(svn r27747) -Update from Eints:
[openttd.git] / src / roadveh_cmd.cpp
blob9b541a766bee80d0af3ef8b32ca81cac0cc09786
1 /* $Id$ */
3 /*
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/>.
8 */
10 /** @file roadveh_cmd.cpp Handling of road vehicles. */
12 #include "stdafx.h"
13 #include "roadveh.h"
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"
27 #include "ai/ai.hpp"
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"
36 #include "newgrf.h"
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,
62 0, 0, 0, 8, 8, 8, 8
64 assert_compile(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
66 template <>
67 bool IsValidImageIndex<VEH_ROAD>(uint8 image_index)
69 return image_index < lengthof(_roadveh_images);
72 /** 'Convert' the DiagDirection where a road vehicle enters to the trackdirs it can drive onto */
73 static const TrackdirBits _road_enter_dir_to_reachable_trackdirs[DIAGDIR_END] = {
74 TRACKDIR_BIT_LEFT_N | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_X_NE, // Enter from north east
75 TRACKDIR_BIT_LEFT_S | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_Y_SE, // Enter from south east
76 TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_X_SW | TRACKDIR_BIT_RIGHT_S, // Enter from south west
77 TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_Y_NW // Enter from north west
80 static const Trackdir _road_reverse_table[DIAGDIR_END] = {
81 TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
84 /** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
85 static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
86 TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
90 /**
91 * Check whether a roadvehicle is a bus
92 * @return true if bus
94 bool RoadVehicle::IsBus() const
96 assert(this->IsFrontEngine());
97 return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
101 * Get the width of a road vehicle image in the GUI.
102 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
103 * @return Width in pixels
105 int RoadVehicle::GetDisplayImageWidth(Point *offset) const
107 int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
109 if (offset != NULL) {
110 offset->x = ScaleGUITrad(reference_width) / 2;
111 offset->y = 0;
113 return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
116 static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
118 const Engine *e = Engine::Get(engine);
119 uint8 spritenum = e->u.road.image_index;
121 if (is_custom_sprite(spritenum)) {
122 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
123 if (result->IsValid()) return;
125 spritenum = e->original_image_index;
128 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
129 result->Set(DIR_W + _roadveh_images[spritenum]);
132 void RoadVehicle::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
134 uint8 spritenum = this->spritenum;
136 if (is_custom_sprite(spritenum)) {
137 GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
138 if (result->IsValid()) return;
140 spritenum = this->GetEngine()->original_image_index;
143 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
144 SpriteID sprite = direction + _roadveh_images[spritenum];
146 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
148 result->Set(sprite);
152 * Draw a road vehicle engine.
153 * @param left Left edge to draw within.
154 * @param right Right edge to draw within.
155 * @param preferred_x Preferred position of the engine.
156 * @param y Vertical position of the engine.
157 * @param engine Engine to draw
158 * @param pal Palette to use.
160 void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
162 VehicleSpriteSeq seq;
163 GetRoadVehIcon(engine, image_type, &seq);
165 Rect rect;
166 seq.GetBounds(&rect);
167 preferred_x = Clamp(preferred_x,
168 left - UnScaleGUI(rect.left),
169 right - UnScaleGUI(rect.right));
171 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
175 * Get the size of the sprite of a road vehicle sprite heading west (used for lists).
176 * @param engine The engine to get the sprite from.
177 * @param[out] width The width of the sprite.
178 * @param[out] height The height of the sprite.
179 * @param[out] xoffs Number of pixels to shift the sprite to the right.
180 * @param[out] yoffs Number of pixels to shift the sprite downwards.
181 * @param image_type Context the sprite is used in.
183 void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
185 VehicleSpriteSeq seq;
186 GetRoadVehIcon(engine, image_type, &seq);
188 Rect rect;
189 seq.GetBounds(&rect);
191 width = UnScaleGUI(rect.right - rect.left + 1);
192 height = UnScaleGUI(rect.bottom - rect.top + 1);
193 xoffs = UnScaleGUI(rect.left);
194 yoffs = UnScaleGUI(rect.top);
198 * Get length of a road vehicle.
199 * @param v Road vehicle to query length.
200 * @return Length of the given road vehicle.
202 static uint GetRoadVehLength(const RoadVehicle *v)
204 const Engine *e = v->GetEngine();
205 uint length = VEHICLE_LENGTH;
207 uint16 veh_len = CALLBACK_FAILED;
208 if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
209 /* Use callback 36 */
210 veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
211 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
212 } else {
213 /* Use callback 11 */
214 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
216 if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
217 if (veh_len != 0) {
218 length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
221 return length;
225 * Update the cache of a road vehicle.
226 * @param v Road vehicle needing an update of its cache.
227 * @param same_length should length of vehicles stay the same?
228 * @pre \a v must be first road vehicle.
230 void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
232 assert(v->type == VEH_ROAD);
233 assert(v->IsFrontEngine());
235 v->InvalidateNewGRFCacheOfChain();
237 v->gcache.cached_total_length = 0;
239 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
240 /* Check the v->first cache. */
241 assert(u->First() == v);
243 /* Update the 'first engine' */
244 u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
246 /* Update the length of the vehicle. */
247 uint veh_len = GetRoadVehLength(u);
248 /* Verify length hasn't changed. */
249 if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
251 u->gcache.cached_veh_length = veh_len;
252 v->gcache.cached_total_length += u->gcache.cached_veh_length;
254 /* Update visual effect */
255 u->UpdateVisualEffect();
257 /* Update cargo aging period. */
258 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
261 uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
262 v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
266 * Build a road vehicle.
