roadveh_cmd.cpp

Go to the documentation of this file.
00001 /* $Id: roadveh_cmd.cpp 18866 2010-01-18 22:57:21Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "landscape.h"
00014 #include "roadveh.h"
00015 #include "command_func.h"
00016 #include "news_func.h"
00017 #include "pathfinder/npf/npf_func.h"
00018 #include "station_base.h"
00019 #include "company_func.h"
00020 #include "vehicle_gui.h"
00021 #include "articulated_vehicles.h"
00022 #include "newgrf_engine.h"
00023 #include "newgrf_sound.h"
00024 #include "pathfinder/yapf/yapf.h"
00025 #include "strings_func.h"
00026 #include "tunnelbridge_map.h"
00027 #include "functions.h"
00028 #include "window_func.h"
00029 #include "date_func.h"
00030 #include "vehicle_func.h"
00031 #include "sound_func.h"
00032 #include "autoreplace_gui.h"
00033 #include "ai/ai.hpp"
00034 #include "depot_map.h"
00035 #include "effectvehicle_func.h"
00036 #include "effectvehicle_base.h"
00037 #include "roadstop_base.h"
00038 #include "cargotype.h"
00039 #include "spritecache.h"
00040 #include "core/random_func.hpp"
00041 #include "engine_base.h"
00042 #include "company_base.h"
00043 #include "engine_func.h"
00044 
00045 #include "table/strings.h"
00046 #include "table/sprites.h"
00047 
00048 static const uint16 _roadveh_images[63] = {
00049   0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
00050   0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
00051   0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
00052   0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
00053   0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
00054   0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
00055   0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
00056   0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
00057 };
00058 
00059 static const uint16 _roadveh_full_adder[63] = {
00060    0,  88,   0,   0,   0,   0,  48,  48,
00061   48,  48,   0,   0,  64,  64,   0,  16,
00062   16,   0,  88,   0,   0,   0,   0,  48,
00063   48,  48,  48,   0,   0,  64,  64,   0,
00064   16,  16,   0,  88,   0,   0,   0,   0,
00065   48,  48,  48,  48,   0,   0,  64,  64,
00066    0,  16,  16,   0,   8,   8,   8,   8,
00067    0,   0,   0,   8,   8,   8,   8
00068 };
00069 
00071 static const TrackdirBits _road_enter_dir_to_reachable_trackdirs[DIAGDIR_END] = {
00072   TRACKDIR_BIT_LEFT_N  | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_X_NE,    // Enter from north east
00073   TRACKDIR_BIT_LEFT_S  | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_Y_SE,    // Enter from south east
00074   TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_X_SW    | TRACKDIR_BIT_RIGHT_S, // Enter from south west
00075   TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_Y_NW     // Enter from north west
00076 };
00077 
00078 static const Trackdir _road_reverse_table[DIAGDIR_END] = {
00079   TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
00080 };
00081 
00083 static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
00084   TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
00085 };
00086 
00087 
00092 bool RoadVehicle::IsBus() const
00093 {
00094   assert(this->IsRoadVehFront());
00095   return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
00096 }
00097 
00103 int RoadVehicle::GetDisplayImageWidth(Point *offset) const
00104 {
00105   int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
00106 
00107   if (offset != NULL) {
00108     offset->x = reference_width / 2;
00109     offset->y = 0;
00110   }
00111   return this->rcache.cached_veh_length * reference_width / 8;
00112 }
00113 
00114 static SpriteID GetRoadVehIcon(EngineID engine)
00115 {
00116   const Engine *e = Engine::Get(engine);
00117   uint8 spritenum = e->u.road.image_index;
00118 
00119   if (is_custom_sprite(spritenum)) {
00120     SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
00121     if (sprite != 0) return sprite;
00122 
00123     spritenum = e->original_image_index;
00124   }
00125 
00126   return DIR_W + _roadveh_images[spritenum];
00127 }
00128 
00129 SpriteID RoadVehicle::GetImage(Direction direction) const
00130 {
00131   uint8 spritenum = this->spritenum;
00132   SpriteID sprite;
00133 
00134   if (is_custom_sprite(spritenum)) {
00135     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
00136     if (sprite != 0) return sprite;
00137 
00138     spritenum = Engine::Get(this->engine_type)->original_image_index;
00139   }
00140 
00141   sprite = direction + _roadveh_images[spritenum];
00142 
00143   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
00144 
00145   return sprite;
00146 }
00147 
00148 void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, SpriteID pal)
00149 {
00150   SpriteID sprite = GetRoadVehIcon(engine);
00151   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00152   preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
00153   DrawSprite(sprite, pal, preferred_x, y);
00154 }
00155 
00156 static uint GetRoadVehLength(const RoadVehicle *v)
00157 {
00158   uint length = 8;
00159 
00160   uint16 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
00161   if (veh_len != CALLBACK_FAILED) {
00162     length -= Clamp(veh_len, 0, 7);
00163   }
00164 
00165   return length;
00166 }
00167 
00168 void RoadVehUpdateCache(RoadVehicle *v)
00169 {
00170   assert(v->type == VEH_ROAD);
00171   assert(v->IsRoadVehFront());
00172 
00173   v->InvalidateNewGRFCacheOfChain();
00174 
00175   v->rcache.cached_total_length = 0;
00176 
00177   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00178     /* Check the v->first cache. */
00179     assert(u->First() == v);
00180 
00181     /* Update the 'first engine' */
00182     u->rcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
00183 
00184     /* Update the length of the vehicle. */
00185     u->rcache.cached_veh_length = GetRoadVehLength(u);
00186     v->rcache.cached_total_length += u->rcache.cached_veh_length;
00187 
00188     /* Invalidate the vehicle colour map */
00189     u->colourmap = PAL_NONE;
00190   }
00191 }
00192 
00201 CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00202 {
00203   if (!IsEngineBuildable(p1, VEH_ROAD, _current_company)) return_cmd_error(STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE);
00204 
00205   const Engine *e = Engine::Get(p1);
00206   /* Engines without valid cargo should not be available */
00207   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00208 
00209   CommandCost cost(EXPENSES_NEW_VEHICLES, e->GetCost());
00210   if (flags & DC_QUERY_COST) return cost;
00211 
00212   /* The ai_new queries the vehicle cost before building the route,
00213    * so we must check against cheaters no sooner than now. --pasky */
00214   if (!IsRoadDepotTile(tile)) return CMD_ERROR;
00215   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
00216 
00217   if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
00218 
00219   uint num_vehicles = 1 + CountArticulatedParts(p1, false);
00220 
00221   /* Allow for the front and the articulated parts */
00222   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00223     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00224   }
00225 
00226   /* find the first free roadveh id */
00227   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
00228   if (unit_num > _settings_game.vehicle.max_roadveh) {
