OpenTTD
roadveh_cmd.cpp
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1 /* $Id: roadveh_cmd.cpp 27190 2015-03-16 20:01:14Z frosch $ */
2 
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  */
9 
12 #include "stdafx.h"
13 #include "roadveh.h"
14 #include "command_func.h"
15 #include "news_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"
38 
39 #include "table/strings.h"
40 
41 #include "safeguards.h"
42 
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
52 };
53 
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
63 };
64 assert_compile(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
65 
66 template <>
67 bool IsValidImageIndex<VEH_ROAD>(uint8 image_index)
68 {
69  return image_index < lengthof(_roadveh_images);
70 }
71 
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
78 };
79 
80 static const Trackdir _road_reverse_table[DIAGDIR_END] = {
82 };
83 
87 };
88 
89 
94 bool RoadVehicle::IsBus() const
95 {
96  assert(this->IsFrontEngine());
98 }
99 
106 {
107  int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
108 
109  if (offset != NULL) {
110  offset->x = ScaleGUITrad(reference_width) / 2;
111  offset->y = 0;
112  }
113  return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
114 }
115 
116 static SpriteID GetRoadVehIcon(EngineID engine, EngineImageType image_type)
117 {
118  const Engine *e = Engine::Get(engine);
119  uint8 spritenum = e->u.road.image_index;
120 
121  if (is_custom_sprite(spritenum)) {
122  SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W, image_type);
123  if (sprite != 0) return sprite;
124 
125  spritenum = e->original_image_index;
126  }
127 
128  assert(IsValidImageIndex<VEH_ROAD>(spritenum));
129  return DIR_W + _roadveh_images[spritenum];
130 }
131 
133 {
134  uint8 spritenum = this->spritenum;
135  SpriteID sprite;
136 
137  if (is_custom_sprite(spritenum)) {
138  sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
139  if (sprite != 0) return sprite;
140 
141  spritenum = this->GetEngine()->original_image_index;
142  }
143 
144  assert(IsValidImageIndex<VEH_ROAD>(spritenum));
145  sprite = direction + _roadveh_images[spritenum];
146 
147  if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
148 
149  return sprite;
150 }
151 
161 void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
162 {
163  SpriteID sprite = GetRoadVehIcon(engine, image_type);
164  const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
165  preferred_x = Clamp(preferred_x,
166  left - UnScaleGUI(real_sprite->x_offs),
167  right - UnScaleGUI(real_sprite->width) - UnScaleGUI(real_sprite->x_offs));
168  DrawSprite(sprite, pal, preferred_x, y);
169 }
170 
180 void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
181 {
182  const Sprite *spr = GetSprite(GetRoadVehIcon(engine, image_type), ST_NORMAL);
183 
184  width = UnScaleGUI(spr->width);
185  height = UnScaleGUI(spr->height);
186  xoffs = UnScaleGUI(spr->x_offs);
187  yoffs = UnScaleGUI(spr->y_offs);
188 }
189 
195 static uint GetRoadVehLength(const RoadVehicle *v)
196 {
197  const Engine *e = v->GetEngine();
198  uint length = VEHICLE_LENGTH;
199 
200  uint16 veh_len = CALLBACK_FAILED;
201  if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
202  /* Use callback 36 */
203  veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
204  if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
205  } else {
206  /* Use callback 11 */
207  veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
208  }
209  if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
210  if (veh_len != 0) {
211  length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
212  }
213 
214  return length;
215 }
216 
223 void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
224 {
225  assert(v->type == VEH_ROAD);
226  assert(v->IsFrontEngine());
227 
229 
231 
232  for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
233  /* Check the v->first cache. */
234  assert(u->First() == v);
235 
236  /* Update the 'first engine' */
237  u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
238 
239  /* Update the length of the vehicle. */
240  uint veh_len = GetRoadVehLength(u);
241  /* Verify length hasn't changed. */
242  if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
243 
244  u->gcache.cached_veh_length = veh_len;
245  v->gcache.cached_total_length += u->gcache.cached_veh_length;
246 
247  /* Update visual effect */
248  u->UpdateVisualEffect();
249 
250  /* Update cargo aging period. */
251  u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
252  }
253 
254  uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
255  v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
256 }
257 
268 {
269  if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
270 
271  if (flags & DC_EXEC) {
272  const RoadVehicleInfo *rvi = &e->u.road;
273 
274  RoadVehicle *v = new RoadVehicle();
275  *ret = v;
277  v->owner = _current_company;
278 
279  v->tile = tile;
280  int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
281  int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
282  v->x_pos = x;
283  v->y_pos = y;
284  v->z_pos = GetSlopePixelZ(x, y);
285 
286  v->state = RVSB_IN_DEPOT;
288 
289  v->spritenum = rvi->image_index;
291  v->cargo_cap = rvi->capacity;
292  v->refit_cap = 0;
293 
294  v->last_station_visited = INVALID_STATION;
295  v->last_loading_station = INVALID_STATION;
296  v->engine_type = e->index;
297  v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
298 
299  v->reliability = e->reliability;
301  v->max_age = e->GetLifeLengthInDays();
302  _new_vehicle_id = v->index;
303 
304  v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
305 
307  v->build_year = _cur_year;
308 
309  v->cur_image = SPR_IMG_QUERY;
311  v->SetFrontEngine();
312 
313  v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
