(svn r27953) -Cleanup: Adjust other languages for r27952
[openttd.git] / src / roadveh_cmd.cpp
blob7adc532b6b1b9bcd12a317833e9f52d239150fdd
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 static const Trackdir _road_reverse_table[DIAGDIR_END] = {
73 TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
76 /**
77 * Check whether a roadvehicle is a bus
78 * @return true if bus
80 bool RoadVehicle::IsBus() const
82 assert(this->IsFrontEngine());
83 return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
86 /**
87 * Get the width of a road vehicle image in the GUI.
88 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
89 * @return Width in pixels
91 int RoadVehicle::GetDisplayImageWidth(Point *offset) const
93 int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
95 if (offset != NULL) {
96 offset->x = ScaleGUITrad(reference_width) / 2;
97 offset->y = 0;
99 return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
102 static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
104 const Engine *e = Engine::Get(engine);
105 uint8 spritenum = e->u.road.image_index;
107 if (is_custom_sprite(spritenum)) {
108 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
109 if (result->IsValid()) return;
111 spritenum = e->original_image_index;
114 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
115 result->Set(DIR_W + _roadveh_images[spritenum]);
118 void RoadVehicle::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
120 uint8 spritenum = this->spritenum;
122 if (is_custom_sprite(spritenum)) {
123 GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
124 if (result->IsValid()) return;
126 spritenum = this->GetEngine()->original_image_index;
129 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
130 SpriteID sprite = direction + _roadveh_images[spritenum];
132 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
134 result->Set(sprite);
138 * Draw a road vehicle engine.
139 * @param left Left edge to draw within.
140 * @param right Right edge to draw within.
141 * @param preferred_x Preferred position of the engine.
142 * @param y Vertical position of the engine.
143 * @param engine Engine to draw
144 * @param pal Palette to use.
146 void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
148 VehicleSpriteSeq seq;
149 GetRoadVehIcon(engine, image_type, &seq);
151 Rect rect;
152 seq.GetBounds(&rect);
153 preferred_x = Clamp(preferred_x,
154 left - UnScaleGUI(rect.left),
155 right - UnScaleGUI(rect.right));
157 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
161 * Get the size of the sprite of a road vehicle sprite heading west (used for lists).
162 * @param engine The engine to get the sprite from.
163 * @param[out] width The width of the sprite.
164 * @param[out] height The height of the sprite.
165 * @param[out] xoffs Number of pixels to shift the sprite to the right.
166 * @param[out] yoffs Number of pixels to shift the sprite downwards.
167 * @param image_type Context the sprite is used in.
169 void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
171 VehicleSpriteSeq seq;
172 GetRoadVehIcon(engine, image_type, &seq);
174 Rect rect;
175 seq.GetBounds(&rect);
177 width = UnScaleGUI(rect.right - rect.left + 1);
178 height = UnScaleGUI(rect.bottom - rect.top + 1);
179 xoffs = UnScaleGUI(rect.left);
180 yoffs = UnScaleGUI(rect.top);
184 * Get length of a road vehicle.
185 * @param v Road vehicle to query length.
186 * @return Length of the given road vehicle.
188 static uint GetRoadVehLength(const RoadVehicle *v)
190 const Engine *e = v->GetEngine();
191 uint length = VEHICLE_LENGTH;
193 uint16 veh_len = CALLBACK_FAILED;
194 if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
195 /* Use callback 36 */
196 veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
197 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
198 } else {
199 /* Use callback 11 */
200 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
202 if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
203 if (veh_len != 0) {
204 length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
207 return length;
211 * Update the cache of a road vehicle.
212 * @param v Road vehicle needing an update of its cache.
213 * @param same_length should length of vehicles stay the same?
214 * @pre \a v must be first road vehicle.
216 void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
218 assert(v->type == VEH_ROAD);
219 assert(v->IsFrontEngine());
221 v->InvalidateNewGRFCacheOfChain();
223 v->gcache.cached_total_length = 0;
225 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
226 /* Check the v->first cache. */
227 assert(u->First() == v);
229 /* Update the 'first engine' */
230 u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
232 /* Update the length of the vehicle. */
233 uint veh_len = GetRoadVehLength(u);
234 /* Verify length hasn't changed. */
235 if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
237 u->gcache.cached_veh_length = veh_len;
238 v->gcache.cached_total_length += u->gcache.cached_veh_length;
240 /* Update visual effect */
241 u->UpdateVisualEffect();
243 /* Update cargo aging period. */
244 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
247 uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
248 v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
252 * Build a road vehicle.
253 * @param tile tile of the depot where road vehicle is built.
254 * @param flags type of operation.
255 * @param e the engine to build.
256 * @param data unused.
257 * @param ret[out] the vehicle that has been built.
258 * @return the cost of this operation or an error.