00229     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00230   }
00231 
00232   if (flags & DC_EXEC) {
00233     const RoadVehicleInfo *rvi = &e->u.road;
00234 
00235     RoadVehicle *v = new RoadVehicle();
00236     v->unitnumber = unit_num;
00237     v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
00238     v->owner = _current_company;
00239 
00240     v->tile = tile;
00241     int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
00242     int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
00243     v->x_pos = x;
00244     v->y_pos = y;
00245     v->z_pos = GetSlopeZ(x, y);
00246 
00247 //    v->running_ticks = 0;
00248 
00249     v->state = RVSB_IN_DEPOT;
00250     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00251 
00252     v->spritenum = rvi->image_index;
00253     v->cargo_type = e->GetDefaultCargoType();
00254 //    v->cargo_subtype = 0;
00255     v->cargo_cap = rvi->capacity;
00256 //    v->cargo_count = 0;
00257     v->value = cost.GetCost();
00258 //    v->day_counter = 0;
00259 //    v->next_order_param = v->next_order = 0;
00260 //    v->time_counter = 0;
00261 //    v->progress = 0;
00262 
00263 //    v->overtaking = 0;
00264 
00265     v->last_station_visited = INVALID_STATION;
00266     v->max_speed = rvi->max_speed;
00267     v->engine_type = (EngineID)p1;
00268     v->rcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00269 
00270     v->reliability = e->reliability;
00271     v->reliability_spd_dec = e->reliability_spd_dec;
00272     v->max_age = e->GetLifeLengthInDays();
00273     _new_vehicle_id = v->index;
00274 
00275     v->name = NULL;
00276 
00277     v->service_interval = Company::Get(v->owner)->settings.vehicle.servint_roadveh;
00278 
00279     v->date_of_last_service = _date;
00280     v->build_year = _cur_year;
00281 
00282     v->cur_image = SPR_IMG_QUERY;
00283     v->random_bits = VehicleRandomBits();
00284     v->SetRoadVehFront();
00285 
00286     v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
00287     v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
00288     v->rcache.cached_veh_length = 8;
00289 
00290     v->vehicle_flags = 0;
00291     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00292 
00293     AddArticulatedParts(v);
00294     v->InvalidateNewGRFCacheOfChain();
00295 
00296     /* Call various callbacks after the whole consist has been constructed */
00297     for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00298       u->cargo_cap = GetVehicleCapacity(u);
00299       v->InvalidateNewGRFCache();
00300       u->InvalidateNewGRFCache();
00301     }
00302     RoadVehUpdateCache(v);
00303 
00304     VehicleMove(v, false);
00305 
00306     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00307     InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
00308     SetWindowDirty(WC_COMPANY, v->owner);
00309     if (IsLocalCompany()) {
00310       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Road window
00311     }
00312 
00313     Company::Get(_current_company)->num_engines[p1]++;
00314 
00315     CheckConsistencyOfArticulatedVehicle(v);
00316   }
00317 
00318   return cost;
00319 }
00320 
00321 bool RoadVehicle::IsStoppedInDepot() const
00322 {
00323   TileIndex tile = this->tile;
00324 
00325   if (!IsRoadDepotTile(tile)) return false;
00326   if (this->IsRoadVehFront() && !(this->vehstatus & VS_STOPPED)) return false;
00327 
00328   for (const RoadVehicle *v = this; v != NULL; v = v->Next()) {
00329     if (v->state != RVSB_IN_DEPOT || v->tile != tile) return false;
00330   }
00331   return true;
00332 }
00333 
00342 CommandCost CmdSellRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00343 {
00344   RoadVehicle *v = RoadVehicle::GetIfValid(p1);
00345   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
00346 
00347   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
00348 
00349   if (!v->IsStoppedInDepot()) {
00350     return_cmd_error(STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT);
00351   }
00352 
00353   CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
00354 
00355   if (flags & DC_EXEC) {
00356     delete v;
00357   }
00358 
00359   return ret;
00360 }
00361 
00362 static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
00363 {
00364   if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
00365 
00366   switch (_settings_game.pf.pathfinder_for_roadvehs) {
00367     case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
00368     case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
00369 
00370     default: NOT_REACHED();
00371   }
00372 }
00373 
00374 bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
00375 {
00376   FindDepotData rfdd = FindClosestRoadDepot(this, 0);
00377   if (rfdd.best_length == UINT_MAX) return false;
00378 
00379   if (location    != NULL) *location    = rfdd.tile;
00380   if (destination != NULL) *destination = GetDepotIndex(rfdd.tile);
00381 
00382   return true;
00383 }
00384 
00395 CommandCost CmdSendRoadVehToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00396 {
00397   if (p2 & DEPOT_MASS_SEND) {
00398     /* Mass goto depot requested */
00399     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
00400     return SendAllVehiclesToDepot(VEH_ROAD, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
00401   }
00402 
00403   RoadVehicle *v = RoadVehicle::GetIfValid(p1);
00404   if (v == NULL) return CMD_ERROR;
00405 
00406   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
00407 }
00408 
00417 CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00418 {
00419   RoadVehicle *v = RoadVehicle::GetIfValid(p1);
00420   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
00421 
00422   if ((v->vehstatus & VS_STOPPED) ||
00423       (v->vehstatus & VS_CRASHED) ||
00424       v->breakdown_ctr != 0 ||
00425       v->overtaking != 0 ||
00426       v->state == RVSB_WORMHOLE ||
00427       v->IsInDepot() ||
00428       v->cur_speed < 5) {
00429     return CMD_ERROR;
00430   }
00431 
00432   if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
00433 
00434   if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
00435 
00436   if (flags & DC_EXEC) v->reverse_ctr = 180;
00437 
00438   return CommandCost();
00439 }
00440 
00441 
00442 void RoadVehicle::MarkDirty()
00443 {
00444   for (Vehicle *v = this; v != NULL; v = v->Next()) {
00445     v->UpdateViewport(false, false);
00446   }
00447 }
00448 
00449 void RoadVehicle::UpdateDeltaXY(Direction direction)
00450 {
00451 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
00452   static const uint32 _delta_xy_table[8] = {
00453     MKIT(3, 3, -1, -1),
00454     MKIT(3, 7, -1, -3),
00455     MKIT(3, 3, -1, -1),
00456     MKIT(7, 3, -3, -1),
00457     MKIT(3, 3, -1, -1),
00458     MKIT(3, 7, -1, -3),
00459     MKIT(3, 3, -1, -1),
00460     MKIT(7, 3, -3, -1),
00461   };
00462 #undef MKIT
00463 
00464   uint32 x = _delta_xy_table[direction];
00465   this->x_offs        = GB(x,  0, 8);
00466   this->y_offs        = GB(x,  8, 8);
00467   this->x_extent      = GB(x, 16, 8);
00468   this->y_extent      = GB(x, 24, 8);
00469   this->z_extent      = 6;
00470 }
00471 
00472 static void DeleteLastRoadVeh(RoadVehicle *v)
00473 {
00474   Vehicle *u = v;
00475   for (; v->Next() != NULL; v = v->Next()) u = v;
00476   u->SetNext(NULL);