314  v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
316 
318  v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
319 
322 
323  /* Call various callbacks after the whole consist has been constructed */
324  for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
325  u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
326  u->refit_cap = 0;
328  u->InvalidateNewGRFCache();
329  }
331  /* Initialize cached values for realistic acceleration. */
333 
334  v->UpdatePosition();
335 
337  }
338 
339  return CommandCost();
340 }
341 
342 static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
343 {
344  if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
345 
347  case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
348  case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
349 
350  default: NOT_REACHED();
351  }
352 }
353 
354 bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
355 {
356  FindDepotData rfdd = FindClosestRoadDepot(this, 0);
357  if (rfdd.best_length == UINT_MAX) return false;
358 
359  if (location != NULL) *location = rfdd.tile;
360  if (destination != NULL) *destination = GetDepotIndex(rfdd.tile);
361 
362  return true;
363 }
364 
374 CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
375 {
377  if (v == NULL) return CMD_ERROR;
378 
379  if (!v->IsPrimaryVehicle()) return CMD_ERROR;
380 
381  CommandCost ret = CheckOwnership(v->owner);
382  if (ret.Failed()) return ret;
383 
384  if ((v->vehstatus & VS_STOPPED) ||
385  (v->vehstatus & VS_CRASHED) ||
386  v->breakdown_ctr != 0 ||
387  v->overtaking != 0 ||
388  v->state == RVSB_WORMHOLE ||
389  v->IsInDepot() ||
390  v->current_order.IsType(OT_LOADING)) {
391  return CMD_ERROR;
392  }
393 
395 
397 
398  if (flags & DC_EXEC) v->reverse_ctr = 180;
399 
400  return CommandCost();
401 }
402 
403 
405 {
406  for (RoadVehicle *v = this; v != NULL; v = v->Next()) {
407  v->colourmap = PAL_NONE;
408  v->UpdateViewport(true, false);
409  }
410  this->CargoChanged();
411 }
412 
414 {
415  static const int8 _delta_xy_table[8][10] = {
416  /* 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 */
417  {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N
418  {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
419  {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
420  {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
421  {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
422  {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
423  {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W
424  {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW
425  };
426 
427  int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length;
428  if (!IsDiagonalDirection(direction)) shorten >>= 1;
429 
430  const int8 *bb = _delta_xy_table[direction];
431  this->x_bb_offs = bb[5] + bb[9] * shorten;
432  this->y_bb_offs = bb[4] + bb[8] * shorten;;
433  this->x_offs = bb[3];
434  this->y_offs = bb[2];
435  this->x_extent = bb[1] + bb[7] * shorten;
436  this->y_extent = bb[0] + bb[6] * shorten;
437  this->z_extent = 6;
438 }
439 
445 {
446  int max_speed = this->vcache.cached_max_speed;
447 
448  /* Limit speed to 50% while reversing, 75% in curves. */
449  for (const RoadVehicle *u = this; u != NULL; u = u->Next()) {
450  if (_settings_game.vehicle.roadveh_acceleration_model == AM_REALISTIC) {
452  max_speed = this->vcache.cached_max_speed / 2;
453  break;
454  } else if ((u->direction & 1) == 0) {
455  max_speed = this->vcache.cached_max_speed * 3 / 4;
456  }
457  }
458 
459  /* Vehicle is on the middle part of a bridge. */
460  if (u->state == RVSB_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
461  max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
462  }
463  }
464 
465  return min(max_speed, this->current_order.GetMaxSpeed() * 2);
466 }
467 
473 {
474  RoadVehicle *first = v->First();
475  Vehicle *u = v;
476  for (; v->Next() != NULL; v = v->Next()) u = v;
477  u->SetNext(NULL);
478  v->last_station_visited = first->last_station_visited; // for PreDestructor
479 
480  /* Only leave the road stop when we're really gone. */
481  if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
482 
483  delete v;
484 }
485 
486 static void RoadVehSetRandomDirection(RoadVehicle *v)
487 {
488  static const DirDiff delta[] = {
490  };
491 
492  do {
493  uint32 r = Random();
494 
495  v->direction = ChangeDir(v->direction, delta[r & 3]);
496  v->UpdateViewport(true, true);
497  } while ((v = v->Next()) != NULL);
498 }
499 
506 {
507  v->crashed_ctr++;
508  if (v->crashed_ctr == 2) {
510  } else if (v->crashed_ctr <= 45) {
511  if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
512  } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
513  bool ret = v->Next() != NULL;
515  return ret;
516  }
517 
518  return true;
519 }
520 
528 {
529  const Vehicle *u = (Vehicle*)data;
530 
531  return (v->type == VEH_TRAIN &&
532  abs(v->z_pos - u->z_pos) <= 6 &&
533  abs(v->x_pos - u->x_pos) <= 4 &&
534  abs(v->y_pos - u->y_pos) <= 4) ? v : NULL;
535 }
536 
537 uint RoadVehicle::Crash(bool flooded)
538 {
539  uint pass = this->GroundVehicleBase::Crash(flooded);
540  if (this->IsFrontEngine()) {
541  pass += 1; // driver
542 
543  /* If we're in a drive through road stop we ought to leave it */
544  if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
545  RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
546  }
547  }
548  this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
549  return pass;
550 }
551 
552 static void RoadVehCrash(RoadVehicle *v)
553 {
554  uint pass = v->Crash();
555 
556  AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
557  Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
558 
559  SetDParam(0, pass);
561  (pass == 1) ?
