX(tile
) * TILE_SIZE
+ rdp
[start_frame
].x
;
1320 int y
= TileY(tile
) * TILE_SIZE
+ rdp
[start_frame
].y
;
1322 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1323 if (v
->IsFrontEngine()) {
1324 Vehicle
*u
= RoadVehFindCloseTo(v
, x
, y
, new_dir
);
1326 v
->cur_speed
= u
->First()->cur_speed
;
1331 uint32 r
= VehicleEnterTile(v
, tile
, x
, y
);
1332 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1333 if (!IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1337 /* Try an about turn to re-enter the previous tile */
1338 dir
= _road_reverse_table
[rd
.x
& 3];
1342 if (IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) && IsTileType(v
->tile
, MP_STATION
)) {
1343 if (IsReversingRoadTrackdir(dir
) && IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) {
1344 /* New direction is trying to turn vehicle around.
1345 * We can't turn at the exit of a road stop so wait.*/
1350 /* If we are a drive through road stop and the next tile is of
1351 * the same road stop and the next tile isn't this one (i.e. we
1352 * are not reversing), then keep the reservation and state.
1353 * This way we will not be shortly unregister from the road
1354 * stop. It also makes it possible to load when on the edge of
1355 * two road stops; otherwise you could get vehicles that should
1356 * be loading but are not actually loading. */
1357 if (IsDriveThroughStopTile(v
->tile
) &&
1358 RoadStop::IsDriveThroughRoadStopContinuation(v
->tile
, tile
) &&
1360 /* So, keep 'our' state */
1361 dir
= (Trackdir
)v
->state
;
1362 } else if (IsRoadStop(v
->tile
)) {
1363 /* We're not continuing our drive through road stop, so leave. */
1364 RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
))->Leave(v
);
1368 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
1370 v
->state
= (byte
)dir
;
1371 v
->frame
= start_frame
;
1373 if (new_dir
!= v
->direction
) {
1374 v
->direction
= new_dir
;
1375 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1379 v
->UpdatePosition();
1380 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, true));
1384 if (rd
.x
& RDE_TURNED
) {
1385 /* Vehicle has finished turning around, it will now head back onto the same tile */
1387 uint turn_around_start_frame
= RVC_TURN_AROUND_START_FRAME
;
1389 if (v
->roadtype
== ROADTYPE_TRAM
&& !IsRoadDepotTile(v
->tile
) && HasExactlyOneBit(GetAnyRoadBits(v
->tile
, ROADTYPE_TRAM
, false))) {
1391 * The tram is turning around with one tram 'roadbit'. This means that
1392 * it is using the 'big' corner 'drive data'. However, to support the
1393 * trams to take a small corner, there is a 'turned' marker in the middle
1394 * of the turning 'drive data'. When the tram took the long corner, we
1395 * will still use the 'big' corner drive data, but we advance it one
1396 * frame. We furthermore set the driving direction so the turning is
1397 * going to be properly shown.
1399 turn_around_start_frame
= RVC_START_FRAME_AFTER_LONG_TRAM
;
1400 switch (rd
.x
& 0x3) {
1401 default: NOT_REACHED();
1402 case DIAGDIR_NW
: dir
= TRACKDIR_RVREV_SE
; break;
1403 case DIAGDIR_NE
: dir
= TRACKDIR_RVREV_SW
; break;
1404 case DIAGDIR_SE
: dir
= TRACKDIR_RVREV_NW
; break;
1405 case DIAGDIR_SW
: dir
= TRACKDIR_RVREV_NE
; break;
1408 if (v
->IsFrontEngine()) {
1409 /* If this is the front engine, look for the right path. */
1410 dir
= RoadFindPathToDest(v
, v
->tile
, (DiagDirection
)(rd
.x
& 3));
1412 dir
= FollowPreviousRoadVehicle(v
, prev
, v
->tile
, (DiagDirection
)(rd
.x
& 3), true);
1416 if (dir
== INVALID_TRACKDIR
) {
1421 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
) + dir
];
1423 int x
= TileX(v
->tile
) * TILE_SIZE
+ rdp
[turn_around_start_frame
].x
;
1424 int y
= TileY(v
->tile
) * TILE_SIZE
+ rdp
[turn_around_start_frame
].y
;
1426 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1427 if (v
->IsFrontEngine() && RoadVehFindCloseTo(v
, x
, y
, new_dir
) != nullptr) return false;
1429 uint32 r
= VehicleEnterTile(v
, v
->tile
, x
, y
);
1430 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1436 v
->frame
= turn_around_start_frame
;
1438 if (new_dir
!= v
->direction
) {
1439 v
->direction
= new_dir
;
1440 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1445 v
->UpdatePosition();
1446 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, true));
1450 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1451 * it's on a depot tile, check if it's time to activate the next vehicle in
1453 if (v
->Next() != nullptr && IsRoadDepotTile(v
->tile
)) {
1454 if (v
->frame
== v
->gcache
.cached_veh_length
+ RVC_DEPOT_START_FRAME
) {
1455 RoadVehLeaveDepot(v
->Next(), false);
1459 /* Calculate new position for the vehicle */
1460 int x
= (v
->x_pos
& ~15) + (rd
.x
& 15);
1461 int y
= (v
->y_pos
& ~15) + (rd
.y
& 15);
1463 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1465 if (v
->IsFrontEngine() && !IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) {
1466 /* Vehicle is not in a road stop.
