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
);
152 seq
.GetBounds(&rect
);
153 preferred_x
= Clamp(preferred_x
,
154 left
- UnScaleGUI(rect
.left
),
155 right
- UnScaleGUI(rect
.right
));
157 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
161 * Get the size of the sprite of a road vehicle sprite heading west (used for lists).
162 * @param engine The engine to get the sprite from.
163 * @param[out] width The width of the sprite.
164 * @param[out] height The height of the sprite.
165 * @param[out] xoffs Number of pixels to shift the sprite to the right.
166 * @param[out] yoffs Number of pixels to shift the sprite downwards.
167 * @param image_type Context the sprite is used in.
169 void GetRoadVehSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
171 VehicleSpriteSeq seq
;
172 GetRoadVehIcon(engine
, image_type
, &seq
);
175 seq
.GetBounds(&rect
);
177 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
178 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
179 xoffs
= UnScaleGUI(rect
.left
);
180 yoffs
= UnScaleGUI(rect
.top
);
184 * Get length of a road vehicle.
185 * @param v Road vehicle to query length.
186 * @return Length of the given road vehicle.
188 static uint
GetRoadVehLength(const RoadVehicle
*v
)
190 const Engine
*e
= v
->GetEngine();
191 uint length
= VEHICLE_LENGTH
;
193 uint16 veh_len
= CALLBACK_FAILED
;
194 if (e
->GetGRF() != NULL
&& e
->GetGRF()->grf_version
>= 8) {
195 /* Use callback 36 */
196 veh_len
= GetVehicleProperty(v
, PROP_ROADVEH_SHORTEN_FACTOR
, CALLBACK_FAILED
);
197 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) ErrorUnknownCallbackResult(e
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
199 /* Use callback 11 */
200 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, v
->engine_type
, v
);
202 if (veh_len
== CALLBACK_FAILED
) veh_len
= e
->u
.road
.shorten_factor
;
204 length
-= Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
211 * Update the cache of a road vehicle.
212 * @param v Road vehicle needing an update of its cache.
213 * @param same_length should length of vehicles stay the same?
214 * @pre \a v must be first road vehicle.
216 void RoadVehUpdateCache(RoadVehicle
*v
, bool same_length
)
218 assert(v
->type
== VEH_ROAD
);
219 assert(v
->IsFrontEngine());
221 v
->InvalidateNewGRFCacheOfChain();
223 v
->gcache
.cached_total_length
= 0;
225 for (RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
226 /* Check the v->first cache. */
227 assert(u
->First() == v
);
229 /* Update the 'first engine' */
230 u
->gcache
.first_engine
= (v
== u
) ? INVALID_ENGINE
: v
->engine_type
;
232 /* Update the length of the vehicle. */
233 uint veh_len
= GetRoadVehLength(u
);
234 /* Verify length hasn't changed. */
235 if (same_length
&& veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
237 u
->gcache
.cached_veh_length
= veh_len
;
238 v
->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
240 /* Update visual effect */
241 u
->UpdateVisualEffect();
243 /* Update cargo aging period. */
244 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_ROADVEH_CARGO_AGE_PERIOD
, EngInfo(u
->engine_type
)->cargo_age_period
);
247 uint max_speed
= GetVehicleProperty(v
, PROP_ROADVEH_SPEED
, 0);
248 v
->vcache
.cached_max_speed
= (max_speed
!= 0) ? max_speed
* 4 : RoadVehInfo(v
->engine_type
)->max_speed
;
252 * Build a road vehicle.
253 * @param tile tile of the depot where road vehicle is built.
254 * @param flags type of operation.
255 * @param e the engine to build.
256 * @param data unused.
257 * @param ret[out] the vehicle that has been built.
258 * @return the cost of this operation or an error.
260 CommandCost
CmdBuildRoadVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
262 if (HasTileRoadType(tile
, ROADTYPE_TRAM
) != HasBit(e
->info
.misc_flags
, EF_ROAD_TRAM
)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE
);
264 if (flags
& DC_EXEC
) {
265 const RoadVehicleInfo
*rvi
= &e
->u
.road
;
267 RoadVehicle
*v
= new RoadVehicle();
269 v
->direction
= DiagDirToDir(GetRoadDepotDirection(tile
));
270 v
->owner
= _current_company
;
273 int x
= TileX(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
274 int y
= TileY(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
277 v
->z_pos
= GetSlopePixelZ(x
, y
);
279 v
->state
= RVSB_IN_DEPOT
;
280 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
282 v
->spritenum
= rvi
->image_index
;
283 v
->cargo_type
= e
->GetDefaultCargoType();
284 v
->cargo_cap
= rvi
->capacity
;
287 v
->last_station_visited
= INVALID_STATION
;
288 v
->last_loading_station
= INVALID_STATION
;
289 v
->engine_type
= e
->index
;
290 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
292 v
->reliability
= e
->reliability
;
293 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
294 v
->max_age
= e
->GetLifeLengthInDays();
295 _new_vehicle_id
= v
->index
;
297 v
->SetServiceInterval(Company::Get(v
->owner
)->settings
.vehicle
.servint_roadveh
);
299 v
->date_of_last_service
= _date
;
300 v
->build_year
= _cur_year
;
302 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
303 v
->random_bits
= VehicleRandomBits();
306 v
->roadtype
= HasBit(e
->info
.misc_flags
, EF_ROAD_TRAM
) ? ROADTYPE_TRAM
: ROADTYPE_ROAD
;
307 v
->compatible_roadtypes
= RoadTypeToRoadTypes(v
->roadtype
);
308 v
->gcache
.cached_veh_length
= VEHICLE_LENGTH
;
310 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
311 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
313 AddArticulatedParts(v
);
314 v
->InvalidateNewGRFCacheOfChain();
316 /* Call various callbacks after the whole consist has been constructed */
317 for (RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
318 u
->cargo_cap
= u
->GetEngine()->DetermineCapacity(u
);
320 v
->InvalidateNewGRFCache();
321 u
->InvalidateNewGRFCache();
323 RoadVehUpdateCache(v
);
324 /* Initialize cached values for realistic acceleration. */
325 if (_settings_game
.vehicle
.roadveh_acceleration_model
!= AM_ORIGINAL
) v
->CargoChanged();
329 CheckConsistencyOfArticulatedVehicle(v
);
332 return CommandCost();
335 static FindDepotData
FindClosestRoadDepot(const RoadVehicle
*v
, int max_distance
)
337 if (IsRoadDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
339 switch (_settings_game
.pf
.pathfinder_for_roadvehs
) {
340 case VPF_NPF
: return NPFRoadVehicleFindNearestDepot(v
, max_distance
);
341 case VPF_YAPF
: return YapfRoadVehicleFindNearestDepot(v
, max_distance
);
343 default: NOT_REACHED();
347 bool RoadVehicle::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
349 FindDepotData rfdd
= FindClosestRoadDepot(this, 0);
350 if (rfdd
.best_length
== UINT_MAX
) return false;
352 if (location
!= NULL
) *location
= rfdd
.tile
;
353 if (destination
!= NULL
) *destination
= GetDepotIndex(rfdd
.tile
);
359 * Turn a roadvehicle around.