00477 
00478   /* Only leave the road stop when we're really gone. */
00479   if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
00480 
00481   delete v;
00482 }
00483 
00484 static byte SetRoadVehPosition(RoadVehicle *v, int x, int y, bool turned)
00485 {
00486   byte new_z, old_z;
00487 
00488   /* need this hint so it returns the right z coordinate on bridges. */
00489   v->x_pos = x;
00490   v->y_pos = y;
00491   new_z = GetSlopeZ(x, y);
00492 
00493   old_z = v->z_pos;
00494   v->z_pos = new_z;
00495 
00496   v->UpdateViewport(true, turned);
00497   return old_z;
00498 }
00499 
00500 static void RoadVehSetRandomDirection(RoadVehicle *v)
00501 {
00502   static const DirDiff delta[] = {
00503     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
00504   };
00505 
00506   do {
00507     uint32 r = Random();
00508 
00509     v->direction = ChangeDir(v->direction, delta[r & 3]);
00510     SetRoadVehPosition(v, v->x_pos, v->y_pos, true);
00511   } while ((v = v->Next()) != NULL);
00512 }
00513 
00514 static bool RoadVehIsCrashed(RoadVehicle *v)
00515 {
00516   v->crashed_ctr++;
00517   if (v->crashed_ctr == 2) {
00518     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
00519   } else if (v->crashed_ctr <= 45) {
00520     if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
00521   } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
00522     bool ret = v->Next() != NULL;
00523     DeleteLastRoadVeh(v);
00524     return ret;
00525   }
00526 
00527   return true;
00528 }
00529 
00530 static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
00531 {
00532   const Vehicle *u = (Vehicle*)data;
00533 
00534   return
00535     v->type == VEH_TRAIN &&
00536     abs(v->z_pos - u->z_pos) <= 6 &&
00537     abs(v->x_pos - u->x_pos) <= 4 &&
00538     abs(v->y_pos - u->y_pos) <= 4 ?
00539       v : NULL;
00540 }
00541 
00542 uint RoadVehicle::Crash(bool flooded)
00543 {
00544   uint pass = Vehicle::Crash(flooded);
00545   if (this->IsRoadVehFront()) {
00546     pass += 1; // driver
00547 
00548     /* If we're in a drive through road stop we ought to leave it */
00549     if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
00550       RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
00551     }
00552   }
00553   this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
00554   return pass;
00555 }
00556 
00557 static void RoadVehCrash(RoadVehicle *v)
00558 {
00559   uint pass = v->Crash();
00560 
00561   AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
00562 
00563   SetDParam(0, pass);
00564   AddVehicleNewsItem(
00565     (pass == 1) ?
00566       STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH,
00567     NS_ACCIDENT,
00568     v->index
00569   );
00570 
00571   ModifyStationRatingAround(v->tile, v->owner, -160, 22);
00572   SndPlayVehicleFx(SND_12_EXPLOSION, v);
00573 }
00574 
00575 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
00576 {
00577   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00578     if (u->state == RVSB_WORMHOLE) continue;
00579 
00580     TileIndex tile = u->tile;
00581 
00582     if (!IsLevelCrossingTile(tile)) continue;
00583 
00584     if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
00585       RoadVehCrash(v);
00586       return true;
00587     }
00588   }
00589 
00590   return false;
00591 }
00592 
00593 static void HandleBrokenRoadVeh(RoadVehicle *v)
00594 {
00595   if (v->breakdown_ctr != 1) {
00596     v->breakdown_ctr = 1;
00597     v->cur_speed = 0;
00598 
00599     if (v->breakdowns_since_last_service != 255)
00600       v->breakdowns_since_last_service++;
00601 
00602     v->MarkDirty();
00603     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
00604     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
00605 
00606     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
00607       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
00608         SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
00609     }
00610 
00611     if (!(v->vehstatus & VS_HIDDEN)) {
00612       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
00613       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
00614     }
00615   }
00616 
00617   if ((v->tick_counter & 1) == 0) {
00618     if (--v->breakdown_delay == 0) {
00619       v->breakdown_ctr = 0;
00620       v->MarkDirty();
00621       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
00622     }
00623   }
00624 }
00625 
00626 TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
00627 {
00628   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
00629 
00630   const Station *st = Station::Get(station);
00631   if (!CanVehicleUseStation(this, st)) {
00632     /* There is no stop left at the station, so don't even TRY to go there */
00633     this->IncrementOrderIndex();
00634     return 0;
00635   }
00636 
00637   return st->xy;
00638 }
00639 
00640 static void StartRoadVehSound(const RoadVehicle *v)
00641 {
00642   if (!PlayVehicleSound(v, VSE_START)) {
00643     SoundID s = RoadVehInfo(v->engine_type)->sfx;
00644     if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0)
00645       s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
00646     SndPlayVehicleFx(s, v);
00647   }
00648 }
00649 
00650 struct RoadVehFindData {
00651   int x;
00652   int y;
00653   const Vehicle *veh;
00654   Vehicle *best;
00655   uint best_diff;
00656   Direction dir;
00657 };
00658 
00659 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
00660 {
00661   static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
00662   static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
00663 
00664   RoadVehFindData *rvf = (RoadVehFindData*)data;
00665 
00666   short x_diff = v->x_pos - rvf->x;
00667   short y_diff = v->y_pos - rvf->y;
00668 
00669   if (v->type == VEH_ROAD &&
00670       !v->IsInDepot() &&
00671       abs(v->z_pos - rvf->veh->z_pos) < 6 &&
00672       v->direction == rvf->dir &&
00673       rvf->veh->First() != v->First() &&
00674       (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
00675       (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
00676       (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
00677       (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
00678     uint diff = abs(x_diff) + abs(y_diff);
00679 
00680     if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
00681       rvf->best = v;
00682       rvf->best_diff = diff;
00683     }
00684   }
00685 
00686   return NULL;
00687 }
00688 
00689 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
00690 {
00691   RoadVehFindData rvf;
00692   RoadVehicle *front = v->First();
00693 
00694   if (front->reverse_ctr != 0) return NULL;
00695 
00696   rvf.x = x;
00697   rvf.y = y;
00698   rvf.dir = dir;
00699   rvf.veh = v;
00700   rvf.best_diff = UINT_MAX;
00701 
00702   if (front->state == RVSB_WORMHOLE) {
00703     FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
00704     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
00705   } else {
00706     FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
00707   }
00708 
00709   /* This code protects a roadvehicle from being blocked for ever
00710    * If more than 1480 / 74 days a road vehicle is blocked, it will
00711    * drive just through it. The ultimate backup-code of TTD.