1467 * Check for another vehicle to overtake */
1468 RoadVehicle
*u
= RoadVehFindCloseTo(v
, x
, y
, new_dir
);
1472 /* There is a vehicle in front overtake it if possible */
1473 if (v
->overtaking
== 0) RoadVehCheckOvertake(v
, u
);
1474 if (v
->overtaking
== 0) v
->cur_speed
= u
->cur_speed
;
1476 /* In case an RV is stopped in a road stop, why not try to load? */
1477 if (v
->cur_speed
== 0 && IsInsideMM(v
->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) &&
1478 v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
)) &&
1479 v
->owner
== GetTileOwner(v
->tile
) && !v
->current_order
.IsType(OT_LEAVESTATION
) &&
1480 GetRoadStopType(v
->tile
) == (v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
)) {
1481 Station
*st
= Station::GetByTile(v
->tile
);
1482 v
->last_station_visited
= st
->index
;
1483 RoadVehArrivesAt(v
, st
);
1490 Direction old_dir
= v
->direction
;
1491 if (new_dir
!= old_dir
) {
1492 v
->direction
= new_dir
;
1493 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1495 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1496 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1497 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1498 * The short (inner) curve has 8 frames, this elongates it to 10. */
1499 v
->UpdateInclination(false, true);
1503 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1504 * if the vehicle is in a drive-through road stop and this is the destination station
1505 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1506 * (the station test and stop type test ensure that other vehicles, using the road stop as
1507 * a through route, do not stop) */
1508 if (v
->IsFrontEngine() && ((IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
) &&
1509 _road_stop_stop_frame
[v
->state
- RVSB_IN_ROAD_STOP
+ (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)] == v
->frame
) ||
1510 (IsInsideMM(v
->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) &&
1511 v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
)) &&
1512 v
->owner
== GetTileOwner(v
->tile
) &&
1513 GetRoadStopType(v
->tile
) == (v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
) &&
1514 v
->frame
== RVC_DRIVE_THROUGH_STOP_FRAME
))) {
1516 RoadStop
*rs
= RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
));
1517 Station
*st
= Station::GetByTile(v
->tile
);
1519 /* Vehicle is at the stop position (at a bay) in a road stop.
1520 * Note, if vehicle is loading/unloading it has already been handled,
1521 * so if we get here the vehicle has just arrived or is just ready to leave. */
1522 if (!HasBit(v
->state
, RVS_ENTERED_STOP
)) {
1523 /* Vehicle has arrived at a bay in a road stop */
1525 if (IsDriveThroughStopTile(v
->tile
)) {
1526 TileIndex next_tile
= TILE_ADD(v
->tile
, TileOffsByDir(v
->direction
));
1528 /* Check if next inline bay is free and has compatible road. */
1529 if (RoadStop::IsDriveThroughRoadStopContinuation(v
->tile
, next_tile
) && (GetRoadTypes(next_tile
) & v
->compatible_roadtypes
) != 0) {
1533 v
->UpdatePosition();
1534 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, false));
1539 rs
->SetEntranceBusy(false);
1540 SetBit(v
->state
, RVS_ENTERED_STOP
);
1542 v
->last_station_visited
= st
->index
;
1544 if (IsDriveThroughStopTile(v
->tile
) || (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == st
->index
)) {
1545 RoadVehArrivesAt(v
, st
);
1550 /* Vehicle is ready to leave a bay in a road stop */
1551 if (rs
->IsEntranceBusy()) {
1552 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1556 if (v
->current_order
.IsType(OT_LEAVESTATION
)) v
->current_order
.Free();
1559 if (IsStandardRoadStopTile(v
->tile
)) rs
->SetEntranceBusy(true);
1561 StartRoadVehSound(v
);
1562 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1565 /* Check tile position conditions - i.e. stop position in depot,
1566 * entry onto bridge or into tunnel */
1567 uint32 r
= VehicleEnterTile(v
, v
->tile
, x
, y
);
1568 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1573 if (v
->current_order
.IsType(OT_LEAVESTATION
) && IsDriveThroughStopTile(v
->tile
)) {
1574 v
->current_order
.Free();
1577 /* Move to next frame unless vehicle arrived at a stop position
1578 * in a depot or entered a tunnel/bridge */
1579 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) v
->frame
++;
1582 v
->UpdatePosition();
1583 RoadZPosAffectSpeed(v
, v
->UpdateInclination(false, true, v
->state
== RVSB_WORMHOLE
));
1587 static bool RoadVehController(RoadVehicle
*v
)
1589 /* decrease counters */
1590 v
->current_order_time
++;
1591 if (v
->reverse_ctr
!= 0) v
->reverse_ctr
--;
1593 /* handle crashed */
1594 if (v
->vehstatus
& VS_CRASHED
|| RoadVehCheckTrainCrash(v
)) {
1595 return RoadVehIsCrashed(v
);
1598 /* road vehicle has broken down? */