267 * @param tile tile of the depot where road vehicle is built.
268 * @param flags type of operation.
269 * @param e the engine to build.
270 * @param data unused.
271 * @param ret[out] the vehicle that has been built.
272 * @return the cost of this operation or an error.
274 CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
276 if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
278 if (flags & DC_EXEC) {
279 const RoadVehicleInfo *rvi = &e->u.road;
281 RoadVehicle *v = new RoadVehicle();
282 *ret = v;
283 v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
284 v->owner = _current_company;
286 v->tile = tile;
287 int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
288 int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
289 v->x_pos = x;
290 v->y_pos = y;
291 v->z_pos = GetSlopePixelZ(x, y);
293 v->state = RVSB_IN_DEPOT;
294 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
296 v->spritenum = rvi->image_index;
297 v->cargo_type = e->GetDefaultCargoType();
298 v->cargo_cap = rvi->capacity;
299 v->refit_cap = 0;
301 v->last_station_visited = INVALID_STATION;
302 v->last_loading_station = INVALID_STATION;
303 v->engine_type = e->index;
304 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
306 v->reliability = e->reliability;
307 v->reliability_spd_dec = e->reliability_spd_dec;
308 v->max_age = e->GetLifeLengthInDays();
309 _new_vehicle_id = v->index;
311 v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
313 v->date_of_last_service = _date;
314 v->build_year = _cur_year;
316 v->sprite_seq.Set(SPR_IMG_QUERY);
317 v->random_bits = VehicleRandomBits();
318 v->SetFrontEngine();
320 v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
321 v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
322 v->gcache.cached_veh_length = VEHICLE_LENGTH;
324 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
325 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
327 AddArticulatedParts(v);
328 v->InvalidateNewGRFCacheOfChain();
330 /* Call various callbacks after the whole consist has been constructed */
331 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
332 u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
333 u->refit_cap = 0;
334 v->InvalidateNewGRFCache();
335 u->InvalidateNewGRFCache();
337 RoadVehUpdateCache(v);
338 /* Initialize cached values for realistic acceleration. */
339 if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
341 v->UpdatePosition();
343 CheckConsistencyOfArticulatedVehicle(v);
346 return CommandCost();
349 static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
351 if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
353 switch (_settings_game.pf.pathfinder_for_roadvehs) {
354 case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
355 case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
357 default: NOT_REACHED();
361 bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
363 FindDepotData rfdd = FindClosestRoadDepot(this, 0);
364 if (rfdd.best_length == UINT_MAX) return false;
366 if (location != NULL) *location = rfdd.tile;
367 if (destination != NULL) *destination = GetDepotIndex(rfdd.tile);
369 return true;
373 * Turn a roadvehicle around.
374 * @param tile unused
375 * @param flags operation to perform
376 * @param p1 vehicle ID to turn
377 * @param p2 unused
378 * @param text unused
379 * @return the cost of this operation or an error
381 CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
383 RoadVehicle *v = RoadVehicle::GetIfValid(p1);
384 if (v == NULL) return CMD_ERROR;
386 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
388 CommandCost ret = CheckOwnership(v->owner);
389 if (ret.Failed()) return ret;
391 if ((v->vehstatus & VS_STOPPED) ||
392 (v->vehstatus & VS_CRASHED) ||
393 v->breakdown_ctr != 0 ||
394 v->overtaking != 0 ||
395 v->state == RVSB_WORMHOLE ||
396 v->IsInDepot() ||
397 v->current_order.IsType(OT_LOADING)) {
398 return CMD_ERROR;
401 if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
403 if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
405 if (flags & DC_EXEC) v->reverse_ctr = 180;
407 return CommandCost();
411 void RoadVehicle::MarkDirty()
413 for (RoadVehicle *v = this; v != NULL; v = v->Next()) {
414 v->colourmap = PAL_NONE;
415 v->UpdateViewport(true, false);
417 this->CargoChanged();
420 void RoadVehicle::UpdateDeltaXY(Direction direction)
422 static const int8 _delta_xy_table[8][10] = {
423 /* 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 */
424 {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N
425 {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
426 {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
427 {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
428 {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
429 {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
430 {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W
431 {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW
434 int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length;
435 if (!IsDiagonalDirection(direction)) shorten >>= 1;
437 const int8 *bb = _delta_xy_table[direction];
438 this->x_bb_offs = bb[5] + bb[9] * shorten;
439 this->y_bb_offs = bb[4] + bb[8] * shorten;;
440 this->x_offs = bb[3];
441 this->y_offs = bb[2];
442 this->x_extent = bb[1] + bb[7] * shorten;
443 this->y_extent = bb[0] + bb[6] * shorten;
444 this->z_extent = 6;
448 * Calculates the maximum speed of the vehicle under its current conditions.
449 * @return Maximum speed of the vehicle.