00712    * It can be disabled. */
00713   if (rvf.best_diff == UINT_MAX) {
00714     front->blocked_ctr = 0;
00715     return NULL;
00716   }
00717 
00718   if (update_blocked_ctr && ++front->blocked_ctr > 1480) return NULL;
00719 
00720   return RoadVehicle::From(rvf.best);
00721 }
00722 
00723 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
00724 {
00725   if (v->IsBus()) {
00726     /* Check if station was ever visited before */
00727     if (!(st->had_vehicle_of_type & HVOT_BUS)) {
00728       st->had_vehicle_of_type |= HVOT_BUS;
00729       SetDParam(0, st->index);
00730       AddVehicleNewsItem(
00731         v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
00732         (v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
00733         v->index,
00734         st->index
00735       );
00736       AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
00737     }
00738   } else {
00739     /* Check if station was ever visited before */
00740     if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
00741       st->had_vehicle_of_type |= HVOT_TRUCK;
00742       SetDParam(0, st->index);
00743       AddVehicleNewsItem(
00744         v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
00745         (v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
00746         v->index,
00747         st->index
00748       );
00749       AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
00750     }
00751   }
00752 }
00753 
00754 static int RoadVehAccelerate(RoadVehicle *v)
00755 {
00756   uint oldspeed = v->cur_speed;
00757   uint accel = 256 + (v->overtaking != 0 ? 256 : 0);
00758   uint spd = v->subspeed + accel;
00759 
00760   v->subspeed = (uint8)spd;
00761 
00762   int tempmax = v->max_speed;
00763   if (v->cur_speed > v->max_speed) {
00764     tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
00765   }
00766 
00767   v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
00768 
00769   /* Apply bridge speed limit */
00770   if (v->state == RVSB_WORMHOLE && !(v->vehstatus & VS_HIDDEN)) {
00771     v->cur_speed = min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed * 2);
00772   }
00773 
00774   /* Update statusbar only if speed has changed to save CPU time */
00775   if (oldspeed != v->cur_speed) {
00776     if (_settings_client.gui.vehicle_speed) {
00777       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00778     }
00779   }
00780 
00781   /* Speed is scaled in the same manner as for trains. @see train_cmd.cpp */
00782   int scaled_spd = spd * 3 >> 2;
00783 
00784   scaled_spd += v->progress;
00785   v->progress = 0;
00786   return scaled_spd;
00787 }
00788 
00789 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
00790 {
00791   static const Direction _roadveh_new_dir[] = {
00792     DIR_N , DIR_NW, DIR_W , INVALID_DIR,
00793     DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
00794     DIR_E , DIR_SE, DIR_S
00795   };
00796 
00797   x = x - v->x_pos + 1;
00798   y = y - v->y_pos + 1;
00799 
00800   if ((uint)x > 2 || (uint)y > 2) return v->direction;
00801   return _roadveh_new_dir[y * 4 + x];
00802 }
00803 
00804 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
00805 {
00806   Direction new_dir = RoadVehGetNewDirection(v, x, y);
00807   Direction old_dir = v->direction;
00808   DirDiff delta;
00809 
00810   if (new_dir == old_dir) return old_dir;
00811   delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
00812   return ChangeDir(old_dir, delta);
00813 }
00814 
00815 struct OvertakeData {
00816   const RoadVehicle *u;
00817   const RoadVehicle *v;
00818   TileIndex tile;
00819   Trackdir trackdir;
00820 };
00821 
00822 static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
00823 {
00824   const OvertakeData *od = (OvertakeData*)data;
00825 
00826   return
00827     v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v ?
00828       v : NULL;
00829 }
00830 
00837 static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
00838 {
00839   TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->compatible_roadtypes);
00840   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
00841   TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
00842   TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
00843 
00844   /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
00845   if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
00846 
00847   /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
00848   return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
00849 }
00850 
00851 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
00852 {
00853   OvertakeData od;
00854 
00855   od.v = v;
00856   od.u = u;
00857 
00858   if (u->max_speed >= v->max_speed &&
00859       !(u->vehstatus & VS_STOPPED) &&
00860       u->cur_speed != 0) {
00861     return;
00862   }
00863 
00864   /* Trams can't overtake other trams */
00865   if (v->roadtype == ROADTYPE_TRAM) return;
00866 
00867   /* Don't overtake in stations */
00868   if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
00869 
00870   /* For now, articulated road vehicles can't overtake anything. */
00871   if (v->HasArticulatedPart()) return;
00872 
00873   /* Vehicles are not driving in same direction || direction is not a diagonal direction */
00874   if (v->direction != u->direction || !(v->direction & 1)) return;
00875 
00876   /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
00877   if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
00878 
00879   od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
00880 
00881   /* Are the current and the next tile suitable for overtaking?