361 * @param flags operation to perform
362 * @param p1 vehicle ID to turn
365 * @return the cost of this operation or an error
367 CommandCost
CmdTurnRoadVeh(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
369 RoadVehicle
*v
= RoadVehicle::GetIfValid(p1
);
370 if (v
== NULL
) return CMD_ERROR
;
372 if (!v
->IsPrimaryVehicle()) return CMD_ERROR
;
374 CommandCost ret
= CheckOwnership(v
->owner
);
375 if (ret
.Failed()) return ret
;
377 if ((v
->vehstatus
& VS_STOPPED
) ||
378 (v
->vehstatus
& VS_CRASHED
) ||
379 v
->breakdown_ctr
!= 0 ||
380 v
->overtaking
!= 0 ||
381 v
->state
== RVSB_WORMHOLE
||
383 v
->current_order
.IsType(OT_LOADING
)) {
387 if (IsNormalRoadTile(v
->tile
) && GetDisallowedRoadDirections(v
->tile
) != DRD_NONE
) return CMD_ERROR
;
389 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
) && DirToDiagDir(v
->direction
) == GetTunnelBridgeDirection(v
->tile
)) return CMD_ERROR
;
391 if (flags
& DC_EXEC
) v
->reverse_ctr
= 180;
393 return CommandCost();
397 void RoadVehicle::MarkDirty()
399 for (RoadVehicle
*v
= this; v
!= NULL
; v
= v
->Next()) {
400 v
->colourmap
= PAL_NONE
;
401 v
->UpdateViewport(true, false);
403 this->CargoChanged();
406 void RoadVehicle::UpdateDeltaXY(Direction direction
)
408 static const int8 _delta_xy_table
[8][10] = {
409 /* 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 */
410 {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N
411 {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
412 {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
413 {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
414 {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
415 {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
416 {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W
417 {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW
420 int shorten
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
;
421 if (!IsDiagonalDirection(direction
)) shorten
>>= 1;
423 const int8
*bb
= _delta_xy_table
[direction
];
424 this->x_bb_offs
= bb
[5] + bb
[9] * shorten
;
425 this->y_bb_offs
= bb
[4] + bb
[8] * shorten
;;
426 this->x_offs
= bb
[3];
427 this->y_offs
= bb
[2];
428 this->x_extent
= bb
[1] + bb
[7] * shorten
;
429 this->y_extent
= bb
[0] + bb
[6] * shorten
;
434 * Calculates the maximum speed of the vehicle under its current conditions.
435 * @return Maximum speed of the vehicle.
437 inline int RoadVehicle::GetCurrentMaxSpeed() const
439 int max_speed
= this->vcache
.cached_max_speed
;
441 /* Limit speed to 50% while reversing, 75% in curves. */
442 for (const RoadVehicle
*u
= this; u
!= NULL
; u
= u
->Next()) {
443 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_REALISTIC
) {
444 if (this->state
<= RVSB_TRACKDIR_MASK
&& IsReversingRoadTrackdir((Trackdir
)this->state
)) {
445 max_speed
= this->vcache
.cached_max_speed
/ 2;
447 } else if ((u
->direction
& 1) == 0) {
448 max_speed
= this->vcache
.cached_max_speed
* 3 / 4;
452 /* Vehicle is on the middle part of a bridge. */
453 if (u
->state
== RVSB_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
454 max_speed
= min(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
* 2);
458 return min(max_speed
, this->current_order
.GetMaxSpeed() * 2);
462 * Delete last vehicle of a chain road vehicles.
463 * @param v First roadvehicle.
465 static void DeleteLastRoadVeh(RoadVehicle
*v
)
467 RoadVehicle
*first
= v
->First();
469 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
471 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
473 /* Only leave the road stop when we're really gone. */
474 if (IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
))->Leave(v
);
479 static void RoadVehSetRandomDirection(RoadVehicle
*v
)
481 static const DirDiff delta
[] = {
482 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
488 v
->direction
= ChangeDir(v
->direction
, delta
[r
& 3]);
489 v
->UpdateViewport(true, true);
490 } while ((v
= v
->Next()) != NULL
);
494 * Road vehicle chain has crashed.
495 * @param v First roadvehicle.
496 * @return whether the chain still exists.
498 static bool RoadVehIsCrashed(RoadVehicle
*v
)
501 if (v
->crashed_ctr
== 2) {
502 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
503 } else if (v
->crashed_ctr
<= 45) {
504 if ((v
->tick_counter
& 7) == 0) RoadVehSetRandomDirection(v
);
505 } else if (v
->crashed_ctr
>= 2220 && !(v
->tick_counter
& 0x1F)) {
506 bool ret
= v
->Next() != NULL
;
507 DeleteLastRoadVeh(v
);
515 * Check routine whether a road and a train vehicle have collided.
516 * @param v %Train vehicle to test.
517 * @param data Road vehicle to test.
518 * @return %Train vehicle if the vehicles collided, else \c NULL.