451 inline int RoadVehicle::GetCurrentMaxSpeed() const
453 int max_speed = this->vcache.cached_max_speed;
455 /* Limit speed to 50% while reversing, 75% in curves. */
456 for (const RoadVehicle *u = this; u != NULL; u = u->Next()) {
457 if (_settings_game.vehicle.roadveh_acceleration_model == AM_REALISTIC) {
458 if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
459 max_speed = this->vcache.cached_max_speed / 2;
460 break;
461 } else if ((u->direction & 1) == 0) {
462 max_speed = this->vcache.cached_max_speed * 3 / 4;
466 /* Vehicle is on the middle part of a bridge. */
467 if (u->state == RVSB_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
468 max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
472 return min(max_speed, this->current_order.GetMaxSpeed() * 2);
476 * Delete last vehicle of a chain road vehicles.
477 * @param v First roadvehicle.
479 static void DeleteLastRoadVeh(RoadVehicle *v)
481 RoadVehicle *first = v->First();
482 Vehicle *u = v;
483 for (; v->Next() != NULL; v = v->Next()) u = v;
484 u->SetNext(NULL);
485 v->last_station_visited = first->last_station_visited; // for PreDestructor
487 /* Only leave the road stop when we're really gone. */
488 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
490 delete v;
493 static void RoadVehSetRandomDirection(RoadVehicle *v)
495 static const DirDiff delta[] = {
496 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
499 do {
500 uint32 r = Random();
502 v->direction = ChangeDir(v->direction, delta[r & 3]);
503 v->UpdateViewport(true, true);
504 } while ((v = v->Next()) != NULL);
508 * Road vehicle chain has crashed.
509 * @param v First roadvehicle.
510 * @return whether the chain still exists.
512 static bool RoadVehIsCrashed(RoadVehicle *v)
514 v->crashed_ctr++;
515 if (v->crashed_ctr == 2) {
516 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
517 } else if (v->crashed_ctr <= 45) {
518 if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
519 } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
520 bool ret = v->Next() != NULL;
521 DeleteLastRoadVeh(v);
522 return ret;
525 return true;
529 * Check routine whether a road and a train vehicle have collided.
530 * @param v %Train vehicle to test.
531 * @param data Road vehicle to test.
532 * @return %Train vehicle if the vehicles collided, else \c NULL.
534 static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
536 const Vehicle *u = (Vehicle*)data;
538 return (v->type == VEH_TRAIN &&
539 abs(v->z_pos - u->z_pos) <= 6 &&
540 abs(v->x_pos - u->x_pos) <= 4 &&
541 abs(v->y_pos - u->y_pos) <= 4) ? v : NULL;
544 uint RoadVehicle::Crash(bool flooded)
546 uint pass = this->GroundVehicleBase::Crash(flooded);
547 if (this->IsFrontEngine()) {
548 pass += 1; // driver
550 /* If we're in a drive through road stop we ought to leave it */
551 if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
552 RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
555 this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
556 return pass;
559 static void RoadVehCrash(RoadVehicle *v)
561 uint pass = v->Crash();
563 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
564 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
566 SetDParam(0, pass);
567 AddVehicleNewsItem(
568 (pass == 1) ?
569 STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH,
570 NT_ACCIDENT,
571 v->index
574 ModifyStationRatingAround(v->tile, v->owner, -160, 22);
575 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
578 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
580 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
581 if (u->state == RVSB_WORMHOLE) continue;
583 TileIndex tile = u->tile;
585 if (!IsLevelCrossingTile(tile)) continue;
587 if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
588 RoadVehCrash(v);
589 return true;
593 return false;
596 TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
598 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
600 const Station *st = Station::Get(station);
601 if (!CanVehicleUseStation(this, st)) {
602 /* There is no stop left at the station, so don't even TRY to go there */
603 this->IncrementRealOrderIndex();
604 return 0;
607 return st->xy;
610 static void StartRoadVehSound(const RoadVehicle *v)
612 if (!PlayVehicleSound(v, VSE_START)) {
613 SoundID s = RoadVehInfo(v->engine_type)->sfx;
614 if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) {
615 s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
617 SndPlayVehicleFx(s, v);
621 struct RoadVehFindData {
622 int x;
623 int y;
624 const Vehicle *veh;
625 Vehicle *best;
626 uint best_diff;
627 Direction dir;
630 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
632 static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
633 static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
635 RoadVehFindData *rvf = (RoadVehFindData*)data;
637 short x_diff = v->x_pos - rvf->x;
638 short y_diff = v->y_pos - rvf->y;
640 if (v->type == VEH_ROAD &&
641 !v->IsInDepot() &&
642 abs(v->z_pos - rvf->veh->z_pos) < 6 &&
643 v->direction == rvf->dir &&
644 rvf->veh->First() != v->First() &&
645 (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
646 (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
647 (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
648 (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
649 uint diff = abs(x_diff) + abs(y_diff);
651 if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
652 rvf->best = v;
653 rvf->best_diff = diff;
657 return NULL;
660 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
662 RoadVehFindData rvf;
663 RoadVehicle *front = v->First();
665 if (front->reverse_ctr != 0) return NULL;
667 rvf.x = x;
668 rvf.y = y;
669 rvf.dir = dir;
670 rvf.veh = v;
671 rvf.best_diff = UINT_MAX;
673 if (front->state == RVSB_WORMHOLE) {
674 FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
675 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
676 } else {
677 FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
680 /* This code protects a roadvehicle from being blocked for ever
681 * If more than 1480 / 74 days a road vehicle is blocked, it will
682 * drive just through it. The ultimate backup-code of TTD.