562  STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH,
563  NT_ACCIDENT,
564  v->index
565  );
566 
567  ModifyStationRatingAround(v->tile, v->owner, -160, 22);
568  if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
569 }
570 
571 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
572 {
573  for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
574  if (u->state == RVSB_WORMHOLE) continue;
575 
576  TileIndex tile = u->tile;
577 
578  if (!IsLevelCrossingTile(tile)) continue;
579 
581  RoadVehCrash(v);
582  return true;
583  }
584  }
585 
586  return false;
587 }
588 
590 {
591  if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
592 
593  const Station *st = Station::Get(station);
594  if (!CanVehicleUseStation(this, st)) {
595  /* There is no stop left at the station, so don't even TRY to go there */
596  this->IncrementRealOrderIndex();
597  return 0;
598  }
599 
600  return st->xy;
601 }
602 
603 static void StartRoadVehSound(const RoadVehicle *v)
604 {
605  if (!PlayVehicleSound(v, VSE_START)) {
606  SoundID s = RoadVehInfo(v->engine_type)->sfx;
607  if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) {
608  s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
609  }
610  SndPlayVehicleFx(s, v);
611  }
612 }
613 
615  int x;
616  int y;
617  const Vehicle *veh;
618  Vehicle *best;
619  uint best_diff;
620  Direction dir;
621 };
622 
623 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
624 {
625  static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
626  static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
627 
628  RoadVehFindData *rvf = (RoadVehFindData*)data;
629 
630  short x_diff = v->x_pos - rvf->x;
631  short y_diff = v->y_pos - rvf->y;
632 
633  if (v->type == VEH_ROAD &&
634  !v->IsInDepot() &&
635  abs(v->z_pos - rvf->veh->z_pos) < 6 &&
636  v->direction == rvf->dir &&
637  rvf->veh->First() != v->First() &&
638  (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
639  (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
640  (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
641  (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
642  uint diff = abs(x_diff) + abs(y_diff);
643 
644  if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
645  rvf->best = v;
646  rvf->best_diff = diff;
647  }
648  }
649 
650  return NULL;
651 }
652 
653 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
654 {
655  RoadVehFindData rvf;
656  RoadVehicle *front = v->First();
657 
658  if (front->reverse_ctr != 0) return NULL;
659 
660  rvf.x = x;
661  rvf.y = y;
662  rvf.dir = dir;
663  rvf.veh = v;
664  rvf.best_diff = UINT_MAX;
665 
666  if (front->state == RVSB_WORMHOLE) {
667  FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
668  FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
669  } else {
670  FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
671  }
672 
673  /* This code protects a roadvehicle from being blocked for ever
674  * If more than 1480 / 74 days a road vehicle is blocked, it will
675  * drive just through it. The ultimate backup-code of TTD.
676  * It can be disabled. */
677  if (rvf.best_diff == UINT_MAX) {
678  front->blocked_ctr = 0;
679  return NULL;
680  }
681 
682  if (update_blocked_ctr && ++front->blocked_ctr > 1480) return NULL;
683 
684  return RoadVehicle::From(rvf.best);
685 }
686 
692 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
693 {
694  if (v->IsBus()) {
695  /* Check if station was ever visited before */
696  if (!(st->had_vehicle_of_type & HVOT_BUS)) {
697  st->had_vehicle_of_type |= HVOT_BUS;
698  SetDParam(0, st->index);
700  v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
702  v->index,
703  st->index
704  );
705  AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
706  Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
707  }
708  } else {
709  /* Check if station was ever visited before */
710  if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
711  st->had_vehicle_of_type |= HVOT_TRUCK;
712  SetDParam(0, st->index);
714  v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
716  v->index,
717  st->index
718  );
719  AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
720  Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
721  }
722  }
723 }
724 
733 {
735  default: NOT_REACHED();
736  case AM_ORIGINAL:
737  return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
738 
739  case AM_REALISTIC:
740  return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
741  }
742 }
743 
744 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
745 {
746  static const Direction _roadveh_new_dir[] = {
749  DIR_E , DIR_SE, DIR_S
750  };
751 
752  x = x - v->x_pos + 1;
753  y = y - v->y_pos + 1;
754 
755  if ((uint)x > 2 || (uint)y > 2) return v->direction;
756  return _roadveh_new_dir[y * 4 + x];
757 }
758 
759 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
760 {
761  Direction new_dir = RoadVehGetNewDirection(v, x, y);
762  Direction old_dir = v->direction;
763  DirDiff delta;
764 
765  if (new_dir == old_dir) return old_dir;
766  delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
767  return ChangeDir(old_dir, delta);
768 }
769 
770 struct OvertakeData {
771  const RoadVehicle *u;
772  const RoadVehicle *v;
773  TileIndex tile;
774  Trackdir trackdir;
775 };
776 
777 static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
778 {
779  const OvertakeData *od = (OvertakeData*)data;
780 
781  return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) ? v : NULL;
782 }
783 
791 {
792  TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->compatible_roadtypes);
793  TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
794  TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
795  TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
796 
797  /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
798  if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
799 
800  /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
801  return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
802 }
803 
804 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
805 {
806  OvertakeData od;
807 
808  od.v = v;
809  od.u = u;
810 
811  /* Trams can't overtake other trams */
812  if (v->roadtype == ROADTYPE_TRAM) return;
813 
814  /* Don't overtake in stations */
815  if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
816 
817  /* For now, articulated road vehicles can't overtake anything. */
818  if (v->HasArticulatedPart()) return;
819 
820  /* Vehicles are not driving in same direction || direction is not a diagonal direction */
821  if (v->direction != u->direction || !(v->direction & 1)) return;
822 
823  /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
825 
826  /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
827  * accelerating, take the maximum speed for the comparison, else the current speed.