520 static Vehicle
*EnumCheckRoadVehCrashTrain(Vehicle
*v
, void *data
)
522 const Vehicle
*u
= (Vehicle
*)data
;
524 return (v
->type
== VEH_TRAIN
&&
525 abs(v
->z_pos
- u
->z_pos
) <= 6 &&
526 abs(v
->x_pos
- u
->x_pos
) <= 4 &&
527 abs(v
->y_pos
- u
->y_pos
) <= 4) ? v
: NULL
;
530 uint
RoadVehicle::Crash(bool flooded
)
532 uint pass
= this->GroundVehicleBase::Crash(flooded
);
533 if (this->IsFrontEngine()) {
536 /* If we're in a drive through road stop we ought to leave it */
537 if (IsInsideMM(this->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
)) {
538 RoadStop::GetByTile(this->tile
, GetRoadStopType(this->tile
))->Leave(this);
541 this->crashed_ctr
= flooded
? 2000 : 1; // max 2220, disappear pretty fast when flooded
545 static void RoadVehCrash(RoadVehicle
*v
)
547 uint pass
= v
->Crash();
549 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING
));
550 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING
));
555 STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER
: STR_NEWS_ROAD_VEHICLE_CRASH
,
560 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 22);
561 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_12_EXPLOSION
, v
);
564 static bool RoadVehCheckTrainCrash(RoadVehicle
*v
)
566 for (RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
567 if (u
->state
== RVSB_WORMHOLE
) continue;
569 TileIndex tile
= u
->tile
;
571 if (!IsLevelCrossingTile(tile
)) continue;
573 if (HasVehicleOnPosXY(v
->x_pos
, v
->y_pos
, u
, EnumCheckRoadVehCrashTrain
)) {
582 TileIndex
RoadVehicle::GetOrderStationLocation(StationID station
)
584 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
586 const Station
*st
= Station::Get(station
);
587 if (!CanVehicleUseStation(this, st
)) {
588 /* There is no stop left at the station, so don't even TRY to go there */
589 this->IncrementRealOrderIndex();
596 static void StartRoadVehSound(const RoadVehicle
*v
)
598 if (!PlayVehicleSound(v
, VSE_START
)) {
599 SoundID s
= RoadVehInfo(v
->engine_type
)->sfx
;
600 if (s
== SND_19_BUS_START_PULL_AWAY
&& (v
->tick_counter
& 3) == 0) {
601 s
= SND_1A_BUS_START_PULL_AWAY_WITH_HORN
;
603 SndPlayVehicleFx(s
, v
);
607 struct RoadVehFindData
{
616 static Vehicle
*EnumCheckRoadVehClose(Vehicle
*v
, void *data
)
618 static const int8 dist_x
[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
619 static const int8 dist_y
[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
621 RoadVehFindData
*rvf
= (RoadVehFindData
*)data
;
623 short x_diff
= v
->x_pos
- rvf
->x
;
624 short y_diff
= v
->y_pos
- rvf
->y
;
626 if (v
->type
== VEH_ROAD
&&
628 abs(v
->z_pos
- rvf
->veh
->z_pos
) < 6 &&
629 v
->direction
== rvf
->dir
&&
630 rvf
->veh
->First() != v
->First() &&
631 (dist_x
[v
->direction
] >= 0 || (x_diff
> dist_x
[v
->direction
] && x_diff
<= 0)) &&
632 (dist_x
[v
->direction
] <= 0 || (x_diff
< dist_x
[v
->direction
] && x_diff
>= 0)) &&
633 (dist_y
[v
->direction
] >= 0 || (y_diff
> dist_y
[v
->direction
] && y_diff
<= 0)) &&
634 (dist_y
[v
->direction
] <= 0 || (y_diff
< dist_y
[v
->direction
] && y_diff
>= 0))) {
635 uint diff
= abs(x_diff
) + abs(y_diff
);
637 if (diff
< rvf
->best_diff
|| (diff
== rvf
->best_diff
&& v
->index
< rvf
->best
->index
)) {
639 rvf
->best_diff
= diff
;
646 static RoadVehicle
*RoadVehFindCloseTo(RoadVehicle
*v
, int x
, int y
, Direction dir
, bool update_blocked_ctr
= true)
649 RoadVehicle
*front
= v
->First();
651 if (front
->reverse_ctr
!= 0) return NULL
;
657 rvf
.best_diff
= UINT_MAX
;
659 if (front
->state
== RVSB_WORMHOLE
) {
660 FindVehicleOnPos(v
->tile
, &rvf
, EnumCheckRoadVehClose
);
661 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &rvf
, EnumCheckRoadVehClose
);
663 FindVehicleOnPosXY(x
, y
, &rvf
, EnumCheckRoadVehClose
);
666 /* This code protects a roadvehicle from being blocked for ever
667 * If more than 1480 / 74 days a road vehicle is blocked, it will
668 * drive just through it. The ultimate backup-code of TTD.
669 * It can be disabled. */
670 if (rvf
.best_diff
== UINT_MAX
) {
671 front
->blocked_ctr
= 0;
675 if (update_blocked_ctr
&& ++front
->blocked_ctr
> 1480) return NULL
;
677 return RoadVehicle::From(rvf
.best
);
681 * A road vehicle arrives at a station. If it is the first time, create a news item.
682 * @param v Road vehicle that arrived.
683 * @param st Station where the road vehicle arrived.
685 static void RoadVehArrivesAt(const RoadVehicle
*v
, Station
*st
)
688 /* Check if station was ever visited before */
689 if (!(st
->had_vehicle_of_type
& HVOT_BUS
)) {
690 st
->had_vehicle_of_type
|= HVOT_BUS
;
691 SetDParam(0, st
->index
);
693 v
->roadtype
== ROADTYPE_ROAD
? STR_NEWS_FIRST_BUS_ARRIVAL
: STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL
,
694 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
698 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
699 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
702 /* Check if station was ever visited before */
703 if (!(st
->had_vehicle_of_type
& HVOT_TRUCK
)) {
704 st
->had_vehicle_of_type
|= HVOT_TRUCK
;
705 SetDParam(0, st
->index
);
707 v
->roadtype
== ROADTYPE_ROAD
? STR_NEWS_FIRST_TRUCK_ARRIVAL
: STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL
,
708 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
712 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
713 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
719 * This function looks at the vehicle and updates its speed (cur_speed
720 * and subspeed) variables. Furthermore, it returns the distance that
721 * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
722 * the distance to drive before moving a step on the map.
723 * @return distance to drive.
725 int RoadVehicle::UpdateSpeed()
727 switch (_settings_game
.vehicle
.roadveh_acceleration_model
) {
728 default: NOT_REACHED();
730 return this->DoUpdateSpeed(this->overtaking
!= 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
733 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking
!= 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 4, this->GetCurrentMaxSpeed());
737 static Direction
RoadVehGetNewDirection(const RoadVehicle
*v
, int x
, int y
)
739 static const Direction _roadveh_new_dir
[] = {
740 DIR_N
, DIR_NW
, DIR_W
, INVALID_DIR
,
741 DIR_NE
, DIR_N
, DIR_SW
, INVALID_DIR
,
742 DIR_E
, DIR_SE
, DIR_S
745 x
= x
- v
->x_pos
+ 1;
746 y
= y
- v
->y_pos
+ 1;
748 if ((uint
)x
> 2 || (uint
)y
> 2) return v
->direction
;
749 return _roadveh_new_dir
[y
* 4 + x
];
752 static Direction
RoadVehGetSlidingDirection(const RoadVehicle
*v
, int x
, int y
)
754 Direction new_dir
= RoadVehGetNewDirection(v
, x
, y
);
755 Direction old_dir
= v
->direction
;
758 if (new_dir
== old_dir
) return old_dir
;
759 delta
= (DirDifference(new_dir
, old_dir
) > DIRDIFF_REVERSE
? DIRDIFF_45LEFT
: DIRDIFF_45RIGHT
);
760 return ChangeDir(old_dir
, delta
);
763 struct OvertakeData
{
764 const RoadVehicle
*u
;
765 const RoadVehicle
*v
;
770 static Vehicle
*EnumFindVehBlockingOvertake(Vehicle
*v
, void *data
)
772 const OvertakeData
*od
= (OvertakeData
*)data
;
774 return (v
->type
== VEH_ROAD
&& v
->First() == v
&& v
!= od
->u
&& v
!= od
->v
) ? v
: NULL
;
778 * Check if overtaking is possible on a piece of track
780 * @param od Information about the tile and the involved vehicles
781 * @return true if we have to abort overtaking
783 static bool CheckRoadBlockedForOvertaking(OvertakeData
*od
)
785 TrackStatus ts
= GetTileTrackStatus(od
->tile
, TRANSPORT_ROAD
, od
->v
->compatible_roadtypes
);
786 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
);
787 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
); // barred level crossing
788 TrackBits trackbits
= TrackdirBitsToTrackBits(trackdirbits
);
790 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
791 if (!HasBit(trackdirbits
, od
->trackdir
) || (trackbits
& ~TRACK_BIT_CROSS
) || (red_signals
!= TRACKDIR_BIT_NONE
)) return true;
793 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
794 return HasVehicleOnPos(od
->tile
, od
, EnumFindVehBlockingOvertake
);
797 static void RoadVehCheckOvertake(RoadVehicle
*v
, RoadVehicle
*u
)
804 /* Trams can't overtake other trams */
805 if (v
->roadtype
== ROADTYPE_TRAM
) return;
807 /* Don't overtake in stations */
808 if (IsTileType(v
->tile
, MP_STATION
) || IsTileType(u
->tile
, MP_STATION
)) return;
810 /* For now, articulated road vehicles can't overtake anything. */
811 if (v
->HasArticulatedPart()) return;
813 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
814 if (v
->direction
!= u
->direction
|| !(v
->direction
& 1)) return;
816 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
817 if (v
->state
>= RVSB_IN_ROAD_STOP
|| !IsStraightRoadTrackdir((Trackdir
)(v
->state
& RVSB_TRACKDIR_MASK
))) return;
819 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
820 * accelerating, take the maximum speed for the comparison, else the current speed.