683 * It can be disabled. */
684 if (rvf.best_diff == UINT_MAX) {
685 front->blocked_ctr = 0;
686 return NULL;
689 if (update_blocked_ctr && ++front->blocked_ctr > 1480) return NULL;
691 return RoadVehicle::From(rvf.best);
695 * A road vehicle arrives at a station. If it is the first time, create a news item.
696 * @param v Road vehicle that arrived.
697 * @param st Station where the road vehicle arrived.
699 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
701 if (v->IsBus()) {
702 /* Check if station was ever visited before */
703 if (!(st->had_vehicle_of_type & HVOT_BUS)) {
704 st->had_vehicle_of_type |= HVOT_BUS;
705 SetDParam(0, st->index);
706 AddVehicleNewsItem(
707 v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
708 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
709 v->index,
710 st->index
712 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
713 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
715 } else {
716 /* Check if station was ever visited before */
717 if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
718 st->had_vehicle_of_type |= HVOT_TRUCK;
719 SetDParam(0, st->index);
720 AddVehicleNewsItem(
721 v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
722 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
723 v->index,
724 st->index
726 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
727 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
733 * This function looks at the vehicle and updates its speed (cur_speed
734 * and subspeed) variables. Furthermore, it returns the distance that
735 * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
736 * the distance to drive before moving a step on the map.
737 * @return distance to drive.
739 int RoadVehicle::UpdateSpeed()
741 switch (_settings_game.vehicle.roadveh_acceleration_model) {
742 default: NOT_REACHED();
743 case AM_ORIGINAL:
744 return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
746 case AM_REALISTIC:
747 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
751 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
753 static const Direction _roadveh_new_dir[] = {
754 DIR_N , DIR_NW, DIR_W , INVALID_DIR,
755 DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
756 DIR_E , DIR_SE, DIR_S
759 x = x - v->x_pos + 1;
760 y = y - v->y_pos + 1;
762 if ((uint)x > 2 || (uint)y > 2) return v->direction;
763 return _roadveh_new_dir[y * 4 + x];
766 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
768 Direction new_dir = RoadVehGetNewDirection(v, x, y);
769 Direction old_dir = v->direction;
770 DirDiff delta;
772 if (new_dir == old_dir) return old_dir;
773 delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
774 return ChangeDir(old_dir, delta);
777 struct OvertakeData {
778 const RoadVehicle *u;
779 const RoadVehicle *v;
780 TileIndex tile;
781 Trackdir trackdir;
784 static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
786 const OvertakeData *od = (OvertakeData*)data;
788 return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) ? v : NULL;
792 * Check if overtaking is possible on a piece of track
794 * @param od Information about the tile and the involved vehicles
795 * @return true if we have to abort overtaking
797 static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
799 TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->compatible_roadtypes);
800 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
801 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
802 TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
804 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
805 if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
807 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
808 return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
811 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
813 OvertakeData od;
815 od.v = v;
816 od.u = u;
818 /* Trams can't overtake other trams */
819 if (v->roadtype == ROADTYPE_TRAM) return;
821 /* Don't overtake in stations */
822 if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
824 /* For now, articulated road vehicles can't overtake anything. */
825 if (v->HasArticulatedPart()) return;
827 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
828 if (v->direction != u->direction || !(v->direction & 1)) return;
830 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
831 if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
833 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
834 * accelerating, take the maximum speed for the comparison, else the current speed.
835 * Original acceleration always accelerates, so always use the maximum speed. */
836 int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
837 if (u_speed >= v->GetCurrentMaxSpeed() &&
838 !(u->vehstatus & VS_STOPPED) &&
839 u->cur_speed != 0) {
840 return;
843 od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
845 /* Are the current and the next tile suitable for overtaking?