828  * Original acceleration always accelerates, so always use the maximum speed. */
829  int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
830  if (u_speed >= v->GetCurrentMaxSpeed() &&
831  !(u->vehstatus & VS_STOPPED) &&
832  u->cur_speed != 0) {
833  return;
834  }
835 
836  od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
837 
838  /* Are the current and the next tile suitable for overtaking?
839  * - Does the track continue along od.trackdir
840  * - No junctions
841  * - No barred levelcrossing
842  * - No other vehicles in the way
843  */
844  od.tile = v->tile;
845  if (CheckRoadBlockedForOvertaking(&od)) return;
846 
847  od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
848  if (CheckRoadBlockedForOvertaking(&od)) return;
849 
850  /* When the vehicle in front of us is stopped we may only take
851  * half the time to pass it than when the vehicle is moving. */
852  v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
854 }
855 
856 static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
857 {
858  if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
859 
860  if (old_z < v->z_pos) {
861  v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
862  } else {
863  uint16 spd = v->cur_speed + 2;
864  if (spd <= v->vcache.cached_max_speed) v->cur_speed = spd;
865  }
866 }
867 
868 static int PickRandomBit(uint bits)
869 {
870  uint i;
871  uint num = RandomRange(CountBits(bits));
872 
873  for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
874  return i;
875 }
876 
886 {
887 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
888 
889  TileIndex desttile;
890  Trackdir best_track;
891  bool path_found = true;
892 
893  TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes);
894  TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
895  TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
896 
897  if (IsTileType(tile, MP_ROAD)) {
898  if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->compatible_roadtypes) == 0)) {
899  /* Road depot owned by another company or with the wrong orientation */
900  trackdirs = TRACKDIR_BIT_NONE;
901  }
902  } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
903  /* Standard road stop (drive-through stops are treated as normal road) */
904 
905  if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
906  /* different station owner or wrong orientation or the vehicle has articulated parts */
907  trackdirs = TRACKDIR_BIT_NONE;
908  } else {
909  /* Our station */
910  RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
911 
912  if (GetRoadStopType(tile) != rstype) {
913  /* Wrong station type */
914  trackdirs = TRACKDIR_BIT_NONE;
915  } else {
916  /* Proper station type, check if there is free loading bay */
918  !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
919  /* Station is full and RV queuing is off */
920  trackdirs = TRACKDIR_BIT_NONE;
921  }
922  }
923  }
924  }
925  /* The above lookups should be moved to GetTileTrackStatus in the
926  * future, but that requires more changes to the pathfinder and other
927  * stuff, probably even more arguments to GTTS.