260 CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
262 if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
264 if (flags & DC_EXEC) {
265 const RoadVehicleInfo *rvi = &e->u.road;
267 RoadVehicle *v = new RoadVehicle();
268 *ret = v;
269 v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
270 v->owner = _current_company;
272 v->tile = tile;
273 int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
274 int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
275 v->x_pos = x;
276 v->y_pos = y;
277 v->z_pos = GetSlopePixelZ(x, y);
279 v->state = RVSB_IN_DEPOT;
280 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
282 v->spritenum = rvi->image_index;
283 v->cargo_type = e->GetDefaultCargoType();
284 v->cargo_cap = rvi->capacity;
285 v->refit_cap = 0;
287 v->last_station_visited = INVALID_STATION;
288 v->last_loading_station = INVALID_STATION;
289 v->engine_type = e->index;
290 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
292 v->reliability = e->reliability;
293 v->reliability_spd_dec = e->reliability_spd_dec;
294 v->max_age = e->GetLifeLengthInDays();
295 _new_vehicle_id = v->index;
297 v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
299 v->date_of_last_service = _date;
300 v->build_year = _cur_year;
302 v->sprite_seq.Set(SPR_IMG_QUERY);
303 v->random_bits = VehicleRandomBits();
304 v->SetFrontEngine();
306 v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
307 v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
308 v->gcache.cached_veh_length = VEHICLE_LENGTH;
310 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
311 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
313 AddArticulatedParts(v);
314 v->InvalidateNewGRFCacheOfChain();
316 /* Call various callbacks after the whole consist has been constructed */
317 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
318 u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
319 u->refit_cap = 0;
320 v->InvalidateNewGRFCache();
321 u->InvalidateNewGRFCache();
323 RoadVehUpdateCache(v);
324 /* Initialize cached values for realistic acceleration. */
325 if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
327 v->UpdatePosition();
329 CheckConsistencyOfArticulatedVehicle(v);
332 return CommandCost();
335 static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
337 if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
339 switch (_settings_game.pf.pathfinder_for_roadvehs) {
340 case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
341 case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
343 default: NOT_REACHED();
347 bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
349 FindDepotData rfdd = FindClosestRoadDepot(this, 0);
350 if (rfdd.best_length == UINT_MAX) return false;
352 if (location != NULL) *location = rfdd.tile;
353 if (destination != NULL) *destination = GetDepotIndex(rfdd.tile);
355 return true;
359 * Turn a roadvehicle around.
360 * @param tile unused
361 * @param flags operation to perform
362 * @param p1 vehicle ID to turn
363 * @param p2 unused
364 * @param text unused
365 * @return the cost of this operation or an error
367 CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
369 RoadVehicle *v = RoadVehicle::GetIfValid(p1);
370 if (v == NULL) return CMD_ERROR;
372 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
374 CommandCost ret = CheckOwnership(v->owner);
375 if (ret.Failed()) return ret;
377 if ((v->vehstatus & VS_STOPPED) ||
378 (v->vehstatus & VS_CRASHED) ||
379 v->breakdown_ctr != 0 ||
380 v->overtaking != 0 ||
381 v->state == RVSB_WORMHOLE ||
382 v->IsInDepot() ||
383 v->current_order.IsType(OT_LOADING)) {
384 return CMD_ERROR;
387 if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
389 if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
391 if (flags & DC_EXEC) v->reverse_ctr = 180;
393 return CommandCost();
397 void RoadVehicle::MarkDirty()
399 for (RoadVehicle *v = this; v != NULL; v = v->Next()) {
400 v->colourmap = PAL_NONE;
401 v->UpdateViewport(true, false);
403 this->CargoChanged();
406 void RoadVehicle::UpdateDeltaXY(Direction direction)
408 static const int8 _delta_xy_table[8][10] = {
409 /* y_extent, x_extent, y_offs, x_offs, y_bb_offs, x_bb_offs, y_extent_shorten, x_extent_shorten, y_bb_offs_shorten, x_bb_offs_shorten */
410 {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N
411 {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
412 {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
413 {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
414 {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
415 {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
416 {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W
417 {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW
420 int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length;
421 if (!IsDiagonalDirection(direction)) shorten >>= 1;
423 const int8 *bb = _delta_xy_table[direction];
424 this->x_bb_offs = bb[5] + bb[9] * shorten;
425 this->y_bb_offs = bb[4] + bb[8] * shorten;;
426 this->x_offs = bb[3];
427 this->y_offs = bb[2];
428 this->x_extent = bb[1] + bb[7] * shorten;
429 this->y_extent = bb[0] + bb[6] * shorten;
430 this->z_extent = 6;
434 * Calculates the maximum speed of the vehicle under its current conditions.
435 * @return Maximum speed of the vehicle.
437 inline int RoadVehicle::GetCurrentMaxSpeed() const
439 int max_speed = this->vcache.cached_max_speed;
441 /* Limit speed to 50% while reversing, 75% in curves. */
442 for (const RoadVehicle *u = this; u != NULL; u = u->Next()) {
443 if (_settings_game.vehicle.roadveh_acceleration_model == AM_REALISTIC) {
444 if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
445 max_speed = this->vcache.cached_max_speed / 2;
446 break;
447 } else if ((u->direction & 1) == 0) {
448 max_speed = this->vcache.cached_max_speed * 3 / 4;
452 /* Vehicle is on the middle part of a bridge. */
453 if (u->state == RVSB_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
454 max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
458 return min(max_speed, this->current_order.GetMaxSpeed() * 2);
462 * Delete last vehicle of a chain road vehicles.