846 * - Does the track continue along od.trackdir
847 * - No junctions
848 * - No barred levelcrossing
849 * - No other vehicles in the way
851 od.tile = v->tile;
852 if (CheckRoadBlockedForOvertaking(&od)) return;
854 od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
855 if (CheckRoadBlockedForOvertaking(&od)) return;
857 /* When the vehicle in front of us is stopped we may only take
858 * half the time to pass it than when the vehicle is moving. */
859 v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
860 v->overtaking = RVSB_DRIVE_SIDE;
863 static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
865 if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
867 if (old_z < v->z_pos) {
868 v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
869 } else {
870 uint16 spd = v->cur_speed + 2;
871 if (spd <= v->vcache.cached_max_speed) v->cur_speed = spd;
875 static int PickRandomBit(uint bits)
877 uint i;
878 uint num = RandomRange(CountBits(bits));
880 for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
881 return i;
885 * Returns direction to for a road vehicle to take or
886 * INVALID_TRACKDIR if the direction is currently blocked
887 * @param v the Vehicle to do the pathfinding for
888 * @param tile the where to start the pathfinding
889 * @param enterdir the direction the vehicle enters the tile from
890 * @return the Trackdir to take
892 static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
894 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
896 TileIndex desttile;
897 Trackdir best_track;
898 bool path_found = true;
900 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes);
901 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
902 TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
904 if (IsTileType(tile, MP_ROAD)) {
905 if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->compatible_roadtypes) == 0)) {
906 /* Road depot owned by another company or with the wrong orientation */
907 trackdirs = TRACKDIR_BIT_NONE;
909 } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
910 /* Standard road stop (drive-through stops are treated as normal road) */
912 if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
913 /* different station owner or wrong orientation or the vehicle has articulated parts */
914 trackdirs = TRACKDIR_BIT_NONE;
915 } else {
916 /* Our station */
917 RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
919 if (GetRoadStopType(tile) != rstype) {
920 /* Wrong station type */
921 trackdirs = TRACKDIR_BIT_NONE;
922 } else {
923 /* Proper station type, check if there is free loading bay */
924 if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
925 !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
926 /* Station is full and RV queuing is off */
927 trackdirs = TRACKDIR_BIT_NONE;
932 /* The above lookups should be moved to GetTileTrackStatus in the
933 * future, but that requires more changes to the pathfinder and other
934 * stuff, probably even more arguments to GTTS.
937 /* Remove tracks unreachable from the enter dir */
938 trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir];
939 if (trackdirs == TRACKDIR_BIT_NONE) {
940 /* No reachable tracks, so we'll reverse */
941 return_track(_road_reverse_table[enterdir]);
944 if (v->reverse_ctr != 0) {
945 bool reverse = true;
946 if (v->roadtype == ROADTYPE_TRAM) {
947 /* Trams may only reverse on a tile if it contains at least the straight
948 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
949 RoadBits rb = GetAnyRoadBits(tile, ROADTYPE_TRAM);
950 RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
951 reverse = ((rb & straight) == straight) ||
952 (rb == DiagDirToRoadBits(enterdir));
954 if (reverse) {
955 v->reverse_ctr = 0;
956 if (v->tile != tile) {
957 return_track(_road_reverse_table[enterdir]);
962 desttile = v->dest_tile;
963 if (desttile == 0) {
964 /* We've got no destination, pick a random track */
965 return_track(PickRandomBit(trackdirs));
968 /* Only one track to choose between? */
969 if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
970 return_track(FindFirstBit2x64(trackdirs));
973 switch (_settings_game.pf.pathfinder_for_roadvehs) {
974 case VPF_NPF: best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
975 case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
977 default: NOT_REACHED();
979 v->HandlePathfindingResult(path_found);
981 found_best_track:;
983 if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
985 return best_track;
988 struct RoadDriveEntry {
989 byte x, y;
992 #include "table/roadveh_movement.h"
994 static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
996 /* Don't leave unless v and following wagons are in the depot. */
997 for (const RoadVehicle *u = v; u != NULL; u = u->Next()) {
998 if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
1001 DiagDirection dir = GetRoadDepotDirection(v->tile);
1002 v->direction = DiagDirToDir(dir);
1004 Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
1005 const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
1007 int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
1008 int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
1010 if (first) {
1011 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1012 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
1013 VehicleEnterDepot(v);
1014 return true;
1017 if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true;
1019 VehicleServiceInDepot(v);
1021 StartRoadVehSound(v);
1023 /* Vehicle is about to leave a depot */
1024 v->cur_speed = 0;
1027 v->vehstatus &= ~VS_HIDDEN;
1028 v->state = tdir;
1029 v->frame = RVC_DEPOT_START_FRAME;
1031 v->x_pos = x;
1032 v->y_pos = y;
1033 v->UpdatePosition();
1034 v->UpdateInclination(true, true);
1036 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1038 return true;
1041 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
1043 if (prev->tile == v->tile && !already_reversed) {
1044 /* If the previous vehicle is on the same tile as this vehicle is
1045 * then it must have reversed. */
1046 return _road_reverse_table[entry_dir];
1049 byte prev_state = prev->state;
1050 Trackdir dir;
1052 if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
1053 DiagDirection diag_dir = INVALID_DIAGDIR;
1055 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1056 diag_dir = GetTunnelBridgeDirection(tile);
1057 } else if (IsRoadDepotTile(tile)) {
1058 diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
1061 if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
1062 dir = DiagDirToDiagTrackdir(diag_dir);
1063 } else {
1064 if (already_reversed && prev->tile != tile) {
1066 * The vehicle has reversed, but did not go straight back.
1067 * It immediately turn onto another tile. This means that
1068 * the roadstate of the previous vehicle cannot be used
1069 * as the direction we have to go with this vehicle.
1071 * Next table is build in the following way:
1072 * - first row for when the vehicle in front went to the northern or
1073 * western tile, second for southern and eastern.
1074 * - columns represent the entry direction.
1075 * - cell values are determined by the Trackdir one has to take from
1076 * the entry dir (column) to the tile in north or south by only
1077 * going over the trackdirs used for turning 90 degrees, i.e.