928  */
929 
930  /* Remove tracks unreachable from the enter dir */
931  trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir];
932  if (trackdirs == TRACKDIR_BIT_NONE) {
933  /* No reachable tracks, so we'll reverse */
934  return_track(_road_reverse_table[enterdir]);
935  }
936 
937  if (v->reverse_ctr != 0) {
938  bool reverse = true;
939  if (v->roadtype == ROADTYPE_TRAM) {
940  /* Trams may only reverse on a tile if it contains at least the straight
941  * trackbits or when it is a valid turning tile (i.e. one roadbit) */
943  RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
944  reverse = ((rb & straight) == straight) ||
945  (rb == DiagDirToRoadBits(enterdir));
946  }
947  if (reverse) {
948  v->reverse_ctr = 0;
949  if (v->tile != tile) {
950  return_track(_road_reverse_table[enterdir]);
951  }
952  }
953  }
954 
955  desttile = v->dest_tile;
956  if (desttile == 0) {
957  /* We've got no destination, pick a random track */
958  return_track(PickRandomBit(trackdirs));
959  }
960 
961  /* Only one track to choose between? */
962  if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
963  return_track(FindFirstBit2x64(trackdirs));
964  }
965 
967  case VPF_NPF: best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
968  case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
969 
970  default: NOT_REACHED();
971  }
972  v->HandlePathfindingResult(path_found);
973 
974 found_best_track:;
975 
976  if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
977 
978  return best_track;
979 }
980 
982  byte x, y;
983 };
984 
985 #include "table/roadveh_movement.h"
986 
987 static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
988 {
989  /* Don't leave unless v and following wagons are in the depot. */
990  for (const RoadVehicle *u = v; u != NULL; u = u->Next()) {
991  if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
992  }
993 
995  v->direction = DiagDirToDir(dir);
996 
997  Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
998  const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
999 
1000  int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
1001  int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
1002 
1003  if (first) {
1004  /* We are leaving a depot, but have to go to the exact same one; re-enter */
1005  if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
1006  VehicleEnterDepot(v);
1007  return true;
1008  }
1009 
1010  if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true;
1011 
1013 
1014  StartRoadVehSound(v);
1015 
1016  /* Vehicle is about to leave a depot */
1017  v->cur_speed = 0;
1018  }
1019 
1020  v->vehstatus &= ~VS_HIDDEN;
1021  v->state = tdir;
1022  v->frame = RVC_DEPOT_START_FRAME;
1023 
1024  v->x_pos = x;
1025  v->y_pos = y;
1026  v->UpdatePosition();
1027  v->UpdateInclination(true, true);
1028 
1030 
1031  return true;
1032 }
1033 
1034 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
1035 {
1036  if (prev->tile == v->tile && !already_reversed) {
1037  /* If the previous vehicle is on the same tile as this vehicle is
1038  * then it must have reversed. */
1039  return _road_reverse_table[entry_dir];
1040  }
1041 
1042  byte prev_state = prev->state;
1043  Trackdir dir;
1044 
1045  if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
1046  DiagDirection diag_dir = INVALID_DIAGDIR;
1047 
1048  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1049  diag_dir = GetTunnelBridgeDirection(tile);
1050  } else if (IsRoadDepotTile(tile)) {
1051  diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
1052  }
1053 
1054  if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
1055  dir = DiagDirToDiagTrackdir(diag_dir);
1056  } else {
1057  if (already_reversed && prev->tile != tile) {
1058  /*
1059  * The vehicle has reversed, but did not go straight back.
1060  * It immediately turn onto another tile. This means that
1061  * the roadstate of the previous vehicle cannot be used
1062  * as the direction we have to go with this vehicle.
1063  *
1064  * Next table is build in the following way:
1065  * - first row for when the vehicle in front went to the northern or
1066  * western tile, second for southern and eastern.
1067  * - columns represent the entry direction.
1068  * - cell values are determined by the Trackdir one has to take from
1069  * the entry dir (column) to the tile in north or south by only
1070  * going over the trackdirs used for turning 90 degrees, i.e.
1071  * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1072  */
1073  static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
1076  dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
1077  } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1078  dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1079  } else if (prev_state < TRACKDIR_END) {
1080  dir = (Trackdir)prev_state;
1081  } else {
1082  return INVALID_TRACKDIR;
1083  }
1084  }
1085 
1086  /* Do some sanity checking. */
1087  static const RoadBits required_roadbits[] = {
1089  ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X, ROAD_Y
1090  };
1091  RoadBits required = required_roadbits[dir & 0x07];
1092 
1093  if ((required & GetAnyRoadBits(tile, v->roadtype, true)) == ROAD_NONE) {
1094  dir = INVALID_TRACKDIR;
1095  }
1096 
1097  return dir;
1098 }
1099 
1108 {
1109  /* The 'current' company is not necessarily the owner of the vehicle. */
1110  Backup<CompanyByte> cur_company(_current_company, c, FILE_LINE);
1111 
1113 
1114  cur_company.Restore();
1115  return ret.Succeeded();
1116 }
1117 
1118 bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1119 {
1120  if (v->overtaking != 0) {
1121  if (IsTileType(v->tile, MP_STATION)) {
1122  /* Force us to be not overtaking! */
1123  v->overtaking = 0;
1124  } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1125  /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1126  * if the vehicle started a corner. To protect that, only allow an abort of
1127  * overtake if we are on straight roads */
1129  v->overtaking = 0;
1130  }
1131  }
1132  }
1133 
1134  /* If this vehicle is in a depot and we've reached this point it must be
1135  * one of the articulated parts. It will stay in the depot until activated
1136  * by the previous vehicle in the chain when it gets to the right place. */
1137  if (v->IsInDepot()) return true;
1138 
1139  if (v->state == RVSB_WORMHOLE) {
1140  /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1142 
1143  if (v->IsFrontEngine()) {
1144  const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1145  if (u != NULL) {
1146  v->cur_speed = u->First()->cur_speed;
1147  return false;
1148  }
1149  }
1150 
1152  /* Vehicle has just entered a bridge or tunnel */
1153  v->x_pos = gp.x;
1154  v->y_pos = gp.y;
1155  v->UpdatePosition();
1156  v->UpdateInclination(true, true);
1157  return true;
1158  }
1159 
1160  v->x_pos = gp.x;
1161  v->y_pos = gp.y;
1162  v->UpdatePosition();
1163  if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
1164  return true;
1165  }
1166 
1167  /* Get move position data for next frame.