463 * @param v First roadvehicle.
465 static void DeleteLastRoadVeh(RoadVehicle *v)
467 RoadVehicle *first = v->First();
468 Vehicle *u = v;
469 for (; v->Next() != NULL; v = v->Next()) u = v;
470 u->SetNext(NULL);
471 v->last_station_visited = first->last_station_visited; // for PreDestructor
473 /* Only leave the road stop when we're really gone. */
474 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
476 delete v;
479 static void RoadVehSetRandomDirection(RoadVehicle *v)
481 static const DirDiff delta[] = {
482 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
485 do {
486 uint32 r = Random();
488 v->direction = ChangeDir(v->direction, delta[r & 3]);
489 v->UpdateViewport(true, true);
490 } while ((v = v->Next()) != NULL);
494 * Road vehicle chain has crashed.
495 * @param v First roadvehicle.
496 * @return whether the chain still exists.
498 static bool RoadVehIsCrashed(RoadVehicle *v)
500 v->crashed_ctr++;
501 if (v->crashed_ctr == 2) {
502 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
503 } else if (v->crashed_ctr <= 45) {
504 if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
505 } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
506 bool ret = v->Next() != NULL;
507 DeleteLastRoadVeh(v);
508 return ret;
511 return true;
515 * Check routine whether a road and a train vehicle have collided.
516 * @param v %Train vehicle to test.
517 * @param data Road vehicle to test.
518 * @return %Train vehicle if the vehicles collided, else \c NULL.
520 static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
522 const Vehicle *u = (Vehicle*)data;
524 return (v->type == VEH_TRAIN &&
525 abs(v->z_pos - u->z_pos) <= 6 &&
526 abs(v->x_pos - u->x_pos) <= 4 &&
527 abs(v->y_pos - u->y_pos) <= 4) ? v : NULL;
530 uint RoadVehicle::Crash(bool flooded)
532 uint pass = this->GroundVehicleBase::Crash(flooded);
533 if (this->IsFrontEngine()) {
534 pass += 1; // driver
536 /* If we're in a drive through road stop we ought to leave it */
537 if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
538 RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
541 this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
542 return pass;
545 static void RoadVehCrash(RoadVehicle *v)
547 uint pass = v->Crash();
549 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
550 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
552 SetDParam(0, pass);
553 AddVehicleNewsItem(
554 (pass == 1) ?
555 STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH,
556 NT_ACCIDENT,
557 v->index
560 ModifyStationRatingAround(v->tile, v->owner, -160, 22);
561 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
564 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
566 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
567 if (u->state == RVSB_WORMHOLE) continue;
569 TileIndex tile = u->tile;
571 if (!IsLevelCrossingTile(tile)) continue;
573 if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
574 RoadVehCrash(v);
575 return true;
579 return false;
582 TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
584 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
586 const Station *st = Station::Get(station);
587 if (!CanVehicleUseStation(this, st)) {
588 /* There is no stop left at the station, so don't even TRY to go there */
589 this->IncrementRealOrderIndex();
590 return 0;
593 return st->xy;
596 static void StartRoadVehSound(const RoadVehicle *v)
598 if (!PlayVehicleSound(v, VSE_START)) {
599 SoundID s = RoadVehInfo(v->engine_type)->sfx;
600 if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) {
601 s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
603 SndPlayVehicleFx(s, v);
607 struct RoadVehFindData {
608 int x;
609 int y;
610 const Vehicle *veh;
611 Vehicle *best;
612 uint best_diff;
613 Direction dir;
616 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
618 static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
619 static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
621 RoadVehFindData *rvf = (RoadVehFindData*)data;
623 short x_diff = v->x_pos - rvf->x;
624 short y_diff = v->y_pos - rvf->y;
626 if (v->type == VEH_ROAD &&
627 !v->IsInDepot() &&
628 abs(v->z_pos - rvf->veh->z_pos) < 6 &&
629 v->direction == rvf->dir &&
630 rvf->veh->First() != v->First() &&
631 (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
632 (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
633 (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
634 (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
635 uint diff = abs(x_diff) + abs(y_diff);
637 if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
638 rvf->best = v;
639 rvf->best_diff = diff;
643 return NULL;
646 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
648 RoadVehFindData rvf;
649 RoadVehicle *front = v->First();
651 if (front->reverse_ctr != 0) return NULL;
653 rvf.x = x;
654 rvf.y = y;
655 rvf.dir = dir;
656 rvf.veh = v;
657 rvf.best_diff = UINT_MAX;
659 if (front->state == RVSB_WORMHOLE) {
660 FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
661 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
662 } else {
663 FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
666 /* This code protects a roadvehicle from being blocked for ever
667 * If more than 1480 / 74 days a road vehicle is blocked, it will
668 * drive just through it. The ultimate backup-code of TTD.
669 * It can be disabled. */
670 if (rvf.best_diff == UINT_MAX) {
671 front->blocked_ctr = 0;
672 return NULL;
675 if (update_blocked_ctr && ++front->blocked_ctr > 1480) return NULL;
677 return RoadVehicle::From(rvf.best);
681 * A road vehicle arrives at a station. If it is the first time, create a news item.