821 * Original acceleration always accelerates, so always use the maximum speed. */
822 int u_speed
= (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
|| u
->GetAcceleration() > 0) ? u
->GetCurrentMaxSpeed() : u
->cur_speed
;
823 if (u_speed
>= v
->GetCurrentMaxSpeed() &&
824 !(u
->vehstatus
& VS_STOPPED
) &&
829 od
.trackdir
= DiagDirToDiagTrackdir(DirToDiagDir(v
->direction
));
831 /* Are the current and the next tile suitable for overtaking?
832 * - Does the track continue along od.trackdir
834 * - No barred levelcrossing
835 * - No other vehicles in the way
838 if (CheckRoadBlockedForOvertaking(&od
)) return;
840 od
.tile
= v
->tile
+ TileOffsByDiagDir(DirToDiagDir(v
->direction
));
841 if (CheckRoadBlockedForOvertaking(&od
)) return;
843 /* When the vehicle in front of us is stopped we may only take
844 * half the time to pass it than when the vehicle is moving. */
845 v
->overtaking_ctr
= (od
.u
->cur_speed
== 0 || (od
.u
->vehstatus
& VS_STOPPED
)) ? RV_OVERTAKE_TIMEOUT
/ 2 : 0;
846 v
->overtaking
= RVSB_DRIVE_SIDE
;
849 static void RoadZPosAffectSpeed(RoadVehicle
*v
, int old_z
)
851 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.roadveh_acceleration_model
!= AM_ORIGINAL
) return;
853 if (old_z
< v
->z_pos
) {
854 v
->cur_speed
= v
->cur_speed
* 232 / 256; // slow down by ~10%
856 uint16 spd
= v
->cur_speed
+ 2;
857 if (spd
<= v
->vcache
.cached_max_speed
) v
->cur_speed
= spd
;
861 static int PickRandomBit(uint bits
)
864 uint num
= RandomRange(CountBits(bits
));
866 for (i
= 0; !(bits
& 1) || (int)--num
>= 0; bits
>>= 1, i
++) {}
871 * Returns direction to for a road vehicle to take or
872 * INVALID_TRACKDIR if the direction is currently blocked
873 * @param v the Vehicle to do the pathfinding for
874 * @param tile the where to start the pathfinding
875 * @param enterdir the direction the vehicle enters the tile from
876 * @return the Trackdir to take
878 static Trackdir
RoadFindPathToDest(RoadVehicle
*v
, TileIndex tile
, DiagDirection enterdir
)
880 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
884 bool path_found
= true;
886 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_ROAD
, v
->compatible_roadtypes
);
887 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
); // crossing
888 TrackdirBits trackdirs
= TrackStatusToTrackdirBits(ts
);
890 if (IsTileType(tile
, MP_ROAD
)) {
891 if (IsRoadDepot(tile
) && (!IsTileOwner(tile
, v
->owner
) || GetRoadDepotDirection(tile
) == enterdir
|| (GetRoadTypes(tile
) & v
->compatible_roadtypes
) == 0)) {
892 /* Road depot owned by another company or with the wrong orientation */
893 trackdirs
= TRACKDIR_BIT_NONE
;
895 } else if (IsTileType(tile
, MP_STATION
) && IsStandardRoadStopTile(tile
)) {
896 /* Standard road stop (drive-through stops are treated as normal road) */
898 if (!IsTileOwner(tile
, v
->owner
) || GetRoadStopDir(tile
) == enterdir
|| v
->HasArticulatedPart()) {
899 /* different station owner or wrong orientation or the vehicle has articulated parts */
900 trackdirs
= TRACKDIR_BIT_NONE
;
903 RoadStopType rstype
= v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
;
905 if (GetRoadStopType(tile
) != rstype
) {
906 /* Wrong station type */
907 trackdirs
= TRACKDIR_BIT_NONE
;
909 /* Proper station type, check if there is free loading bay */
910 if (!_settings_game
.pf
.roadveh_queue
&& IsStandardRoadStopTile(tile
) &&
911 !RoadStop::GetByTile(tile
, rstype
)->HasFreeBay()) {
912 /* Station is full and RV queuing is off */
913 trackdirs
= TRACKDIR_BIT_NONE
;
918 /* The above lookups should be moved to GetTileTrackStatus in the
919 * future, but that requires more changes to the pathfinder and other
920 * stuff, probably even more arguments to GTTS.