1599 if (v
->HandleBreakdown()) return true;
1600 if (v
->vehstatus
& VS_STOPPED
) return true;
1605 if (v
->current_order
.IsType(OT_LOADING
)) return true;
1606 v
->HandleWaiting(false);
1607 if (v
->current_order
.IsType(OT_WAITING
)) return true;
1609 if (v
->IsInDepot() && RoadVehLeaveDepot(v
, true)) return true;
1611 v
->ShowVisualEffect();
1613 /* Check how far the vehicle needs to proceed */
1614 int j
= v
->UpdateSpeed();
1616 int adv_spd
= v
->GetAdvanceDistance();
1617 bool blocked
= false;
1618 while (j
>= adv_spd
) {
1622 for (RoadVehicle
*prev
= nullptr; u
!= nullptr; prev
= u
, u
= u
->Next()) {
1623 if (!IndividualRoadVehicleController(u
, prev
)) {
1630 /* Determine distance to next map position */
1631 adv_spd
= v
->GetAdvanceDistance();
1633 /* Test for a collision, but only if another movement will occur. */
1634 if (j
>= adv_spd
&& RoadVehCheckTrainCrash(v
)) break;
1639 for (RoadVehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) {
1640 if (!(u
->IsDrawn())) continue;
1642 u
->UpdateViewport(false, false);
1645 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1646 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1647 * on next tick to discover whether it is still blocked. */
1648 if (v
->progress
== 0) v
->progress
= blocked
? adv_spd
- 1 : j
;
1653 Money
RoadVehicle::GetRunningCost() const
1655 const Engine
*e
= this->GetEngine();
1656 if (e
->u
.road
.running_cost_class
== INVALID_PRICE
) return 0;
1658 uint cost_factor
= GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR
, e
->u
.road
.running_cost
);
1659 if (cost_factor
== 0) return 0;
1661 return GetPrice(e
->u
.road
.running_cost_class
, cost_factor
, e
->GetGRF());
1664 bool RoadVehicle::Tick()
1666 this->tick_counter
++;
1668 if (this->IsFrontEngine()) {
1669 if (!((this->vehstatus
& VS_STOPPED
) || this->IsChainInDepot())) this->running_ticks
++;
1670 return RoadVehController(this);
1676 static void CheckIfRoadVehNeedsService(RoadVehicle
*v
)
1678 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1679 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_roadveh
== 0 || !v
->NeedsAutomaticServicing()) return;
1680 if (v
->IsChainInDepot()) {
1681 VehicleServiceInDepot(v
);
1686 switch (_settings_game
.pf
.pathfinder_for_roadvehs
) {
1687 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
1688 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
1689 default: NOT_REACHED();
1692 FindDepotData rfdd
= FindClosestRoadDepot(v
, max_penalty
);
1693 /* Only go to the depot if it is not too far out of our way. */
1694 if (rfdd
.best_length
== UINT_MAX
|| rfdd
.best_length
> max_penalty
) {
1695 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1696 /* If we were already heading for a depot but it has
1697 * suddenly moved farther away, we continue our normal
1699 v
->current_order
.MakeDummy();
1700 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1705 DepotID depot
= GetDepotIndex(rfdd
.tile
);
1707 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
1708 v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS
&&
1713 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
1714 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
1715 v
->dest_tile
= rfdd
.tile
;
1716 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1719 void RoadVehicle::OnNewDay()
1723 if (!this->IsFrontEngine()) return;
1725 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
1726 if (this->blocked_ctr
== 0) CheckVehicleBreakdown(this);
1728 CheckIfRoadVehNeedsService(this);
1732 if (this->running_ticks
== 0) return;
1734 CommandCost
cost(EXPENSES_ROADVEH_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
1736 this->profit_this_year
-= cost
.GetCost();
1737 this->running_ticks
= 0;
1739 SubtractMoneyFromCompanyFract(this->owner
, cost
);
1741 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
1742 SetWindowClassesDirty(WC_ROADVEH_LIST
);
1745 Trackdir
RoadVehicle::GetVehicleTrackdir() const
1747 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
1749 if (this->IsInDepot()) {
1750 /* We'll assume the road vehicle is facing outwards */
1751 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile
));
1754 if (IsStandardRoadStopTile(this->tile
)) {
1755 /* We'll assume the road vehicle is facing outwards */
1756 return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile
)); // Road vehicle in a station
1759 /* Drive through road stops / wormholes (tunnels) */
1760 if (this->state
> RVSB_TRACKDIR_MASK
) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
1762 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1763 * otherwise transform it into a valid track direction */
1764 return (Trackdir
)((IsReversingRoadTrackdir((Trackdir
)this->state
)) ? (this->state
- 6) : this->state
);