1078 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1080 static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
1081 { TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N, TRACKDIR_UPPER_E },
1082 { TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S }};
1083 dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
1084 } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1085 dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1086 } else if (prev_state < TRACKDIR_END) {
1087 dir = (Trackdir)prev_state;
1088 } else {
1089 return INVALID_TRACKDIR;
1093 /* Do some sanity checking. */
1094 static const RoadBits required_roadbits[] = {
1095 ROAD_X, ROAD_Y, ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
1096 ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X, ROAD_Y
1098 RoadBits required = required_roadbits[dir & 0x07];
1100 if ((required & GetAnyRoadBits(tile, v->roadtype, true)) == ROAD_NONE) {
1101 dir = INVALID_TRACKDIR;
1104 return dir;
1108 * Can a tram track build without destruction on the given tile?
1109 * @param c the company that would be building the tram tracks
1110 * @param t the tile to build on.
1111 * @param r the road bits needed.
1112 * @return true when a track track can be build on 't'
1114 static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadBits r)
1116 /* The 'current' company is not necessarily the owner of the vehicle. */
1117 Backup<CompanyByte> cur_company(_current_company, c, FILE_LINE);
1119 CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, DC_NO_WATER, CMD_BUILD_ROAD);
1121 cur_company.Restore();
1122 return ret.Succeeded();
1125 bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1127 if (v->overtaking != 0) {
1128 if (IsTileType(v->tile, MP_STATION)) {
1129 /* Force us to be not overtaking! */
1130 v->overtaking = 0;
1131 } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1132 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1133 * if the vehicle started a corner. To protect that, only allow an abort of
1134 * overtake if we are on straight roads */
1135 if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
1136 v->overtaking = 0;
1141 /* If this vehicle is in a depot and we've reached this point it must be
1142 * one of the articulated parts. It will stay in the depot until activated
1143 * by the previous vehicle in the chain when it gets to the right place. */
1144 if (v->IsInDepot()) return true;
1146 if (v->state == RVSB_WORMHOLE) {
1147 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1148 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
1150 if (v->IsFrontEngine()) {
1151 const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1152 if (u != NULL) {
1153 v->cur_speed = u->First()->cur_speed;
1154 return false;
1158 if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
1159 /* Vehicle has just entered a bridge or tunnel */
1160 v->x_pos = gp.x;
1161 v->y_pos = gp.y;
1162 v->UpdatePosition();
1163 v->UpdateInclination(true, true);
1164 return true;
1167 v->x_pos = gp.x;
1168 v->y_pos = gp.y;
1169 v->UpdatePosition();
1170 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
1171 return true;
1174 /* Get move position data for next frame.
1175 * For a drive-through road stop use 'straight road' move data.
1176 * In this case v->state is masked to give the road stop entry direction. */
1177 RoadDriveEntry rd = _road_drive_data[v->roadtype][(
1178 (HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) +
1179 (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
1181 if (rd.x & RDE_NEXT_TILE) {
1182 TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
1183 Trackdir dir;
1185 if (v->IsFrontEngine()) {
1186 /* If this is the front engine, look for the right path. */
1187 dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
1188 } else {
1189 dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
1192 if (dir == INVALID_TRACKDIR) {
1193 if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
1194 v->cur_speed = 0;
1195 return false;
1198 again:
1199 uint start_frame = RVC_DEFAULT_START_FRAME;
1200 if (IsReversingRoadTrackdir(dir)) {
1201 /* When turning around we can't be overtaking. */
1202 v->overtaking = 0;
1204 /* Turning around */
1205 if (v->roadtype == ROADTYPE_TRAM) {
1206 /* Determine the road bits the tram needs to be able to turn around
1207 * using the 'big' corner loop. */
1208 RoadBits needed;
1209 switch (dir) {
1210 default: NOT_REACHED();
1211 case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
1212 case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
1213 case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
1214 case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
1216 if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
1217 (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1218 (needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
1220 * Taking the 'big' corner for trams only happens when:
1221 * - The previous vehicle in this (articulated) tram chain is
1222 * already on the 'next' tile, we just follow them regardless of
1223 * anything. When it is NOT on the 'next' tile, the tram started
1224 * doing a reversing turn when the piece of tram track on the next
1225 * tile did not exist yet. Do not use the big tram loop as that is
1226 * going to cause the tram to split up.
1227 * - Or the front of the tram can drive over the next tile.
1229 } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
1231 * Taking the 'small' corner for trams only happens when:
1232 * - We are not the from vehicle of an articulated tram.
1233 * - Or when the company cannot build on the next tile.
1235 * The 'small' corner means that the vehicle is on the end of a
1236 * tram track and needs to start turning there. To do this properly
1237 * the tram needs to start at an offset in the tram turning 'code'
1238 * for 'big' corners. It furthermore does not go to the next tile,
1239 * so that needs to be fixed too.
1241 tile = v->tile;
1242 start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
1243 } else {
1244 /* The company can build on the next tile, so wait till (s)he does. */
1245 v->cur_speed = 0;
1246 return false;
1248 } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
1249 v->cur_speed = 0;
1250 return false;
1251 } else {
1252 tile = v->tile;
1256 /* Get position data for first frame on the new tile */
1257 const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
1259 int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1260 int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1262 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1263 if (v->IsFrontEngine()) {
1264 Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1265 if (u != NULL) {
1266 v->cur_speed = u->First()->cur_speed;
1267 return false;
1271 uint32 r = VehicleEnterTile(v, tile, x, y);
1272 if (HasBit(r, VETS_CANNOT_ENTER)) {
1273 if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
1274 v->cur_speed = 0;
1275 return false;
1277 /* Try an about turn to re-enter the previous tile */
1278 dir = _road_reverse_table[rd.x & 3];
1279 goto again;
1282 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
1283 if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1284 /* New direction is trying to turn vehicle around.