00882    *  - Does the track continue along od.trackdir
00883    *  - No junctions
00884    *  - No barred levelcrossing
00885    *  - No other vehicles in the way
00886    */
00887   od.tile = v->tile;
00888   if (CheckRoadBlockedForOvertaking(&od)) return;
00889 
00890   od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
00891   if (CheckRoadBlockedForOvertaking(&od)) return;
00892 
00893   if (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) {
00894     v->overtaking_ctr = 0x11;
00895     v->overtaking = 0x10;
00896   } else {
00897 //    if (CheckRoadBlockedForOvertaking(&od)) return;
00898     v->overtaking_ctr = 0;
00899     v->overtaking = 0x10;
00900   }
00901 }
00902 
00903 static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z)
00904 {
00905   if (old_z == v->z_pos) return;
00906 
00907   if (old_z < v->z_pos) {
00908     v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
00909   } else {
00910     uint16 spd = v->cur_speed + 2;
00911     if (spd <= v->max_speed) v->cur_speed = spd;
00912   }
00913 }
00914 
00915 static int PickRandomBit(uint bits)
00916 {
00917   uint i;
00918   uint num = RandomRange(CountBits(bits));
00919 
00920   for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
00921   return i;
00922 }
00923 
00932 static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
00933 {
00934 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
00935 
00936   TileIndex desttile;
00937   Trackdir best_track;
00938 
00939   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes);
00940   TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
00941   TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
00942 
00943   if (IsTileType(tile, MP_ROAD)) {
00944     if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->compatible_roadtypes) == 0)) {
00945       /* Road depot owned by another company or with the wrong orientation */
00946       trackdirs = TRACKDIR_BIT_NONE;
00947     }
00948   } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
00949     /* Standard road stop (drive-through stops are treated as normal road) */
00950 
00951     if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
00952       /* different station owner or wrong orientation or the vehicle has articulated parts */
00953       trackdirs = TRACKDIR_BIT_NONE;
00954     } else {
00955       /* Our station */
00956       RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
00957 
00958       if (GetRoadStopType(tile) != rstype) {
00959         /* Wrong station type */
00960         trackdirs = TRACKDIR_BIT_NONE;
00961       } else {
00962         /* Proper station type, check if there is free loading bay */
00963         if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
00964             !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
00965           /* Station is full and RV queuing is off */
00966           trackdirs = TRACKDIR_BIT_NONE;
00967         }
00968       }
00969     }
00970   }
00971   /* The above lookups should be moved to GetTileTrackStatus in the
00972    * future, but that requires more changes to the pathfinder and other
00973    * stuff, probably even more arguments to GTTS.
00974    */
00975 
00976   /* Remove tracks unreachable from the enter dir */
00977   trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir];
00978   if (trackdirs == TRACKDIR_BIT_NONE) {
00979     /* No reachable tracks, so we'll reverse */
00980     return_track(_road_reverse_table[enterdir]);
00981   }
00982 
00983   if (v->reverse_ctr != 0) {
00984     bool reverse = true;
00985     if (v->roadtype == ROADTYPE_TRAM) {
00986       /* Trams may only reverse on a tile if it contains at least the straight
00987        * trackbits or when it is a valid turning tile (i.e. one roadbit) */
00988       RoadBits rb = GetAnyRoadBits(tile, ROADTYPE_TRAM);
00989       RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
00990       reverse = ((rb & straight) == straight) ||
00991                 (rb == DiagDirToRoadBits(enterdir));
00992     }
00993     if (reverse) {
00994       v->reverse_ctr = 0;
00995       if (v->tile != tile) {
00996         return_track(_road_reverse_table[enterdir]);
00997       }
00998     }
00999   }
01000 
01001   desttile = v->dest_tile;
01002   if (desttile == 0) {
01003     /* We've got no destination, pick a random track */
01004     return_track(PickRandomBit(trackdirs));
01005   }
01006 
01007   /* Only one track to choose between? */
01008   if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
01009     return_track(FindFirstBit2x64(trackdirs));
01010   }
01011 
01012   switch (_settings_game.pf.pathfinder_for_roadvehs) {
01013     case VPF_NPF: return_track(NPFRoadVehicleChooseTrack(v, tile, enterdir, trackdirs));
01014     case VPF_YAPF: return_track(YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs));
01015 
01016     default: NOT_REACHED();
01017   }
01018 
01019 found_best_track:;
01020 
01021   if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
01022 
01023   return best_track;
01024 }
01025 
01026 struct RoadDriveEntry {
01027   byte x, y;
01028 };
01029 
01030 #include "table/roadveh_movement.h"
01031 
01032 static const byte _road_veh_data_1[] = {
01033   20, 20, 16, 16, 0, 0, 0, 0,
01034   19, 19, 15, 15, 0, 0, 0, 0,
01035   16, 16, 12, 12, 0, 0, 0, 0,
01036   15, 15, 11, 11
01037 };
01038 
01039 static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
01040 {
01041   /* Don't leave if not all the wagons are in the depot. */
01042   for (const RoadVehicle *u = v; u != NULL; u = u->Next()) {
01043     if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
01044   }
01045 
01046   DiagDirection dir = GetRoadDepotDirection(v->tile);
01047   v->direction = DiagDirToDir(dir);
01048 
01049   Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
01050   const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
01051 
01052   int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
01053   int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
01054 
01055   if (first) {
01056     if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true;
01057 
01058     VehicleServiceInDepot(v);
01059 
01060     StartRoadVehSound(v);
01061 
01062     /* Vehicle is about to leave a depot */
01063     v->cur_speed = 0;
01064   }
01065 
01066   v->vehstatus &= ~VS_HIDDEN;
01067   v->state = tdir;
01068   v->frame = RVC_DEPOT_START_FRAME;
01069 
01070   SetRoadVehPosition(v, x, y, true);
01071 
01072   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01073 
01074   return true;
01075 }
01076 
01077 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
01078 {
01079   if (prev->tile == v->tile && !already_reversed) {
01080     /* If the previous vehicle is on the same tile as this vehicle is
01081      * then it must have reversed. */
01082     return _road_reverse_table[entry_dir];
01083   }
01084 
01085   byte prev_state = prev->state;
01086   Trackdir dir;
01087 
01088   if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
01089     DiagDirection diag_dir = INVALID_DIAGDIR;
01090 
01091     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01092       diag_dir = GetTunnelBridgeDirection(tile);
01093     } else if (IsRoadDepotTile(tile)) {
01094       diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
01095     }
01096 
01097     if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
01098     dir = DiagDirToDiagTrackdir(diag_dir);
01099   } else {
01100     if (already_reversed && prev->tile != tile) {
01101       /*
01102        * The vehicle has reversed, but did not go straight back.