682 * @param v Road vehicle that arrived.
683 * @param st Station where the road vehicle arrived.
685 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
687 if (v->IsBus()) {
688 /* Check if station was ever visited before */
689 if (!(st->had_vehicle_of_type & HVOT_BUS)) {
690 st->had_vehicle_of_type |= HVOT_BUS;
691 SetDParam(0, st->index);
692 AddVehicleNewsItem(
693 v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
694 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
695 v->index,
696 st->index
698 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
699 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
701 } else {
702 /* Check if station was ever visited before */
703 if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
704 st->had_vehicle_of_type |= HVOT_TRUCK;
705 SetDParam(0, st->index);
706 AddVehicleNewsItem(
707 v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
708 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
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));
719 * This function looks at the vehicle and updates its speed (cur_speed
720 * and subspeed) variables. Furthermore, it returns the distance that
721 * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
722 * the distance to drive before moving a step on the map.
723 * @return distance to drive.
725 int RoadVehicle::UpdateSpeed()
727 switch (_settings_game.vehicle.roadveh_acceleration_model) {
728 default: NOT_REACHED();
729 case AM_ORIGINAL:
730 return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
732 case AM_REALISTIC:
733 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
737 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
739 static const Direction _roadveh_new_dir[] = {
740 DIR_N , DIR_NW, DIR_W , INVALID_DIR,
741 DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
742 DIR_E , DIR_SE, DIR_S
745 x = x - v->x_pos + 1;
746 y = y - v->y_pos + 1;
748 if ((uint)x > 2 || (uint)y > 2) return v->direction;
749 return _roadveh_new_dir[y * 4 + x];
752 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
754 Direction new_dir = RoadVehGetNewDirection(v, x, y);
755 Direction old_dir = v->direction;
756 DirDiff delta;
758 if (new_dir == old_dir) return old_dir;
759 delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
760 return ChangeDir(old_dir, delta);
763 struct OvertakeData {
764 const RoadVehicle *u;
765 const RoadVehicle *v;
766 TileIndex tile;
767 Trackdir trackdir;
770 static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
772 const OvertakeData *od = (OvertakeData*)data;
774 return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) ? v : NULL;
778 * Check if overtaking is possible on a piece of track
780 * @param od Information about the tile and the involved vehicles
781 * @return true if we have to abort overtaking
783 static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
785 TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->compatible_roadtypes);
786 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
787 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
788 TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
790 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
791 if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
793 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
794 return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
797 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
799 OvertakeData od;
801 od.v = v;
802 od.u = u;
804 /* Trams can't overtake other trams */
805 if (v->roadtype == ROADTYPE_TRAM) return;
807 /* Don't overtake in stations */
808 if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
810 /* For now, articulated road vehicles can't overtake anything. */
811 if (v->HasArticulatedPart()) return;
813 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
814 if (v->direction != u->direction || !(v->direction & 1)) return;
816 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
817 if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
819 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
820 * accelerating, take the maximum speed for the comparison, else the current speed.
821 * Original acceleration always accelerates, so always use the maximum speed. */
822 int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
823 if (u_speed >= v->GetCurrentMaxSpeed() &&
824 !(u->vehstatus & VS_STOPPED) &&
825 u->cur_speed != 0) {
826 return;
829 od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
831 /* Are the current and the next tile suitable for overtaking?
832 * - Does the track continue along od.trackdir
833 * - No junctions
834 * - No barred levelcrossing
835 * - No other vehicles in the way
837 od.tile = v->tile;
838 if (CheckRoadBlockedForOvertaking(&od)) return;
840 od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
841 if (CheckRoadBlockedForOvertaking(&od)) return;
843 /* When the vehicle in front of us is stopped we may only take
844 * half the time to pass it than when the vehicle is moving. */
845 v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
846 v->overtaking = RVSB_DRIVE_SIDE;
849 static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
851 if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
853 if (old_z < v->z_pos) {
854 v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
855 } else {
856 uint16 spd = v->cur_speed + 2;
857 if (spd <= v->vcache.cached_max_speed) v->cur_speed = spd;
861 static int PickRandomBit(uint bits)
863 uint i;
864 uint num = RandomRange(CountBits(bits));
866 for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
867 return i;
871 * Returns direction to for a road vehicle to take or
872 * INVALID_TRACKDIR if the direction is currently blocked
873 * @param v the Vehicle to do the pathfinding for
874 * @param tile the where to start the pathfinding
875 * @param enterdir the direction the vehicle enters the tile from
876 * @return the Trackdir to take
878 static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
880 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
882 TileIndex desttile;
883 Trackdir best_track;
884 bool path_found = true;
886 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes);
887 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
888 TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
890 if (IsTileType(tile, MP_ROAD)) {
891 if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->compatible_roadtypes) == 0)) {
892 /* Road depot owned by another company or with the wrong orientation */
893 trackdirs = TRACKDIR_BIT_NONE;
895 } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
896 /* Standard road stop (drive-through stops are treated as normal road) */
898 if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
899 /* different station owner or wrong orientation or the vehicle has articulated parts */
900 trackdirs = TRACKDIR_BIT_NONE;
901 } else {
902 /* Our station */
903 RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
905 if (GetRoadStopType(tile) != rstype) {
906 /* Wrong station type */
907 trackdirs = TRACKDIR_BIT_NONE;
908 } else {
909 /* Proper station type, check if there is free loading bay */
910 if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
911 !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
912 /* Station is full and RV queuing is off */
913 trackdirs = TRACKDIR_BIT_NONE;
918 /* The above lookups should be moved to GetTileTrackStatus in the
919 * future, but that requires more changes to the pathfinder and other
920 * stuff, probably even more arguments to GTTS.