1168  * For a drive-through road stop use 'straight road' move data.
1169  * In this case v->state is masked to give the road stop entry direction. */
1170  RoadDriveEntry rd = _road_drive_data[v->roadtype][(
1172  (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
1173 
1174  if (rd.x & RDE_NEXT_TILE) {
1175  TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
1176  Trackdir dir;
1177 
1178  if (v->IsFrontEngine()) {
1179  /* If this is the front engine, look for the right path. */
1180  dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
1181  } else {
1182  dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
1183  }
1184 
1185  if (dir == INVALID_TRACKDIR) {
1186  if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
1187  v->cur_speed = 0;
1188  return false;
1189  }
1190 
1191 again:
1192  uint start_frame = RVC_DEFAULT_START_FRAME;
1193  if (IsReversingRoadTrackdir(dir)) {
1194  /* When turning around we can't be overtaking. */
1195  v->overtaking = 0;
1196 
1197  /* Turning around */
1198  if (v->roadtype == ROADTYPE_TRAM) {
1199  /* Determine the road bits the tram needs to be able to turn around
1200  * using the 'big' corner loop. */
1201  RoadBits needed;
1202  switch (dir) {
1203  default: NOT_REACHED();
1204  case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
1205  case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
1206  case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
1207  case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
1208  }
1209  if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
1210  (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1211  (needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
1212  /*
1213  * Taking the 'big' corner for trams only happens when:
1214  * - The previous vehicle in this (articulated) tram chain is
1215  * already on the 'next' tile, we just follow them regardless of
1216  * anything. When it is NOT on the 'next' tile, the tram started
1217  * doing a reversing turn when the piece of tram track on the next
1218  * tile did not exist yet. Do not use the big tram loop as that is
1219  * going to cause the tram to split up.
1220  * - Or the front of the tram can drive over the next tile.
1221  */
1222  } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
1223  /*
1224  * Taking the 'small' corner for trams only happens when:
1225  * - We are not the from vehicle of an articulated tram.
1226  * - Or when the company cannot build on the next tile.
1227  *
1228  * The 'small' corner means that the vehicle is on the end of a
1229  * tram track and needs to start turning there. To do this properly
1230  * the tram needs to start at an offset in the tram turning 'code'
1231  * for 'big' corners. It furthermore does not go to the next tile,
1232  * so that needs to be fixed too.
1233  */
1234  tile = v->tile;
1235  start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
1236  } else {
1237  /* The company can build on the next tile, so wait till (s)he does. */
1238  v->cur_speed = 0;
1239  return false;
1240  }
1241  } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
1242  v->cur_speed = 0;
1243  return false;
1244  } else {
1245  tile = v->tile;
1246  }
1247  }
1248 
1249  /* Get position data for first frame on the new tile */
1250  const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
1251 
1252  int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1253  int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1254 
1255  Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1256  if (v->IsFrontEngine()) {
1257  Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1258  if (u != NULL) {
1259  v->cur_speed = u->First()->cur_speed;
1260  return false;
1261  }
1262  }
1263 
1264  uint32 r = VehicleEnterTile(v, tile, x, y);
1265  if (HasBit(r, VETS_CANNOT_ENTER)) {
1266  if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
1267  v->cur_speed = 0;
1268  return false;
1269  }
1270  /* Try an about turn to re-enter the previous tile */
1271  dir = _road_reverse_table[rd.x & 3];
1272  goto again;
1273  }
1274 
1275  if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
1276  if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1277  /* New direction is trying to turn vehicle around.
1278  * We can't turn at the exit of a road stop so wait.*/
1279  v->cur_speed = 0;
1280  return false;
1281  }
1282 
1283  /* If we are a drive through road stop and the next tile is of
1284  * the same road stop and the next tile isn't this one (i.e. we
1285  * are not reversing), then keep the reservation and state.