01103        * It immediatelly turn onto another tile. This means that
01104        * the roadstate of the previous vehicle cannot be used
01105        * as the direction we have to go with this vehicle.
01106        *
01107        * Next table is build in the following way:
01108        *  - first row for when the vehicle in front went to the northern or
01109        *    western tile, second for southern and eastern.
01110        *  - columns represent the entry direction.
01111        *  - cell values are determined by the Trackdir one has to take from
01112        *    the entry dir (column) to the tile in north or south by only
01113        *    going over the trackdirs used for turning 90 degrees, i.e.
01114        *    TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
01115        */
01116       static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
01117         { TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N,  TRACKDIR_UPPER_E },
01118         { TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S  }};
01119       dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
01120     } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
01121       dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
01122     } else if (prev_state < TRACKDIR_END) {
01123       dir = (Trackdir)prev_state;
01124     } else {
01125       return INVALID_TRACKDIR;
01126     }
01127   }
01128 
01129   /* Do some sanity checking. */
01130   static const RoadBits required_roadbits[] = {
01131     ROAD_X,            ROAD_Y,            ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
01132     ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X,            ROAD_Y
01133   };
01134   RoadBits required = required_roadbits[dir & 0x07];
01135 
01136   if ((required & GetAnyRoadBits(tile, v->roadtype, true)) == ROAD_NONE) {
01137     dir = INVALID_TRACKDIR;
01138   }
01139 
01140   return dir;
01141 }
01142 
01150 static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadBits r)
01151 {
01152   /* The 'current' company is not necessarily the owner of the vehicle. */
01153   CompanyID original_company = _current_company;
01154   _current_company = c;
01155 
01156   CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, DC_NONE, CMD_BUILD_ROAD);
01157 
01158   _current_company = original_company;
01159   return ret.Succeeded();
01160 }
01161 
01162 static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
01163 {
01164   if (v->overtaking != 0)  {
01165     if (IsTileType(v->tile, MP_STATION)) {
01166       /* Force us to be not overtaking! */
01167       v->overtaking = 0;
01168     } else if (++v->overtaking_ctr >= 35) {
01169       /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
01170        *  if the vehicle started a corner. To protect that, only allow an abort of
01171        *  overtake if we are on straight roads */
01172       if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
01173         v->overtaking = 0;
01174       }
01175     }
01176   }
01177 
01178   /* If this vehicle is in a depot and we've reached this point it must be
01179    * one of the articulated parts. It will stay in the depot until activated
01180    * by the previous vehicle in the chain when it gets to the right place. */
01181   if (v->IsInDepot()) return true;
01182 
01183   if (v->state == RVSB_WORMHOLE) {
01184     /* Vehicle is entering a depot or is on a bridge or in a tunnel */
01185     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
01186 
01187     if (v->IsRoadVehFront()) {
01188       const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
01189       if (u != NULL) {
01190         v->cur_speed = u->First()->cur_speed;
01191         return false;
01192       }
01193     }
01194 
01195     if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
01196       /* Vehicle has just entered a bridge or tunnel */
01197       SetRoadVehPosition(v, gp.x, gp.y, true);
01198       return true;
01199     }
01200 
01201     v->x_pos = gp.x;
01202     v->y_pos = gp.y;
01203     VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
01204     return true;
01205   }
01206 
01207   /* Get move position data for next frame.
01208    * For a drive-through road stop use 'straight road' move data.
01209    * In this case v->state is masked to give the road stop entry direction. */
01210   RoadDriveEntry rd = _road_drive_data[v->roadtype][(
01211     (HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) +
01212     (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
01213 
01214   if (rd.x & RDE_NEXT_TILE) {
01215     TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
01216     Trackdir dir;
01217 
01218     if (v->IsRoadVehFront()) {
01219       /* If this is the front engine, look for the right path. */
01220       dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
01221     } else {
01222       dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
01223     }
01224 
01225     if (dir == INVALID_TRACKDIR) {
01226       if (!v->IsRoadVehFront()) error("Disconnecting road vehicle.");
01227       v->cur_speed = 0;
01228       return false;
01229     }
01230 
01231 again:
01232     uint start_frame = RVC_DEFAULT_START_FRAME;
01233     if (IsReversingRoadTrackdir(dir)) {
01234       /* Turning around */
01235       if (v->roadtype == ROADTYPE_TRAM) {
01236         /* Determine the road bits the tram needs to be able to turn around
01237          * using the 'big' corner loop. */
01238         RoadBits needed;
01239         switch (dir) {
01240           default: NOT_REACHED();
01241           case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
01242           case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
01243           case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
01244           case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
01245         }
01246         if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
01247             (v->IsRoadVehFront() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
01248               (needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
01249           /*
01250            * Taking the 'big' corner for trams only happens when:
01251            * - The previous vehicle in this (articulated) tram chain is
01252            *   already on the 'next' tile, we just follow them regardless of
01253            *   anything. When it is NOT on the 'next' tile, the tram started
01254            *   doing a reversing turn when the piece of tram track on the next
01255            *   tile did not exist yet. Do not use the big tram loop as that is
01256            *   going to cause the tram to split up.
01257            * - Or the front of the tram can drive over the next tile.
01258            */
01259         } else if (!v->IsRoadVehFront() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
01260           /*
01261            * Taking the 'small' corner for trams only happens when:
01262            * - We are not the from vehicle of an articulated tram.
01263            * - Or when the company cannot build on the next tile.
01264            *
01265            * The 'small' corner means that the vehicle is on the end of a
01266            * tram track and needs to start turning there. To do this properly
01267            * the tram needs to start at an offset in the tram turning 'code'
01268            * for 'big' corners. It furthermore does not go to the next tile,
01269            * so that needs to be fixed too.
01270            */
01271           tile = v->tile;
01272           start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
01273         } else {
01274           /* The company can build on the next tile, so wait till (s)he does. */
01275           v->cur_speed = 0;
01276           return false;
01277         }
01278       } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
01279         v->cur_speed = 0;
01280         return false;
01281       } else {
01282         tile = v->tile;
01283       }
01284     }
01285 
01286     /* Get position data for first frame on the new tile */
01287     const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
01288 
01289     int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
01290     int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
01291 
01292     Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01293     if (v->IsRoadVehFront()) {
01294       Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
01295       if (u != NULL) {
01296         v->cur_speed = u->First()->cur_speed;
01297         return false;
01298       }
01299     }
01300 
01301     uint32 r = VehicleEnterTile(v, tile, x, y);
01302     if (HasBit(r, VETS_CANNOT_ENTER)) {
01303       if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
01304         v->cur_speed = 0;
01305         return false;
01306       }
01307       /* Try an about turn to re-enter the previous tile */
01308       dir = _road_reverse_table[rd.x & 3];
01309       goto again;
01310     }
01311 
01312     if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
01313       if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
01314         /* New direction is trying to turn vehicle around.