923 /* Remove tracks unreachable from the enter dir */
924 trackdirs
&= DiagdirReachesTrackdirs(enterdir
);
925 if (trackdirs
== TRACKDIR_BIT_NONE
) {
926 /* No reachable tracks, so we'll reverse */
927 return_track(_road_reverse_table
[enterdir
]);
930 if (v
->reverse_ctr
!= 0) {
932 if (v
->roadtype
== ROADTYPE_TRAM
) {
933 /* Trams may only reverse on a tile if it contains at least the straight
934 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
935 RoadBits rb
= GetAnyRoadBits(tile
, ROADTYPE_TRAM
);
936 RoadBits straight
= AxisToRoadBits(DiagDirToAxis(enterdir
));
937 reverse
= ((rb
& straight
) == straight
) ||
938 (rb
== DiagDirToRoadBits(enterdir
));
942 if (v
->tile
!= tile
) {
943 return_track(_road_reverse_table
[enterdir
]);
948 desttile
= v
->dest_tile
;
950 /* We've got no destination, pick a random track */
951 return_track(PickRandomBit(trackdirs
));
954 /* Only one track to choose between? */
955 if (KillFirstBit(trackdirs
) == TRACKDIR_BIT_NONE
) {
956 return_track(FindFirstBit2x64(trackdirs
));
959 switch (_settings_game
.pf
.pathfinder_for_roadvehs
) {
960 case VPF_NPF
: best_track
= NPFRoadVehicleChooseTrack(v
, tile
, enterdir
, trackdirs
, path_found
); break;
961 case VPF_YAPF
: best_track
= YapfRoadVehicleChooseTrack(v
, tile
, enterdir
, trackdirs
, path_found
); break;
963 default: NOT_REACHED();
965 v
->HandlePathfindingResult(path_found
);
969 if (HasBit(red_signals
, best_track
)) return INVALID_TRACKDIR
;
974 struct RoadDriveEntry
{
978 #include "table/roadveh_movement.h"
980 static bool RoadVehLeaveDepot(RoadVehicle
*v
, bool first
)
982 /* Don't leave unless v and following wagons are in the depot. */
983 for (const RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
984 if (u
->state
!= RVSB_IN_DEPOT
|| u
->tile
!= v
->tile
) return false;
987 DiagDirection dir
= GetRoadDepotDirection(v
->tile
);
988 v
->direction
= DiagDirToDir(dir
);
990 Trackdir tdir
= DiagDirToDiagTrackdir(dir
);
991 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
) + tdir
];
993 int x
= TileX(v
->tile
) * TILE_SIZE
+ (rdp
[RVC_DEPOT_START_FRAME
].x
& 0xF);
994 int y
= TileY(v
->tile
) * TILE_SIZE
+ (rdp
[RVC_DEPOT_START_FRAME
].y
& 0xF);
997 /* We are leaving a depot, but have to go to the exact same one; re-enter */
998 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
999 VehicleEnterDepot(v
);
1003 if (RoadVehFindCloseTo(v
, x
, y
, v
->direction
, false) != NULL
) return true;
1005 VehicleServiceInDepot(v
);
1007 StartRoadVehSound(v
);
1009 /* Vehicle is about to leave a depot */
1013 v
->vehstatus
&= ~VS_HIDDEN
;
1015 v
->frame
= RVC_DEPOT_START_FRAME
;
1019 v
->UpdatePosition();
1020 v
->UpdateInclination(true, true);
1022 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1027 static Trackdir
FollowPreviousRoadVehicle(const RoadVehicle
*v
, const RoadVehicle
*prev
, TileIndex tile
, DiagDirection entry_dir
, bool already_reversed
)
1029 if (prev
->tile
== v
->tile
&& !already_reversed
) {
1030 /* If the previous vehicle is on the same tile as this vehicle is
1031 * then it must have reversed. */
1032 return _road_reverse_table
[entry_dir
];
1035 byte prev_state
= prev
->state
;
1038 if (prev_state
== RVSB_WORMHOLE
|| prev_state
== RVSB_IN_DEPOT
) {
1039 DiagDirection diag_dir
= INVALID_DIAGDIR
;
1041 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1042 diag_dir
= GetTunnelBridgeDirection(tile
);
1043 } else if (IsRoadDepotTile(tile
)) {
1044 diag_dir
= ReverseDiagDir(GetRoadDepotDirection(tile
));
1047 if (diag_dir
== INVALID_DIAGDIR
) return INVALID_TRACKDIR
;
1048 dir
= DiagDirToDiagTrackdir(diag_dir
);
1050 if (already_reversed
&& prev
->tile
!= tile
) {
1052 * The vehicle has reversed, but did not go straight back.
1053 * It immediately turn onto another tile. This means that
1054 * the roadstate of the previous vehicle cannot be used
1055 * as the direction we have to go with this vehicle.
1057 * Next table is build in the following way:
1058 * - first row for when the vehicle in front went to the northern or
1059 * western tile, second for southern and eastern.
1060 * - columns represent the entry direction.
1061 * - cell values are determined by the Trackdir one has to take from
1062 * the entry dir (column) to the tile in north or south by only
1063 * going over the trackdirs used for turning 90 degrees, i.e.
1064 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1066 static const Trackdir reversed_turn_lookup
[2][DIAGDIR_END
] = {
1067 { TRACKDIR_UPPER_W
, TRACKDIR_RIGHT_N
, TRACKDIR_LEFT_N
, TRACKDIR_UPPER_E
},
1068 { TRACKDIR_RIGHT_S
, TRACKDIR_LOWER_W
, TRACKDIR_LOWER_E
, TRACKDIR_LEFT_S
}};
1069 dir
= reversed_turn_lookup
[prev
->tile
< tile
? 0 : 1][ReverseDiagDir(entry_dir
)];
1070 } else if (HasBit(prev_state
, RVS_IN_DT_ROAD_STOP
)) {
1071 dir
= (Trackdir
)(prev_state
& RVSB_ROAD_STOP_TRACKDIR_MASK
);
1072 } else if (prev_state
< TRACKDIR_END
) {
1073 dir
= (Trackdir
)prev_state
;
1075 return INVALID_TRACKDIR
;
1079 /* Do some sanity checking. */
1080 static const RoadBits required_roadbits
[] = {
1081 ROAD_X
, ROAD_Y
, ROAD_NW
| ROAD_NE
, ROAD_SW
| ROAD_SE
,
1082 ROAD_NW
| ROAD_SW
, ROAD_NE
| ROAD_SE
, ROAD_X
, ROAD_Y
1084 RoadBits required
= required_roadbits
[dir
& 0x07];
1086 if ((required
& GetAnyRoadBits(tile
, v
->roadtype
, true)) == ROAD_NONE
) {
1087 dir
= INVALID_TRACKDIR
;
1094 * Can a tram track build without destruction on the given tile?
1095 * @param c the company that would be building the tram tracks
1096 * @param t the tile to build on.
1097 * @param r the road bits needed.