923 /* Remove tracks unreachable from the enter dir */
924 trackdirs &= DiagdirReachesTrackdirs(enterdir);
925 if (trackdirs == TRACKDIR_BIT_NONE) {
926 /* No reachable tracks, so we'll reverse */
927 return_track(_road_reverse_table[enterdir]);
930 if (v->reverse_ctr != 0) {
931 bool reverse = true;
932 if (v->roadtype == ROADTYPE_TRAM) {
933 /* Trams may only reverse on a tile if it contains at least the straight
934 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
935 RoadBits rb = GetAnyRoadBits(tile, ROADTYPE_TRAM);
936 RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
937 reverse = ((rb & straight) == straight) ||
938 (rb == DiagDirToRoadBits(enterdir));
940 if (reverse) {
941 v->reverse_ctr = 0;
942 if (v->tile != tile) {
943 return_track(_road_reverse_table[enterdir]);
948 desttile = v->dest_tile;
949 if (desttile == 0) {
950 /* We've got no destination, pick a random track */
951 return_track(PickRandomBit(trackdirs));
954 /* Only one track to choose between? */
955 if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
956 return_track(FindFirstBit2x64(trackdirs));
959 switch (_settings_game.pf.pathfinder_for_roadvehs) {
960 case VPF_NPF: best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
961 case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
963 default: NOT_REACHED();
965 v->HandlePathfindingResult(path_found);
967 found_best_track:;
969 if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
971 return best_track;
974 struct RoadDriveEntry {
975 byte x, y;
978 #include "table/roadveh_movement.h"
980 static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
982 /* Don't leave unless v and following wagons are in the depot. */
983 for (const RoadVehicle *u = v; u != NULL; u = u->Next()) {
984 if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
987 DiagDirection dir = GetRoadDepotDirection(v->tile);
988 v->direction = DiagDirToDir(dir);
990 Trackdir tdir = DiagDirToDiagTrackdir(dir);
991 const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
993 int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
994 int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
996 if (first) {
997 /* We are leaving a depot, but have to go to the exact same one; re-enter */
998 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
999 VehicleEnterDepot(v);
1000 return true;
1003 if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true;
1005 VehicleServiceInDepot(v);
1007 StartRoadVehSound(v);
1009 /* Vehicle is about to leave a depot */
1010 v->cur_speed = 0;
1013 v->vehstatus &= ~VS_HIDDEN;
1014 v->state = tdir;
1015 v->frame = RVC_DEPOT_START_FRAME;
1017 v->x_pos = x;
1018 v->y_pos = y;
1019 v->UpdatePosition();
1020 v->UpdateInclination(true, true);
1022 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1024 return true;
1027 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
1029 if (prev->tile == v->tile && !already_reversed) {
1030 /* If the previous vehicle is on the same tile as this vehicle is
1031 * then it must have reversed. */
1032 return _road_reverse_table[entry_dir];
1035 byte prev_state = prev->state;
1036 Trackdir dir;
1038 if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
1039 DiagDirection diag_dir = INVALID_DIAGDIR;
1041 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1042 diag_dir = GetTunnelBridgeDirection(tile);
1043 } else if (IsRoadDepotTile(tile)) {
1044 diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
1047 if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
1048 dir = DiagDirToDiagTrackdir(diag_dir);
1049 } else {
1050 if (already_reversed && prev->tile != tile) {
1052 * The vehicle has reversed, but did not go straight back.
1053 * It immediately turn onto another tile. This means that
1054 * the roadstate of the previous vehicle cannot be used
1055 * as the direction we have to go with this vehicle.
1057 * Next table is build in the following way:
1058 * - first row for when the vehicle in front went to the northern or
1059 * western tile, second for southern and eastern.
1060 * - columns represent the entry direction.
1061 * - cell values are determined by the Trackdir one has to take from
1062 * the entry dir (column) to the tile in north or south by only
1063 * going over the trackdirs used for turning 90 degrees, i.e.
1064 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1066 static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
1067 { TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N, TRACKDIR_UPPER_E },
1068 { TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S }};
1069 dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
1070 } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1071 dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1072 } else if (prev_state < TRACKDIR_END) {
1073 dir = (Trackdir)prev_state;
1074 } else {
1075 return INVALID_TRACKDIR;
1079 /* Do some sanity checking. */
1080 static const RoadBits required_roadbits[] = {
1081 ROAD_X, ROAD_Y, ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
1082 ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X, ROAD_Y
1084 RoadBits required = required_roadbits[dir & 0x07];
1086 if ((required & GetAnyRoadBits(tile, v->roadtype, true)) == ROAD_NONE) {
1087 dir = INVALID_TRACKDIR;
1090 return dir;
1094 * Can a tram track build without destruction on the given tile?