1286  * This way we will not be shortly unregister from the road
1287  * stop. It also makes it possible to load when on the edge of
1288  * two road stops; otherwise you could get vehicles that should
1289  * be loading but are not actually loading. */
1290  if (IsDriveThroughStopTile(v->tile) &&
1292  v->tile != tile) {
1293  /* So, keep 'our' state */
1294  dir = (Trackdir)v->state;
1295  } else if (IsRoadStop(v->tile)) {
1296  /* We're not continuing our drive through road stop, so leave. */
1298  }
1299  }
1300 
1301  if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
1302  v->tile = tile;
1303  v->state = (byte)dir;
1304  v->frame = start_frame;
1305  }
1306  if (new_dir != v->direction) {
1307  v->direction = new_dir;
1308  if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1309  }
1310  v->x_pos = x;
1311  v->y_pos = y;
1312  v->UpdatePosition();
1313  RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1314  return true;
1315  }
1316 
1317  if (rd.x & RDE_TURNED) {
1318  /* Vehicle has finished turning around, it will now head back onto the same tile */
1319  Trackdir dir;
1320  uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
1321 
1322  if (v->roadtype == ROADTYPE_TRAM && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true))) {
1323  /*
1324  * The tram is turning around with one tram 'roadbit'. This means that
1325  * it is using the 'big' corner 'drive data'. However, to support the
1326  * trams to take a small corner, there is a 'turned' marker in the middle
1327  * of the turning 'drive data'. When the tram took the long corner, we
1328  * will still use the 'big' corner drive data, but we advance it one
1329  * frame. We furthermore set the driving direction so the turning is
1330  * going to be properly shown.
1331  */
1332  turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
1333  switch (rd.x & 0x3) {
1334  default: NOT_REACHED();
1335  case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
1336  case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
1337  case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
1338  case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
1339  }
1340  } else {
1341  if (v->IsFrontEngine()) {
1342  /* If this is the front engine, look for the right path. */
1343  dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
1344  } else {
1345  dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
1346  }
1347  }
1348 
1349  if (dir == INVALID_TRACKDIR) {
1350  v->cur_speed = 0;
1351  return false;
1352  }
1353 
1354  const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
1355 
1356  int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
1357  int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
1358 
1359  Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1360  if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
1361 
1362  uint32 r = VehicleEnterTile(v, v->tile, x, y);
1363  if (HasBit(r, VETS_CANNOT_ENTER)) {
1364  v->cur_speed = 0;
1365  return false;
1366  }
1367 
1368  v->state = dir;
1369  v->frame = turn_around_start_frame;
1370 
1371  if (new_dir != v->direction) {
1372  v->direction = new_dir;
1373  if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1374  }
1375 
1376  v->x_pos = x;
1377  v->y_pos = y;
1378  v->UpdatePosition();
1379  RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1380  return true;
1381  }
1382 
1383  /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1384  * it's on a depot tile, check if it's time to activate the next vehicle in
1385  * the chain yet. */
1386  if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
1387  if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1388  RoadVehLeaveDepot(v->Next(), false);
1389  }
1390  }
1391 
1392  /* Calculate new position for the vehicle */
1393  int x = (v->x_pos & ~15) + (rd.x & 15);
1394  int y = (v->y_pos & ~15) + (rd.y & 15);
1395 
1396  Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1397 
1398  if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1399  /* Vehicle is not in a road stop.
1400  * Check for another vehicle to overtake */
1401  RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1402 
1403  if (u != NULL) {
1404  u = u->First();
1405  /* There is a vehicle in front overtake it if possible */
1406  if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1407  if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1408 
1409  /* In case an RV is stopped in a road stop, why not try to load? */
1410  if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1412  v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1414  Station *st = Station::GetByTile(v->tile);
1415  v->last_station_visited = st->index;
1416  RoadVehArrivesAt(v, st);
1417  v->BeginLoading();
1418  }
1419  return false;
1420  }
1421  }
1422 
1423  Direction old_dir = v->direction;
1424  if (new_dir != old_dir) {
1425  v->direction = new_dir;
1426  if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1427 
1428  /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1429  * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1430  * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1431  * The short (inner) curve has 8 frames, this elongates it to 10. */
1432  v->UpdateInclination(false, true);
1433  return true;
1434  }
1435 
1436  /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1437  * if the vehicle is in a drive-through road stop and this is the destination station
1438  * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1439  * (the station test and stop type test ensure that other vehicles, using the road stop as
1440  * a through route, do not stop) */
1441  if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
1443  (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1445  v->owner == GetTileOwner(v->tile) &&
1447  v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1448 
1450  Station *st = Station::GetByTile(v->tile);
1451 
1452  /* Vehicle is at the stop position (at a bay) in a road stop.