1098 * @return true when a track track can be build on 't'
1100 static bool CanBuildTramTrackOnTile(CompanyID c
, TileIndex t
, RoadBits r
)
1102 /* The 'current' company is not necessarily the owner of the vehicle. */
1103 Backup
<CompanyByte
> cur_company(_current_company
, c
, FILE_LINE
);
1105 CommandCost ret
= DoCommand(t
, ROADTYPE_TRAM
<< 4 | r
, 0, DC_NO_WATER
, CMD_BUILD_ROAD
);
1107 cur_company
.Restore();
1108 return ret
.Succeeded();
1111 bool IndividualRoadVehicleController(RoadVehicle
*v
, const RoadVehicle
*prev
)
1113 if (v
->overtaking
!= 0) {
1114 if (IsTileType(v
->tile
, MP_STATION
)) {
1115 /* Force us to be not overtaking! */
1117 } else if (++v
->overtaking_ctr
>= RV_OVERTAKE_TIMEOUT
) {
1118 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1119 * if the vehicle started a corner. To protect that, only allow an abort of
1120 * overtake if we are on straight roads */
1121 if (v
->state
< RVSB_IN_ROAD_STOP
&& IsStraightRoadTrackdir((Trackdir
)v
->state
)) {
1127 /* If this vehicle is in a depot and we've reached this point it must be
1128 * one of the articulated parts. It will stay in the depot until activated
1129 * by the previous vehicle in the chain when it gets to the right place. */
1130 if (v
->IsInDepot()) return true;
1132 if (v
->state
== RVSB_WORMHOLE
) {
1133 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1134 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
1136 if (v
->IsFrontEngine()) {
1137 const Vehicle
*u
= RoadVehFindCloseTo(v
, gp
.x
, gp
.y
, v
->direction
);
1139 v
->cur_speed
= u
->First()->cur_speed
;
1144 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
1145 /* Vehicle has just entered a bridge or tunnel */
1148 v
->UpdatePosition();
1149 v
->UpdateInclination(true, true);
1155 v
->UpdatePosition();
1156 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(true);
1160 /* Get move position data for next frame.
1161 * For a drive-through road stop use 'straight road' move data.
1162 * In this case v->state is masked to give the road stop entry direction. */
1163 RoadDriveEntry rd
= _road_drive_data
[v
->roadtype
][(
1164 (HasBit(v
->state
, RVS_IN_DT_ROAD_STOP
) ? v
->state
& RVSB_ROAD_STOP_TRACKDIR_MASK
: v
->state
) +
1165 (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)) ^ v
->overtaking
][v
->frame
+ 1];
1167 if (rd
.x
& RDE_NEXT_TILE
) {
1168 TileIndex tile
= v
->tile
+ TileOffsByDiagDir((DiagDirection
)(rd
.x
& 3));
1171 if (v
->IsFrontEngine()) {
1172 /* If this is the front engine, look for the right path. */
1173 dir
= RoadFindPathToDest(v
, tile
, (DiagDirection
)(rd
.x
& 3));
1175 dir
= FollowPreviousRoadVehicle(v
, prev
, tile
, (DiagDirection
)(rd
.x
& 3), false);
1178 if (dir
== INVALID_TRACKDIR
) {
1179 if (!v
->IsFrontEngine()) error("Disconnecting road vehicle.");
1185 uint start_frame
= RVC_DEFAULT_START_FRAME
;
1186 if (IsReversingRoadTrackdir(dir
)) {
1187 /* When turning around we can't be overtaking. */
1190 /* Turning around */
1191 if (v
->roadtype
== ROADTYPE_TRAM
) {
1192 /* Determine the road bits the tram needs to be able to turn around
1193 * using the 'big' corner loop. */
1196 default: NOT_REACHED();
1197 case TRACKDIR_RVREV_NE
: needed
= ROAD_SW
; break;
1198 case TRACKDIR_RVREV_SE
: needed
= ROAD_NW
; break;
1199 case TRACKDIR_RVREV_SW
: needed
= ROAD_NE
; break;
1200 case TRACKDIR_RVREV_NW
: needed
= ROAD_SE
; break;
1202 if ((v
->Previous() != NULL
&& v
->Previous()->tile
== tile
) ||
1203 (v
->IsFrontEngine() && IsNormalRoadTile(tile
) && !HasRoadWorks(tile
) &&
1204 (needed
& GetRoadBits(tile
, ROADTYPE_TRAM
)) != ROAD_NONE
)) {
1206 * Taking the 'big' corner for trams only happens when:
1207 * - The previous vehicle in this (articulated) tram chain is
1208 * already on the 'next' tile, we just follow them regardless of
1209 * anything. When it is NOT on the 'next' tile, the tram started
1210 * doing a reversing turn when the piece of tram track on the next
1211 * tile did not exist yet. Do not use the big tram loop as that is
1212 * going to cause the tram to split up.
1213 * - Or the front of the tram can drive over the next tile.
1215 } else if (!v
->IsFrontEngine() || !CanBuildTramTrackOnTile(v
->owner
, tile
, needed
) || ((~needed
& GetAnyRoadBits(v
->tile
, ROADTYPE_TRAM
, false)) == ROAD_NONE
)) {
1217 * Taking the 'small' corner for trams only happens when:
1218 * - We are not the from vehicle of an articulated tram.
1219 * - Or when the company cannot build on the next tile.
1221 * The 'small' corner means that the vehicle is on the end of a
1222 * tram track and needs to start turning there. To do this properly
1223 * the tram needs to start at an offset in the tram turning 'code'
1224 * for 'big' corners. It furthermore does not go to the next tile,
1225 * so that needs to be fixed too.
1228 start_frame
= RVC_TURN_AROUND_START_FRAME_SHORT_TRAM
;
1230 /* The company can build on the next tile, so wait till (s)he does. */
1234 } else if (IsNormalRoadTile(v
->tile
) && GetDisallowedRoadDirections(v
->tile
) != DRD_NONE
) {
1242 /* Get position data for first frame on the new tile */
1243 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(dir
+ (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)) ^ v
->overtaking
];
1245 int x
= TileX(tile
) * TILE_SIZE
+ rdp
[start_frame
].x
;
1246 int y
= TileY(tile
) * TILE_SIZE
+ rdp
[start_frame
].y
;
1248 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1249 if (v
->IsFrontEngine()) {
1250 Vehicle
*u
= RoadVehFindCloseTo(v
, x
, y
, new_dir
);
1252 v
->cur_speed
= u
->First()->cur_speed
;
1257 uint32 r
= VehicleEnterTile(v
, tile
, x
, y
);
1258 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1259 if (!IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1263 /* Try an about turn to re-enter the previous tile */
1264 dir
= _road_reverse_table
[rd
.x
& 3];
1268 if (IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) && IsTileType(v
->tile
, MP_STATION
)) {
1269 if (IsReversingRoadTrackdir(dir
) && IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) {
1270 /* New direction is trying to turn vehicle around.
1271 * We can't turn at the exit of a road stop so wait.*/
1276 /* If we are a drive through road stop and the next tile is of
1277 * the same road stop and the next tile isn't this one (i.e. we
1278 * are not reversing), then keep the reservation and state.