1095 * @param c the company that would be building the tram tracks
1096 * @param t the tile to build on.
1097 * @param r the road bits needed.
1098 * @return true when a track track can be build on 't'
1100 static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadBits r)
1102 /* The 'current' company is not necessarily the owner of the vehicle. */
1103 Backup<CompanyByte> cur_company(_current_company, c, FILE_LINE);
1105 CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, DC_NO_WATER, CMD_BUILD_ROAD);
1107 cur_company.Restore();
1108 return ret.Succeeded();
1111 bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1113 if (v->overtaking != 0) {
1114 if (IsTileType(v->tile, MP_STATION)) {
1115 /* Force us to be not overtaking! */
1116 v->overtaking = 0;
1117 } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1118 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1119 * if the vehicle started a corner. To protect that, only allow an abort of
1120 * overtake if we are on straight roads */
1121 if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
1122 v->overtaking = 0;
1127 /* If this vehicle is in a depot and we've reached this point it must be
1128 * one of the articulated parts. It will stay in the depot until activated
1129 * by the previous vehicle in the chain when it gets to the right place. */
1130 if (v->IsInDepot()) return true;
1132 if (v->state == RVSB_WORMHOLE) {
1133 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1134 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
1136 if (v->IsFrontEngine()) {
1137 const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1138 if (u != NULL) {
1139 v->cur_speed = u->First()->cur_speed;
1140 return false;
1144 if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
1145 /* Vehicle has just entered a bridge or tunnel */
1146 v->x_pos = gp.x;
1147 v->y_pos = gp.y;
1148 v->UpdatePosition();
1149 v->UpdateInclination(true, true);
1150 return true;
1153 v->x_pos = gp.x;
1154 v->y_pos = gp.y;
1155 v->UpdatePosition();
1156 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
1157 return true;
1160 /* Get move position data for next frame.
1161 * For a drive-through road stop use 'straight road' move data.
1162 * In this case v->state is masked to give the road stop entry direction. */
1163 RoadDriveEntry rd = _road_drive_data[v->roadtype][(
1164 (HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) +
1165 (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
1167 if (rd.x & RDE_NEXT_TILE) {
1168 TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
1169 Trackdir dir;
1171 if (v->IsFrontEngine()) {
1172 /* If this is the front engine, look for the right path. */
1173 dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
1174 } else {
1175 dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
1178 if (dir == INVALID_TRACKDIR) {
1179 if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
1180 v->cur_speed = 0;
1181 return false;
1184 again:
1185 uint start_frame = RVC_DEFAULT_START_FRAME;
1186 if (IsReversingRoadTrackdir(dir)) {
1187 /* When turning around we can't be overtaking. */
1188 v->overtaking = 0;
1190 /* Turning around */
1191 if (v->roadtype == ROADTYPE_TRAM) {
1192 /* Determine the road bits the tram needs to be able to turn around
1193 * using the 'big' corner loop. */
1194 RoadBits needed;
1195 switch (dir) {
1196 default: NOT_REACHED();
1197 case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
1198 case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
1199 case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
1200 case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
1202 if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
1203 (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1204 (needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
1206 * Taking the 'big' corner for trams only happens when:
1207 * - The previous vehicle in this (articulated) tram chain is
1208 * already on the 'next' tile, we just follow them regardless of
1209 * anything. When it is NOT on the 'next' tile, the tram started
1210 * doing a reversing turn when the piece of tram track on the next
1211 * tile did not exist yet. Do not use the big tram loop as that is
1212 * going to cause the tram to split up.
1213 * - Or the front of the tram can drive over the next tile.
1215 } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
1217 * Taking the 'small' corner for trams only happens when:
1218 * - We are not the from vehicle of an articulated tram.
1219 * - Or when the company cannot build on the next tile.
1221 * The 'small' corner means that the vehicle is on the end of a
1222 * tram track and needs to start turning there. To do this properly
1223 * the tram needs to start at an offset in the tram turning 'code'
1224 * for 'big' corners. It furthermore does not go to the next tile,
1225 * so that needs to be fixed too.
1227 tile = v->tile;
1228 start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
1229 } else {
1230 /* The company can build on the next tile, so wait till (s)he does. */
1231 v->cur_speed = 0;
1232 return false;
1234 } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
1235 v->cur_speed = 0;
1236 return false;
1237 } else {
1238 tile = v->tile;
1242 /* Get position data for first frame on the new tile */
1243 const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
1245 int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1246 int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1248 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1249 if (v->IsFrontEngine()) {
1250 Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1251 if (u != NULL) {
1252 v->cur_speed = u->First()->cur_speed;
1253 return false;
1257 uint32 r = VehicleEnterTile(v, tile, x, y);
1258 if (HasBit(r, VETS_CANNOT_ENTER)) {
1259 if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
1260 v->cur_speed = 0;
1261 return false;
1263 /* Try an about turn to re-enter the previous tile */
1264 dir = _road_reverse_table[rd.x & 3];
1265 goto again;
1268 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
1269 if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1270 /* New direction is trying to turn vehicle around.