01315          * We can't turn at the exit of a road stop so wait.*/
01316         v->cur_speed = 0;
01317         return false;
01318       }
01319 
01320       /* If we are a drive through road stop and the next tile is of
01321        * the same road stop and the next tile isn't this one (i.e. we
01322        * are not reversing), then keep the reservation and state.
01323        * This way we will not be shortly unregister from the road
01324        * stop. It also makes it possible to load when on the edge of
01325        * two road stops; otherwise you could get vehicles that should
01326        * be loading but are not actually loading. */
01327       if (IsDriveThroughStopTile(v->tile) &&
01328           RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
01329           v->tile != tile) {
01330         /* So, keep 'our' state */
01331         dir = (Trackdir)v->state;
01332       } else if (IsRoadStop(v->tile)) {
01333         /* We're not continuing our drive through road stop, so leave. */
01334         RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
01335       }
01336     }
01337 
01338     if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
01339       v->tile = tile;
01340       v->state = (byte)dir;
01341       v->frame = start_frame;
01342     }
01343     if (new_dir != v->direction) {
01344       v->direction = new_dir;
01345       v->cur_speed -= v->cur_speed >> 2;
01346     }
01347 
01348     RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
01349     return true;
01350   }
01351 
01352   if (rd.x & RDE_TURNED) {
01353     /* Vehicle has finished turning around, it will now head back onto the same tile */
01354     Trackdir dir;
01355     uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
01356 
01357     RoadBits tram;
01358     if (v->roadtype == ROADTYPE_TRAM && !IsRoadDepotTile(v->tile) && CountBits(tram = GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true)) == 1) {
01359       /*
01360        * The tram is turning around with one tram 'roadbit'. This means that
01361        * it is using the 'big' corner 'drive data'. However, to support the
01362        * trams to take a small corner, there is a 'turned' marker in the middle
01363        * of the turning 'drive data'. When the tram took the long corner, we
01364        * will still use the 'big' corner drive data, but we advance it one
01365        * frame. We furthermore set the driving direction so the turning is
01366        * going to be properly shown.
01367        */
01368       turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
01369       switch (rd.x & 0x3) {
01370         default: NOT_REACHED();
01371         case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
01372         case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
01373         case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
01374         case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
01375       }
01376     } else {
01377       if (v->IsRoadVehFront()) {
01378         /* If this is the front engine, look for the right path. */
01379         dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
01380       } else {
01381         dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
01382       }
01383     }
01384 
01385     if (dir == INVALID_TRACKDIR) {
01386       v->cur_speed = 0;
01387       return false;
01388     }
01389 
01390     const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
01391 
01392     int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
01393     int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
01394 
01395     Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01396     if (v->IsRoadVehFront() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
01397 
01398     uint32 r = VehicleEnterTile(v, v->tile, x, y);
01399     if (HasBit(r, VETS_CANNOT_ENTER)) {
01400       v->cur_speed = 0;
01401       return false;
01402     }
01403 
01404     v->state = dir;
01405     v->frame = turn_around_start_frame;
01406 
01407     if (new_dir != v->direction) {
01408       v->direction = new_dir;
01409       v->cur_speed -= v->cur_speed >> 2;
01410     }
01411 
01412     RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
01413     return true;
01414   }
01415 
01416   /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
01417    * it's on a depot tile, check if it's time to activate the next vehicle in
01418    * the chain yet. */
01419   if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
01420     if (v->frame == v->rcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
01421       RoadVehLeaveDepot(v->Next(), false);
01422     }
01423   }
01424 
01425   /* Calculate new position for the vehicle */
01426   int x = (v->x_pos & ~15) + (rd.x & 15);
01427   int y = (v->y_pos & ~15) + (rd.y & 15);
01428 
01429   Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01430 
01431   if (v->IsRoadVehFront() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
01432     /* Vehicle is not in a road stop.
01433      * Check for another vehicle to overtake */
01434     RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
01435 
01436     if (u != NULL) {
01437       u = u->First();
01438       /* There is a vehicle in front overtake it if possible */
01439       if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
01440       if (v->overtaking == 0) v->cur_speed = u->cur_speed;
01441 
01442       /* In case an RV is stopped in a road stop, why not try to load? */
01443       if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
01444           v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
01445           v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
01446           GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
01447         Station *st = Station::GetByTile(v->tile);
01448         v->last_station_visited = st->index;
01449         RoadVehArrivesAt(v, st);
01450         v->BeginLoading();
01451       }
01452       return false;
01453     }
01454   }
01455 
01456   Direction old_dir = v->direction;
01457   if (new_dir != old_dir) {
01458     v->direction = new_dir;
01459     v->cur_speed -= (v->cur_speed >> 2);
01460     if (old_dir != v->state) {
01461       /* The vehicle is in a road stop */
01462       SetRoadVehPosition(v, v->x_pos, v->y_pos, true);
01463       /* Note, return here means that the frame counter is not incremented
01464        * for vehicles changing direction in a road stop. This causes frames to
01465        * be repeated. (XXX) Is this intended? */
01466       return true;
01467     }
01468   }
01469 
01470   /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
01471    * if the vehicle is in a drive-through road stop and this is the destination station
01472    * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
01473    * (the station test and stop type test ensure that other vehicles, using the road stop as
01474    * a through route, do not stop) */
01475   if (v->IsRoadVehFront() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
01476       _road_veh_data_1[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
01477       (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
01478       v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
01479       v->owner == GetTileOwner(v->tile) &&
01480       GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
01481       v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
01482 
01483     RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
01484     Station *st = Station::GetByTile(v->tile);
01485 
01486     /* Vehicle is at the stop position (at a bay) in a road stop.