1279 * This way we will not be shortly unregister from the road
1280 * stop. It also makes it possible to load when on the edge of
1281 * two road stops; otherwise you could get vehicles that should
1282 * be loading but are not actually loading. */
1283 if (IsDriveThroughStopTile(v
->tile
) &&
1284 RoadStop::IsDriveThroughRoadStopContinuation(v
->tile
, tile
) &&
1286 /* So, keep 'our' state */
1287 dir
= (Trackdir
)v
->state
;
1288 } else if (IsRoadStop(v
->tile
)) {
1289 /* We're not continuing our drive through road stop, so leave. */
1290 RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
))->Leave(v
);
1294 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
1296 v
->state
= (byte
)dir
;
1297 v
->frame
= start_frame
;
1299 if (new_dir
!= v
->direction
) {
1300 v
->direction
= new_dir
;
1301 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1305 v
->UpdatePosition();
1306 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, true));
1310 if (rd
.x
& RDE_TURNED
) {
1311 /* Vehicle has finished turning around, it will now head back onto the same tile */
1313 uint turn_around_start_frame
= RVC_TURN_AROUND_START_FRAME
;
1315 if (v
->roadtype
== ROADTYPE_TRAM
&& !IsRoadDepotTile(v
->tile
) && HasExactlyOneBit(GetAnyRoadBits(v
->tile
, ROADTYPE_TRAM
, true))) {
1317 * The tram is turning around with one tram 'roadbit'. This means that
1318 * it is using the 'big' corner 'drive data'. However, to support the
1319 * trams to take a small corner, there is a 'turned' marker in the middle
1320 * of the turning 'drive data'. When the tram took the long corner, we
1321 * will still use the 'big' corner drive data, but we advance it one
1322 * frame. We furthermore set the driving direction so the turning is
1323 * going to be properly shown.
1325 turn_around_start_frame
= RVC_START_FRAME_AFTER_LONG_TRAM
;
1326 switch (rd
.x
& 0x3) {
1327 default: NOT_REACHED();
1328 case DIAGDIR_NW
: dir
= TRACKDIR_RVREV_SE
; break;
1329 case DIAGDIR_NE
: dir
= TRACKDIR_RVREV_SW
; break;
1330 case DIAGDIR_SE
: dir
= TRACKDIR_RVREV_NW
; break;
1331 case DIAGDIR_SW
: dir
= TRACKDIR_RVREV_NE
; break;
1334 if (v
->IsFrontEngine()) {
1335 /* If this is the front engine, look for the right path. */
1336 dir
= RoadFindPathToDest(v
, v
->tile
, (DiagDirection
)(rd
.x
& 3));
1338 dir
= FollowPreviousRoadVehicle(v
, prev
, v
->tile
, (DiagDirection
)(rd
.x
& 3), true);
1342 if (dir
== INVALID_TRACKDIR
) {
1347 const RoadDriveEntry
*rdp
= _road_drive_data
[v
->roadtype
][(_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
) + dir
];
1349 int x
= TileX(v
->tile
) * TILE_SIZE
+ rdp
[turn_around_start_frame
].x
;
1350 int y
= TileY(v
->tile
) * TILE_SIZE
+ rdp
[turn_around_start_frame
].y
;
1352 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1353 if (v
->IsFrontEngine() && RoadVehFindCloseTo(v
, x
, y
, new_dir
) != NULL
) return false;
1355 uint32 r
= VehicleEnterTile(v
, v
->tile
, x
, y
);
1356 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1362 v
->frame
= turn_around_start_frame
;
1364 if (new_dir
!= v
->direction
) {
1365 v
->direction
= new_dir
;
1366 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1371 v
->UpdatePosition();
1372 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, true));
1376 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1377 * it's on a depot tile, check if it's time to activate the next vehicle in
1379 if (v
->Next() != NULL
&& IsRoadDepotTile(v
->tile
)) {
1380 if (v
->frame
== v
->gcache
.cached_veh_length
+ RVC_DEPOT_START_FRAME
) {
1381 RoadVehLeaveDepot(v
->Next(), false);
1385 /* Calculate new position for the vehicle */
1386 int x
= (v
->x_pos
& ~15) + (rd
.x
& 15);
1387 int y
= (v
->y_pos
& ~15) + (rd
.y
& 15);
1389 Direction new_dir
= RoadVehGetSlidingDirection(v
, x
, y
);
1391 if (v
->IsFrontEngine() && !IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
)) {
1392 /* Vehicle is not in a road stop.
1393 * Check for another vehicle to overtake */
1394 RoadVehicle
*u
= RoadVehFindCloseTo(v
, x
, y
, new_dir
);
1398 /* There is a vehicle in front overtake it if possible */
1399 if (v
->overtaking
== 0) RoadVehCheckOvertake(v
, u
);
1400 if (v
->overtaking
== 0) v
->cur_speed
= u
->cur_speed
;
1402 /* In case an RV is stopped in a road stop, why not try to load? */
1403 if (v
->cur_speed
== 0 && IsInsideMM(v
->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) &&
1404 v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
)) &&
1405 v
->owner
== GetTileOwner(v
->tile
) && !v
->current_order
.IsType(OT_LEAVESTATION
) &&
1406 GetRoadStopType(v
->tile
) == (v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
)) {
1407 Station
*st
= Station::GetByTile(v
->tile
);
1408 v
->last_station_visited
= st
->index
;
1409 RoadVehArrivesAt(v
, st
);
1416 Direction old_dir
= v
->direction
;
1417 if (new_dir
!= old_dir
) {
1418 v
->direction
= new_dir
;
1419 if (_settings_game
.vehicle
.roadveh_acceleration_model
== AM_ORIGINAL
) v
->cur_speed
-= v
->cur_speed
>> 2;
1421 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1422 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1423 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1424 * The short (inner) curve has 8 frames, this elongates it to 10. */
1425 v
->UpdateInclination(false, true);
1429 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1430 * if the vehicle is in a drive-through road stop and this is the destination station
1431 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1432 * (the station test and stop type test ensure that other vehicles, using the road stop as
1433 * a through route, do not stop) */
1434 if (v
->IsFrontEngine() && ((IsInsideMM(v
->state
, RVSB_IN_ROAD_STOP
, RVSB_IN_ROAD_STOP_END
) &&
1435 _road_stop_stop_frame
[v
->state
- RVSB_IN_ROAD_STOP
+ (_settings_game
.vehicle
.road_side
<< RVS_DRIVE_SIDE
)] == v
->frame
) ||
1436 (IsInsideMM(v
->state
, RVSB_IN_DT_ROAD_STOP
, RVSB_IN_DT_ROAD_STOP_END
) &&
1437 v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
)) &&
1438 v
->owner
== GetTileOwner(v
->tile
) &&
1439 GetRoadStopType(v
->tile
) == (v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
) &&
1440 v
->frame
== RVC_DRIVE_THROUGH_STOP_FRAME
))) {
1442 RoadStop
*rs
= RoadStop::GetByTile(v
->tile
, GetRoadStopType(v
->tile
));
1443 Station
*st
= Station::GetByTile(v
->tile
);
1445 /* Vehicle is at the stop position (at a bay) in a road stop.