1271 * We can't turn at the exit of a road stop so wait.*/
1272 v->cur_speed = 0;
1273 return false;
1276 /* If we are a drive through road stop and the next tile is of
1277 * the same road stop and the next tile isn't this one (i.e. we
1278 * are not reversing), then keep the reservation and state.
1279 * This way we will not be shortly unregister from the road
1280 * stop. It also makes it possible to load when on the edge of
1281 * two road stops; otherwise you could get vehicles that should
1282 * be loading but are not actually loading. */
1283 if (IsDriveThroughStopTile(v->tile) &&
1284 RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
1285 v->tile != tile) {
1286 /* So, keep 'our' state */
1287 dir = (Trackdir)v->state;
1288 } else if (IsRoadStop(v->tile)) {
1289 /* We're not continuing our drive through road stop, so leave. */
1290 RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
1294 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
1295 v->tile = tile;
1296 v->state = (byte)dir;
1297 v->frame = start_frame;
1299 if (new_dir != v->direction) {
1300 v->direction = new_dir;
1301 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1303 v->x_pos = x;
1304 v->y_pos = y;
1305 v->UpdatePosition();
1306 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1307 return true;
1310 if (rd.x & RDE_TURNED) {
1311 /* Vehicle has finished turning around, it will now head back onto the same tile */
1312 Trackdir dir;
1313 uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
1315 if (v->roadtype == ROADTYPE_TRAM && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true))) {
1317 * The tram is turning around with one tram 'roadbit'. This means that
1318 * it is using the 'big' corner 'drive data'. However, to support the
1319 * trams to take a small corner, there is a 'turned' marker in the middle
1320 * of the turning 'drive data'. When the tram took the long corner, we
1321 * will still use the 'big' corner drive data, but we advance it one
1322 * frame. We furthermore set the driving direction so the turning is
1323 * going to be properly shown.
1325 turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
1326 switch (rd.x & 0x3) {
1327 default: NOT_REACHED();
1328 case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
1329 case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
1330 case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
1331 case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
1333 } else {
1334 if (v->IsFrontEngine()) {
1335 /* If this is the front engine, look for the right path. */
1336 dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
1337 } else {
1338 dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
1342 if (dir == INVALID_TRACKDIR) {
1343 v->cur_speed = 0;
1344 return false;
1347 const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
1349 int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
1350 int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
1352 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1353 if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
1355 uint32 r = VehicleEnterTile(v, v->tile, x, y);
1356 if (HasBit(r, VETS_CANNOT_ENTER)) {
1357 v->cur_speed = 0;
1358 return false;
1361 v->state = dir;
1362 v->frame = turn_around_start_frame;
1364 if (new_dir != v->direction) {
1365 v->direction = new_dir;
1366 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1369 v->x_pos = x;
1370 v->y_pos = y;
1371 v->UpdatePosition();
1372 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1373 return true;
1376 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1377 * it's on a depot tile, check if it's time to activate the next vehicle in
1378 * the chain yet. */
1379 if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
1380 if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1381 RoadVehLeaveDepot(v->Next(), false);
1385 /* Calculate new position for the vehicle */
1386 int x = (v->x_pos & ~15) + (rd.x & 15);
1387 int y = (v->y_pos & ~15) + (rd.y & 15);
1389 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1391 if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1392 /* Vehicle is not in a road stop.
1393 * Check for another vehicle to overtake */
1394 RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1396 if (u != NULL) {
1397 u = u->First();
1398 /* There is a vehicle in front overtake it if possible */
1399 if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1400 if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1402 /* In case an RV is stopped in a road stop, why not try to load? */
1403 if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1404 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1405 v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1406 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
1407 Station *st = Station::GetByTile(v->tile);
1408 v->last_station_visited = st->index;
1409 RoadVehArrivesAt(v, st);
1410 v->BeginLoading();
1412 return false;
1416 Direction old_dir = v->direction;
1417 if (new_dir != old_dir) {
1418 v->direction = new_dir;
1419 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1421 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1422 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1423 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1424 * The short (inner) curve has 8 frames, this elongates it to 10. */
1425 v->UpdateInclination(false, true);
1426 return true;
1429 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1430 * if the vehicle is in a drive-through road stop and this is the destination station
1431 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1432 * (the station test and stop type test ensure that other vehicles, using the road stop as
1433 * a through route, do not stop) */
1434 if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
1435 _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
1436 (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1437 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1438 v->owner == GetTileOwner(v->tile) &&
1439 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
1440 v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1442 RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
1443 Station *st = Station::GetByTile(v->tile);
1445 /* Vehicle is at the stop position (at a bay) in a road stop.