1285 * We can't turn at the exit of a road stop so wait.*/
1286 v->cur_speed = 0;
1287 return false;
1290 /* If we are a drive through road stop and the next tile is of
1291 * the same road stop and the next tile isn't this one (i.e. we
1292 * are not reversing), then keep the reservation and state.
1293 * This way we will not be shortly unregister from the road
1294 * stop. It also makes it possible to load when on the edge of
1295 * two road stops; otherwise you could get vehicles that should
1296 * be loading but are not actually loading. */
1297 if (IsDriveThroughStopTile(v->tile) &&
1298 RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
1299 v->tile != tile) {
1300 /* So, keep 'our' state */
1301 dir = (Trackdir)v->state;
1302 } else if (IsRoadStop(v->tile)) {
1303 /* We're not continuing our drive through road stop, so leave. */
1304 RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
1308 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
1309 v->tile = tile;
1310 v->state = (byte)dir;
1311 v->frame = start_frame;
1313 if (new_dir != v->direction) {
1314 v->direction = new_dir;
1315 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1317 v->x_pos = x;
1318 v->y_pos = y;
1319 v->UpdatePosition();
1320 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1321 return true;
1324 if (rd.x & RDE_TURNED) {
1325 /* Vehicle has finished turning around, it will now head back onto the same tile */
1326 Trackdir dir;
1327 uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
1329 if (v->roadtype == ROADTYPE_TRAM && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true))) {
1331 * The tram is turning around with one tram 'roadbit'. This means that
1332 * it is using the 'big' corner 'drive data'. However, to support the
1333 * trams to take a small corner, there is a 'turned' marker in the middle
1334 * of the turning 'drive data'. When the tram took the long corner, we
1335 * will still use the 'big' corner drive data, but we advance it one
1336 * frame. We furthermore set the driving direction so the turning is
1337 * going to be properly shown.
1339 turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
1340 switch (rd.x & 0x3) {
1341 default: NOT_REACHED();
1342 case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
1343 case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
1344 case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
1345 case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
1347 } else {
1348 if (v->IsFrontEngine()) {
1349 /* If this is the front engine, look for the right path. */
1350 dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
1351 } else {
1352 dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
1356 if (dir == INVALID_TRACKDIR) {
1357 v->cur_speed = 0;
1358 return false;
1361 const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
1363 int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
1364 int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
1366 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1367 if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
1369 uint32 r = VehicleEnterTile(v, v->tile, x, y);
1370 if (HasBit(r, VETS_CANNOT_ENTER)) {
1371 v->cur_speed = 0;
1372 return false;
1375 v->state = dir;
1376 v->frame = turn_around_start_frame;
1378 if (new_dir != v->direction) {
1379 v->direction = new_dir;
1380 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1383 v->x_pos = x;
1384 v->y_pos = y;
1385 v->UpdatePosition();
1386 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1387 return true;
1390 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1391 * it's on a depot tile, check if it's time to activate the next vehicle in
1392 * the chain yet. */
1393 if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
1394 if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1395 RoadVehLeaveDepot(v->Next(), false);
1399 /* Calculate new position for the vehicle */
1400 int x = (v->x_pos & ~15) + (rd.x & 15);
1401 int y = (v->y_pos & ~15) + (rd.y & 15);
1403 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1405 if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1406 /* Vehicle is not in a road stop.
1407 * Check for another vehicle to overtake */
1408 RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1410 if (u != NULL) {
1411 u = u->First();
1412 /* There is a vehicle in front overtake it if possible */
1413 if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1414 if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1416 /* In case an RV is stopped in a road stop, why not try to load? */
1417 if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1418 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1419 v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1420 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
1421 Station *st = Station::GetByTile(v->tile);
1422 v->last_station_visited = st->index;
1423 RoadVehArrivesAt(v, st);
1424 v->BeginLoading();
1426 return false;
1430 Direction old_dir = v->direction;
1431 if (new_dir != old_dir) {
1432 v->direction = new_dir;
1433 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1435 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1436 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1437 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1438 * The short (inner) curve has 8 frames, this elongates it to 10. */
1439 v->UpdateInclination(false, true);
1440 return true;
1443 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1444 * if the vehicle is in a drive-through road stop and this is the destination station
1445 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1446 * (the station test and stop type test ensure that other vehicles, using the road stop as
1447 * a through route, do not stop) */
1448 if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
1449 _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
1450 (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1451 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1452 v->owner == GetTileOwner(v->tile) &&
1453 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
1454 v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1456 RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
1457 Station *st = Station::GetByTile(v->tile);
1459 /* Vehicle is at the stop position (at a bay) in a road stop.