1453  * Note, if vehicle is loading/unloading it has already been handled,
1454  * so if we get here the vehicle has just arrived or is just ready to leave. */
1455  if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1456  /* Vehicle has arrived at a bay in a road stop */
1457 
1458  if (IsDriveThroughStopTile(v->tile)) {
1459  TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
1460 
1461  /* Check if next inline bay is free and has compatible road. */
1462  if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) {
1463  v->frame++;
1464  v->x_pos = x;
1465  v->y_pos = y;
1466  v->UpdatePosition();
1467  RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1468  return true;
1469  }
1470  }
1471 
1472  rs->SetEntranceBusy(false);
1474 
1475  v->last_station_visited = st->index;
1476 
1477  if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1478  RoadVehArrivesAt(v, st);
1479  v->BeginLoading();
1480  return false;
1481  }
1482  } else {
1483  /* Vehicle is ready to leave a bay in a road stop */
1484  if (rs->IsEntranceBusy()) {
1485  /* Road stop entrance is busy, so wait as there is nowhere else to go */
1486  v->cur_speed = 0;
1487  return false;
1488  }
1489  if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1490  }
1491 
1492  if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1493 
1494  StartRoadVehSound(v);
1496  }
1497 
1498  /* Check tile position conditions - i.e. stop position in depot,
1499  * entry onto bridge or into tunnel */
1500  uint32 r = VehicleEnterTile(v, v->tile, x, y);
1501  if (HasBit(r, VETS_CANNOT_ENTER)) {
1502  v->cur_speed = 0;
1503  return false;
1504  }
1505 
1506  if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1507  v->current_order.Free();
1508  }
1509 
1510  /* Move to next frame unless vehicle arrived at a stop position
1511  * in a depot or entered a tunnel/bridge */
1512  if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
1513  v->x_pos = x;
1514  v->y_pos = y;
1515  v->UpdatePosition();
1516  RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1517  return true;
1518 }
1519 
1520 static bool RoadVehController(RoadVehicle *v)
1521 {
1522  /* decrease counters */
1523  v->current_order_time++;
1524  if (v->reverse_ctr != 0) v->reverse_ctr--;
1525 
1526  /* handle crashed */
1527  if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
1528  return RoadVehIsCrashed(v);
1529  }
1530 
1531  /* road vehicle has broken down? */
1532  if (v->HandleBreakdown()) return true;
1533  if (v->vehstatus & VS_STOPPED) return true;
1534 
1535  ProcessOrders(v);
1536  v->HandleLoading();
1537 
1538  if (v->current_order.IsType(OT_LOADING)) return true;
1539 
1540  if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
1541 
1542  v->ShowVisualEffect();
1543 
1544  /* Check how far the vehicle needs to proceed */
1545  int j = v->UpdateSpeed();
1546 
1547  int adv_spd = v->GetAdvanceDistance();
1548  bool blocked = false;
1549  while (j >= adv_spd) {
1550  j -= adv_spd;
1551 
1552  RoadVehicle *u = v;
1553  for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
1554  if (!IndividualRoadVehicleController(u, prev)) {
1555  blocked = true;
1556  break;
1557  }
1558  }
1559  if (blocked) break;
1560 
1561  /* Determine distance to next map position */
1562  adv_spd = v->GetAdvanceDistance();
1563 
1564  /* Test for a collision, but only if another movement will occur. */
1565  if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1566  }
1567 
1568  v->SetLastSpeed();
1569 
1570  for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
1571  if ((u->vehstatus & VS_HIDDEN) != 0) continue;
1572 
1573  u->UpdateViewport(false, false);
1574  }
1575 
1576  /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1577  * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1578  * on next tick to discover whether it is still blocked. */
1579  if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1580 
1581  return true;
1582 }
1583 
1585 {
1586  const Engine *e = this->GetEngine();
1587  if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
1588 
1589  uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
1590  if (cost_factor == 0) return 0;
1591 
1592  return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
1593 }
1594 
1596 {
1597  this->tick_counter++;
1598 
1599  if (this->IsFrontEngine()) {
1600  if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
1601  return RoadVehController(this);
1602  }
1603 
1604  return true;
1605 }
1606 
1607 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1608 {
1609  /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1610  if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1611  if (v->IsChainInDepot()) {
1613  return;
1614  }
1615 
1616  uint max_penalty;
1618  case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
1619  case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
1620  default: NOT_REACHED();
1621  }
1622 
1623  FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
1624  /* Only go to the depot if it is not too far out of our way. */
1625  if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
1626  if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1627  /* If we were already heading for a depot but it has
1628  * suddenly moved farther away, we continue our normal
1629  * schedule? */
1630  v->current_order.MakeDummy();
1632  }
1633  return;
1634  }
1635 
1636  DepotID depot = GetDepotIndex(rfdd.tile);
1637 
1638  if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1640  !Chance16(1, 20)) {
1641  return;
1642  }
1643 
1646  v->dest_tile = rfdd.tile;
1648 }
1649 
1651 {
1652  AgeVehicle(this);
1653 
1654  if (!this->IsFrontEngine()) return;
1655 
1656  if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1657  if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1658 
1659  CheckIfRoadVehNeedsService(this);
1660 
1661  CheckOrders(this);
1662 
1663  if (this->running_ticks == 0) return;
1664 
1666 
1667  this->profit_this_year -= cost.GetCost();
1668  this->running_ticks = 0;
1669 
1670  SubtractMoneyFromCompanyFract(this->owner, cost);
1671 
1674 }
1675 
1677 {
1678  if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
1679 
1680  if (this->IsInDepot()) {
1681  /* We'll assume the road vehicle is facing outwards */
1682  return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
1683  }
1684 
1685  if (IsStandardRoadStopTile(this->tile)) {
1686  /* We'll assume the road vehicle is facing outwards */
1687  return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
1688  }
1689 
1690  /* Drive through road stops / wormholes (tunnels) */
1692 
1693  /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1694  * otherwise transform it into a valid track direction */
1695  return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);
1696 }