1446 * Note, if vehicle is loading/unloading it has already been handled,
1447 * so if we get here the vehicle has just arrived or is just ready to leave. */
1448 if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1449 /* Vehicle has arrived at a bay in a road stop */
1451 if (IsDriveThroughStopTile(v->tile)) {
1452 TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
1454 /* Check if next inline bay is free and has compatible road. */
1455 if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) {
1456 v->frame++;
1457 v->x_pos = x;
1458 v->y_pos = y;
1459 v->UpdatePosition();
1460 RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1461 return true;
1465 rs->SetEntranceBusy(false);
1466 SetBit(v->state, RVS_ENTERED_STOP);
1468 v->last_station_visited = st->index;
1470 if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1471 RoadVehArrivesAt(v, st);
1472 v->BeginLoading();
1473 return false;
1475 } else {
1476 /* Vehicle is ready to leave a bay in a road stop */
1477 if (rs->IsEntranceBusy()) {
1478 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1479 v->cur_speed = 0;
1480 return false;
1482 if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1485 if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1487 StartRoadVehSound(v);
1488 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1491 /* Check tile position conditions - i.e. stop position in depot,
1492 * entry onto bridge or into tunnel */
1493 uint32 r = VehicleEnterTile(v, v->tile, x, y);
1494 if (HasBit(r, VETS_CANNOT_ENTER)) {
1495 v->cur_speed = 0;
1496 return false;
1499 if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1500 v->current_order.Free();
1503 /* Move to next frame unless vehicle arrived at a stop position
1504 * in a depot or entered a tunnel/bridge */
1505 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
1506 v->x_pos = x;
1507 v->y_pos = y;
1508 v->UpdatePosition();
1509 RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1510 return true;
1513 static bool RoadVehController(RoadVehicle *v)
1515 /* decrease counters */
1516 v->current_order_time++;
1517 if (v->reverse_ctr != 0) v->reverse_ctr--;
1519 /* handle crashed */
1520 if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
1521 return RoadVehIsCrashed(v);
1524 /* road vehicle has broken down? */
1525 if (v->HandleBreakdown()) return true;
1526 if (v->vehstatus & VS_STOPPED) return true;
1528 ProcessOrders(v);
1529 v->HandleLoading();
1531 if (v->current_order.IsType(OT_LOADING)) return true;
1533 if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
1535 v->ShowVisualEffect();
1537 /* Check how far the vehicle needs to proceed */
1538 int j = v->UpdateSpeed();
1540 int adv_spd = v->GetAdvanceDistance();
1541 bool blocked = false;
1542 while (j >= adv_spd) {
1543 j -= adv_spd;
1545 RoadVehicle *u = v;
1546 for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
1547 if (!IndividualRoadVehicleController(u, prev)) {
1548 blocked = true;
1549 break;
1552 if (blocked) break;
1554 /* Determine distance to next map position */
1555 adv_spd = v->GetAdvanceDistance();
1557 /* Test for a collision, but only if another movement will occur. */
1558 if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1561 v->SetLastSpeed();
1563 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
1564 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
1566 u->UpdateViewport(false, false);
1569 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1570 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1571 * on next tick to discover whether it is still blocked. */
1572 if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1574 return true;
1577 Money RoadVehicle::GetRunningCost() const
1579 const Engine *e = this->GetEngine();
1580 if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
1582 uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
1583 if (cost_factor == 0) return 0;
1585 return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
1588 bool RoadVehicle::Tick()
1590 this->tick_counter++;
1592 if (this->IsFrontEngine()) {
1593 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
1594 return RoadVehController(this);
1597 return true;
1600 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1602 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1603 if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1604 if (v->IsChainInDepot()) {
1605 VehicleServiceInDepot(v);
1606 return;
1609 uint max_penalty;
1610 switch (_settings_game.pf.pathfinder_for_roadvehs) {
1611 case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
1612 case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
1613 default: NOT_REACHED();
1616 FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
1617 /* Only go to the depot if it is not too far out of our way. */
1618 if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
1619 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1620 /* If we were already heading for a depot but it has
1621 * suddenly moved farther away, we continue our normal
1622 * schedule? */
1623 v->current_order.MakeDummy();
1624 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1626 return;
1629 DepotID depot = GetDepotIndex(rfdd.tile);
1631 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1632 v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
1633 !Chance16(1, 20)) {
1634 return;
1637 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
1638 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
1639 v->dest_tile = rfdd.tile;
1640 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1643 void RoadVehicle::OnNewDay()
1645 AgeVehicle(this);
1647 if (!this->IsFrontEngine()) return;
1649 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1650 if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1652 CheckIfRoadVehNeedsService(this);
1654 CheckOrders(this);
1656 if (this->running_ticks == 0) return;
1658 CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
1660 this->profit_this_year -= cost.GetCost();
1661 this->running_ticks = 0;
1663 SubtractMoneyFromCompanyFract(this->owner, cost);
1665 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
1666 SetWindowClassesDirty(WC_ROADVEH_LIST);
1669 Trackdir RoadVehicle::GetVehicleTrackdir() const
1671 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
1673 if (this->IsInDepot()) {
1674 /* We'll assume the road vehicle is facing outwards */
1675 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
1678 if (IsStandardRoadStopTile(this->tile)) {
1679 /* We'll assume the road vehicle is facing outwards */
1680 return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
1683 /* Drive through road stops / wormholes (tunnels) */
1684 if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
1686 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1687 * otherwise transform it into a valid track direction */
1688 return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);