1446 * Note, if vehicle is loading/unloading it has already been handled,
1447 * so if we get here the vehicle has just arrived or is just ready to leave. */
1448 if (!HasBit(v
->state
, RVS_ENTERED_STOP
)) {
1449 /* Vehicle has arrived at a bay in a road stop */
1451 if (IsDriveThroughStopTile(v
->tile
)) {
1452 TileIndex next_tile
= TILE_ADD(v
->tile
, TileOffsByDir(v
->direction
));
1454 /* Check if next inline bay is free and has compatible road. */
1455 if (RoadStop::IsDriveThroughRoadStopContinuation(v
->tile
, next_tile
) && (GetRoadTypes(next_tile
) & v
->compatible_roadtypes
) != 0) {
1459 v
->UpdatePosition();
1460 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, false));
1465 rs
->SetEntranceBusy(false);
1466 SetBit(v
->state
, RVS_ENTERED_STOP
);
1468 v
->last_station_visited
= st
->index
;
1470 if (IsDriveThroughStopTile(v
->tile
) || (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == st
->index
)) {
1471 RoadVehArrivesAt(v
, st
);
1476 /* Vehicle is ready to leave a bay in a road stop */
1477 if (rs
->IsEntranceBusy()) {
1478 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1482 if (v
->current_order
.IsType(OT_LEAVESTATION
)) v
->current_order
.Free();
1485 if (IsStandardRoadStopTile(v
->tile
)) rs
->SetEntranceBusy(true);
1487 StartRoadVehSound(v
);
1488 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1491 /* Check tile position conditions - i.e. stop position in depot,
1492 * entry onto bridge or into tunnel */
1493 uint32 r
= VehicleEnterTile(v
, v
->tile
, x
, y
);
1494 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1499 if (v
->current_order
.IsType(OT_LEAVESTATION
) && IsDriveThroughStopTile(v
->tile
)) {
1500 v
->current_order
.Free();
1503 /* Move to next frame unless vehicle arrived at a stop position
1504 * in a depot or entered a tunnel/bridge */
1505 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) v
->frame
++;
1508 v
->UpdatePosition();
1509 RoadZPosAffectSpeed(v
, v
->UpdateInclination(false, true));
1513 static bool RoadVehController(RoadVehicle
*v
)
1515 /* decrease counters */
1516 v
->current_order_time
++;
1517 if (v
->reverse_ctr
!= 0) v
->reverse_ctr
--;
1519 /* handle crashed */
1520 if (v
->vehstatus
& VS_CRASHED
|| RoadVehCheckTrainCrash(v
)) {
1521 return RoadVehIsCrashed(v
);
1524 /* road vehicle has broken down? */
1525 if (v
->HandleBreakdown()) return true;
1526 if (v
->vehstatus
& VS_STOPPED
) return true;
1531 if (v
->current_order
.IsType(OT_LOADING
)) return true;
1533 if (v
->IsInDepot() && RoadVehLeaveDepot(v
, true)) return true;
1535 v
->ShowVisualEffect();
1537 /* Check how far the vehicle needs to proceed */
1538 int j
= v
->UpdateSpeed();
1540 int adv_spd
= v
->GetAdvanceDistance();
1541 bool blocked
= false;
1542 while (j
>= adv_spd
) {
1546 for (RoadVehicle
*prev
= NULL
; u
!= NULL
; prev
= u
, u
= u
->Next()) {
1547 if (!IndividualRoadVehicleController(u
, prev
)) {
1554 /* Determine distance to next map position */
1555 adv_spd
= v
->GetAdvanceDistance();
1557 /* Test for a collision, but only if another movement will occur. */
1558 if (j
>= adv_spd
&& RoadVehCheckTrainCrash(v
)) break;
1563 for (RoadVehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
1564 if ((u
->vehstatus
& VS_HIDDEN
) != 0) continue;
1566 u
->UpdateViewport(false, false);
1569 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1570 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1571 * on next tick to discover whether it is still blocked. */
1572 if (v
->progress
== 0) v
->progress
= blocked
? adv_spd
- 1 : j
;
1577 Money
RoadVehicle::GetRunningCost() const
1579 const Engine
*e
= this->GetEngine();
1580 if (e
->u
.road
.running_cost_class
== INVALID_PRICE
) return 0;
1582 uint cost_factor
= GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR
, e
->u
.road
.running_cost
);
1583 if (cost_factor
== 0) return 0;
1585 return GetPrice(e
->u
.road
.running_cost_class
, cost_factor
, e
->GetGRF());
1588 bool RoadVehicle::Tick()
1590 this->tick_counter
++;
1592 if (this->IsFrontEngine()) {
1593 if (!(this->vehstatus
& VS_STOPPED
)) this->running_ticks
++;
1594 return RoadVehController(this);
1600 static void CheckIfRoadVehNeedsService(RoadVehicle
*v
)
1602 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1603 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_roadveh
== 0 || !v
->NeedsAutomaticServicing()) return;
1604 if (v
->IsChainInDepot()) {
1605 VehicleServiceInDepot(v
);
1610 switch (_settings_game
.pf
.pathfinder_for_roadvehs
) {
1611 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
1612 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
1613 default: NOT_REACHED();
1616 FindDepotData rfdd
= FindClosestRoadDepot(v
, max_penalty
);
1617 /* Only go to the depot if it is not too far out of our way. */
1618 if (rfdd
.best_length
== UINT_MAX
|| rfdd
.best_length
> max_penalty
) {
1619 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1620 /* If we were already heading for a depot but it has
1621 * suddenly moved farther away, we continue our normal
1623 v
->current_order
.MakeDummy();
1624 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1629 DepotID depot
= GetDepotIndex(rfdd
.tile
);
1631 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
1632 v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS
&&
1637 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
1638 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
1639 v
->dest_tile
= rfdd
.tile
;
1640 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1643 void RoadVehicle::OnNewDay()
1647 if (!this->IsFrontEngine()) return;
1649 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
1650 if (this->blocked_ctr
== 0) CheckVehicleBreakdown(this);
1652 CheckIfRoadVehNeedsService(this);
1656 if (this->running_ticks
== 0) return;
1658 CommandCost
cost(EXPENSES_ROADVEH_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
1660 this->profit_this_year
-= cost
.GetCost();
1661 this->running_ticks
= 0;
1663 SubtractMoneyFromCompanyFract(this->owner
, cost
);
1665 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
1666 SetWindowClassesDirty(WC_ROADVEH_LIST
);
1669 Trackdir
RoadVehicle::GetVehicleTrackdir() const
1671 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
1673 if (this->IsInDepot()) {
1674 /* We'll assume the road vehicle is facing outwards */
1675 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile
));
1678 if (IsStandardRoadStopTile(this->tile
)) {
1679 /* We'll assume the road vehicle is facing outwards */
1680 return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile
)); // Road vehicle in a station
1683 /* Drive through road stops / wormholes (tunnels) */
1684 if (this->state
> RVSB_TRACKDIR_MASK
) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
1686 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1687 * otherwise transform it into a valid track direction */
1688 return (Trackdir
)((IsReversingRoadTrackdir((Trackdir
)this->state
)) ? (this->state
- 6) : this->state
);