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 /** '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
91 * Check whether a roadvehicle is a 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;
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
];
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
);
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
);
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
);
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
;
218 length
-= Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
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();
283 v
->direction
= DiagDirToDir(GetRoadDepotDirection(tile
));
284 v
->owner
= _current_company
;
287 int x
= TileX(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
288 int y
= TileY(tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
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
;
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();
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
);
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();
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
);
373 * Turn a roadvehicle around.
375 * @param flags operation to perform
376 * @param p1 vehicle ID to turn
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
||
397 v
->current_order
.IsType(OT_LOADING
)) {
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
;
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;
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();
483 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
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
);
493 static void RoadVehSetRandomDirection(RoadVehicle
*v
)
495 static const DirDiff delta
[] = {
496 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
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
)
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
);
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()) {
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
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
));
569 STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER
: STR_NEWS_ROAD_VEHICLE_CRASH
,
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
)) {
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();
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
{
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
&&
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
)) {
653 rvf
->best_diff
= diff
;
660 static RoadVehicle
*RoadVehFindCloseTo(RoadVehicle
*v
, int x
, int y
, Direction dir
, bool update_blocked_ctr
= true)
663 RoadVehicle
*front
= v
->First();
665 if (front
->reverse_ctr
!= 0) return NULL
;
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
);
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;
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
)
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
);
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
,
712 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
713 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
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
);
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
,
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();
744 return this->DoUpdateSpeed(this->overtaking
!= 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
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
;
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
;
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
)
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
) &&
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
848 * - No barred levelcrossing
849 * - No other vehicles in the way
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%
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
)
878 uint num
= RandomRange(CountBits(bits
));
880 for (i
= 0; !(bits
& 1) || (int)--num
>= 0; bits
>>= 1, 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; }
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
;
917 RoadStopType rstype
= v
->IsBus() ? ROADSTOP_BUS
: ROADSTOP_TRUCK
;
919 if (GetRoadStopType(tile
) != rstype
) {
920 /* Wrong station type */
921 trackdirs
= TRACKDIR_BIT_NONE
;
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) {
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
));
956 if (v
->tile
!= tile
) {
957 return_track(_road_reverse_table
[enterdir
]);
962 desttile
= v
->dest_tile
;
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
);
983 if (HasBit(red_signals
, best_track
)) return INVALID_TRACKDIR
;
988 struct RoadDriveEntry
{
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);
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
);
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 */
1027 v
->vehstatus
&= ~VS_HIDDEN
;
1029 v
->frame
= RVC_DEPOT_START_FRAME
;
1033 v
->UpdatePosition();
1034 v
->UpdateInclination(true, true);
1036 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
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
;
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
);
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
;
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
;
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! */
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
)) {
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
);
1153 v
->cur_speed
= u
->First()->cur_speed
;
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 */
1162 v
->UpdatePosition();
1163 v
->UpdateInclination(true, true);
1169 v
->UpdatePosition();
1170 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(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));
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));
1189 dir
= FollowPreviousRoadVehicle(v
, prev
, tile
, (DiagDirection
)(rd
.x
& 3), false);
1192 if (dir
== INVALID_TRACKDIR
) {
1193 if (!v
->IsFrontEngine()) error("Disconnecting road vehicle.");
1199 uint start_frame
= RVC_DEFAULT_START_FRAME
;
1200 if (IsReversingRoadTrackdir(dir
)) {
1201 /* When turning around we can't be overtaking. */
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. */
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.
1242 start_frame
= RVC_TURN_AROUND_START_FRAME_SHORT_TRAM
;
1244 /* The company can build on the next tile, so wait till (s)he does. */
1248 } else if (IsNormalRoadTile(v
->tile
) && GetDisallowedRoadDirections(v
->tile
) != DRD_NONE
) {
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
);
1266 v
->cur_speed
= u
->First()->cur_speed
;
1271 uint32 r
= VehicleEnterTile(v
, tile
, x
, y
);
1272 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
1273 if (!IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1277 /* Try an about turn to re-enter the previous tile */
1278 dir
= _road_reverse_table
[rd
.x
& 3];
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.*/
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
) &&
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
)) {
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;
1319 v
->UpdatePosition();
1320 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, true));
1324 if (rd
.x
& RDE_TURNED
) {
1325 /* Vehicle has finished turning around, it will now head back onto the same tile */
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;
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));
1352 dir
= FollowPreviousRoadVehicle(v
, prev
, v
->tile
, (DiagDirection
)(rd
.x
& 3), true);
1356 if (dir
== INVALID_TRACKDIR
) {
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
)) {
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;
1385 v
->UpdatePosition();
1386 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, 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
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
);
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
);
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);
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) {
1473 v
->UpdatePosition();
1474 RoadZPosAffectSpeed(v
, v
->UpdateInclination(true, false));
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
);
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 */
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
)) {
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
++;
1522 v
->UpdatePosition();
1523 RoadZPosAffectSpeed(v
, v
->UpdateInclination(false, 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;
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
) {
1560 for (RoadVehicle
*prev
= NULL
; u
!= NULL
; prev
= u
, u
= u
->Next()) {
1561 if (!IndividualRoadVehicleController(u
, prev
)) {
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;
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
;
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);
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
);
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
1637 v
->current_order
.MakeDummy();
1638 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
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
&&
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()
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);
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
);