1460 * Note, if vehicle is loading/unloading it has already been handled,
1461 * so if we get here the vehicle has just arrived or is just ready to leave. */
1462 if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1463 /* Vehicle has arrived at a bay in a road stop */
1465 if (IsDriveThroughStopTile(v->tile)) {
1466 TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
1468 /* Check if next inline bay is free and has compatible road. */
1469 if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) {
1470 v->frame++;
1471 v->x_pos = x;
1472 v->y_pos = y;
1473 v->UpdatePosition();
1474 RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1475 return true;
1479 rs->SetEntranceBusy(false);
1480 SetBit(v->state, RVS_ENTERED_STOP);
1482 v->last_station_visited = st->index;
1484 if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1485 RoadVehArrivesAt(v, st);
1486 v->BeginLoading();
1487 return false;
1489 } else {
1490 /* Vehicle is ready to leave a bay in a road stop */
1491 if (rs->IsEntranceBusy()) {
1492 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1493 v->cur_speed = 0;
1494 return false;
1496 if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1499 if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1501 StartRoadVehSound(v);
1502 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1505 /* Check tile position conditions - i.e. stop position in depot,
1506 * entry onto bridge or into tunnel */
1507 uint32 r = VehicleEnterTile(v, v->tile, x, y);
1508 if (HasBit(r, VETS_CANNOT_ENTER)) {
1509 v->cur_speed = 0;
1510 return false;
1513 if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1514 v->current_order.Free();
1517 /* Move to next frame unless vehicle arrived at a stop position
1518 * in a depot or entered a tunnel/bridge */
1519 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
1520 v->x_pos = x;
1521 v->y_pos = y;
1522 v->UpdatePosition();
1523 RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1524 return true;
1527 static bool RoadVehController(RoadVehicle *v)
1529 /* decrease counters */
1530 v->current_order_time++;
1531 if (v->reverse_ctr != 0) v->reverse_ctr--;
1533 /* handle crashed */
1534 if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
1535 return RoadVehIsCrashed(v);
1538 /* road vehicle has broken down? */
1539 if (v->HandleBreakdown()) return true;
1540 if (v->vehstatus & VS_STOPPED) return true;
1542 ProcessOrders(v);
1543 v->HandleLoading();
1545 if (v->current_order.IsType(OT_LOADING)) return true;
1547 if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
1549 v->ShowVisualEffect();
1551 /* Check how far the vehicle needs to proceed */
1552 int j = v->UpdateSpeed();
1554 int adv_spd = v->GetAdvanceDistance();
1555 bool blocked = false;
1556 while (j >= adv_spd) {
1557 j -= adv_spd;
1559 RoadVehicle *u = v;
1560 for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
1561 if (!IndividualRoadVehicleController(u, prev)) {
1562 blocked = true;
1563 break;
1566 if (blocked) break;
1568 /* Determine distance to next map position */
1569 adv_spd = v->GetAdvanceDistance();
1571 /* Test for a collision, but only if another movement will occur. */
1572 if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1575 v->SetLastSpeed();
1577 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
1578 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
1580 u->UpdateViewport(false, false);
1583 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1584 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1585 * on next tick to discover whether it is still blocked. */
1586 if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1588 return true;
1591 Money RoadVehicle::GetRunningCost() const
1593 const Engine *e = this->GetEngine();
1594 if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
1596 uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
1597 if (cost_factor == 0) return 0;
1599 return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
1602 bool RoadVehicle::Tick()
1604 this->tick_counter++;
1606 if (this->IsFrontEngine()) {
1607 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
1608 return RoadVehController(this);
1611 return true;
1614 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1616 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1617 if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1618 if (v->IsChainInDepot()) {
1619 VehicleServiceInDepot(v);
1620 return;
1623 uint max_penalty;
1624 switch (_settings_game.pf.pathfinder_for_roadvehs) {
1625 case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
1626 case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
1627 default: NOT_REACHED();
1630 FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
1631 /* Only go to the depot if it is not too far out of our way. */
1632 if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
1633 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1634 /* If we were already heading for a depot but it has
1635 * suddenly moved farther away, we continue our normal
1636 * schedule? */
1637 v->current_order.MakeDummy();
1638 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1640 return;
1643 DepotID depot = GetDepotIndex(rfdd.tile);
1645 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1646 v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
1647 !Chance16(1, 20)) {
1648 return;
1651 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
1652 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
1653 v->dest_tile = rfdd.tile;
1654 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1657 void RoadVehicle::OnNewDay()
1659 AgeVehicle(this);
1661 if (!this->IsFrontEngine()) return;
1663 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1664 if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1666 CheckIfRoadVehNeedsService(this);
1668 CheckOrders(this);
1670 if (this->running_ticks == 0) return;
1672 CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
1674 this->profit_this_year -= cost.GetCost();
1675 this->running_ticks = 0;
1677 SubtractMoneyFromCompanyFract(this->owner, cost);
1679 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
1680 SetWindowClassesDirty(WC_ROADVEH_LIST);
1683 Trackdir RoadVehicle::GetVehicleTrackdir() const
1685 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
1687 if (this->IsInDepot()) {
1688 /* We'll assume the road vehicle is facing outwards */
1689 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
1692 if (IsStandardRoadStopTile(this->tile)) {
1693 /* We'll assume the road vehicle is facing outwards */
1694 return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
1697 /* Drive through road stops / wormholes (tunnels) */
1698 if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
1700 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1701 * otherwise transform it into a valid track direction */
1702 return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);