01487      * Note, if vehicle is loading/unloading it has already been handled,
01488      * so if we get here the vehicle has just arrived or is just ready to leave. */
01489     if (!v->current_order.IsType(OT_LEAVESTATION)) {
01490       /* Vehicle has arrived at a bay in a road stop */
01491 
01492       if (IsDriveThroughStopTile(v->tile)) {
01493         TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
01494 
01495         /* Check if next inline bay is free and has compatible road. */
01496         if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) {
01497           v->frame++;
01498           RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, false));
01499           return true;
01500         }
01501       }
01502 
01503       rs->SetEntranceBusy(false);
01504 
01505       v->last_station_visited = st->index;
01506 
01507       if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
01508         RoadVehArrivesAt(v, st);
01509         v->BeginLoading();
01510         return false;
01511       }
01512     } else {
01513       /* Vehicle is ready to leave a bay in a road stop */
01514       if (rs->IsEntranceBusy()) {
01515         /* Road stop entrance is busy, so wait as there is nowhere else to go */
01516         v->cur_speed = 0;
01517         return false;
01518       }
01519       v->current_order.Free();
01520     }
01521 
01522     if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
01523 
01524     StartRoadVehSound(v);
01525     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01526   }
01527 
01528   /* Check tile position conditions - i.e. stop position in depot,
01529    * entry onto bridge or into tunnel */
01530   uint32 r = VehicleEnterTile(v, v->tile, x, y);
01531   if (HasBit(r, VETS_CANNOT_ENTER)) {
01532     v->cur_speed = 0;
01533     return false;
01534   }
01535 
01536   if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
01537     v->current_order.Free();
01538   }
01539 
01540   /* Move to next frame unless vehicle arrived at a stop position
01541    * in a depot or entered a tunnel/bridge */
01542   if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
01543 
01544   RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
01545   return true;
01546 }
01547 
01548 static bool RoadVehController(RoadVehicle *v)
01549 {
01550   /* decrease counters */
01551   v->tick_counter++;
01552   v->current_order_time++;
01553   if (v->reverse_ctr != 0) v->reverse_ctr--;
01554 
01555   /* handle crashed */
01556   if (v->vehstatus & VS_CRASHED) {
01557     return RoadVehIsCrashed(v);
01558   }
01559 
01560   RoadVehCheckTrainCrash(v);
01561 
01562   /* road vehicle has broken down? */
01563   if (v->breakdown_ctr != 0) {
01564     if (v->breakdown_ctr <= 2) {
01565       HandleBrokenRoadVeh(v);
01566       return true;
01567     }
01568     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
01569   }
01570 
01571   if (v->vehstatus & VS_STOPPED) return true;
01572 
01573   ProcessOrders(v);
01574   v->HandleLoading();
01575 
01576   if (v->current_order.IsType(OT_LOADING)) return true;
01577 
01578   if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
01579 
01580   /* Check how far the vehicle needs to proceed */
01581   int j = RoadVehAccelerate(v);
01582 
01583   int adv_spd = (v->direction & 1) ? 192 : 256;
01584   while (j >= adv_spd) {
01585     j -= adv_spd;
01586 
01587     RoadVehicle *u = v;
01588     for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
01589       if (!IndividualRoadVehicleController(u, prev)) break;
01590     }
01591 
01592     /* 192 spd used for going straight, 256 for going diagonally. */
01593     adv_spd = (v->direction & 1) ? 192 : 256;
01594 
01595     /* Test for a collision, but only if another movement will occur. */
01596     if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
01597   }
01598 
01599   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
01600     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
01601 
01602     u->UpdateViewport(false, false);
01603   }
01604 
01605   if (v->progress == 0) v->progress = j;
01606 
01607   return true;
01608 }
01609 
01610 Money RoadVehicle::GetRunningCost() const
01611 {
01612   const Engine *e = Engine::Get(this->engine_type);
01613   if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
01614 
01615   uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
01616   if (cost_factor == 0) return 0;
01617 
01618   return GetPrice(e->u.road.running_cost_class, cost_factor, e->grffile);
01619 }
01620 
01621 bool RoadVehicle::Tick()
01622 {
01623   if (this->IsRoadVehFront()) {
01624     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
01625     return RoadVehController(this);
01626   }
01627 
01628   return true;
01629 }
01630 
01631 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
01632 {
01633   /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
01634   if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
01635   if (v->IsInDepot()) {
01636     VehicleServiceInDepot(v);
01637     return;
01638   }
01639 
01640   uint max_penalty;
01641   switch (_settings_game.pf.pathfinder_for_roadvehs) {
01642     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
01643     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
01644     default: NOT_REACHED();
01645   }
01646 
01647   FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
01648   /* Only go to the depot if it is not too far out of our way. */
01649   if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
01650     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
01651       /* If we were already heading for a depot but it has
01652        * suddenly moved farther away, we continue our normal
01653        * schedule? */
01654       v->current_order.MakeDummy();
01655       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01656     }
01657     return;
01658   }
01659 
01660   DepotID depot = GetDepotIndex(rfdd.tile);
01661 
01662   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
01663       v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
01664       !Chance16(1, 20)) {
01665     return;
01666   }
01667 
01668   if (v->current_order.IsType(OT_LOADING)) v->LeaveStation();
01669 
01670   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
01671   v->dest_tile = rfdd.tile;
01672   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01673 }
01674 
01675 void RoadVehicle::OnNewDay()
01676 {
01677   if (!this->IsRoadVehFront()) return;
01678 
01679   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
01680   if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
01681 
01682   AgeVehicle(this);
01683   CheckIfRoadVehNeedsService(this);
01684 
01685   CheckOrders(this);
01686 
01687   if (this->running_ticks == 0) return;
01688 
01689   CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
01690 
01691   this->profit_this_year -= cost.GetCost();
01692   this->running_ticks = 0;
01693 
01694   SubtractMoneyFromCompanyFract(this->owner, cost);
01695 
01696   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01697   SetWindowClassesDirty(WC_ROADVEH_LIST);
01698 }
01699 
01700 Trackdir RoadVehicle::GetVehicleTrackdir() const
01701 {
01702   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
01703 
01704   if (this->IsInDepot()) {
01705     /* We'll assume the road vehicle is facing outwards */
01706     return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
01707   }
01708 
01709   if (IsStandardRoadStopTile(this->tile)) {
01710     /* We'll assume the road vehicle is facing outwards */
01711     return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
01712   }
01713 
01714   /* Drive through road stops / wormholes (tunnels) */
01715   if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
01716 
01717   /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
01718    * otherwise transform it into a valid track direction */
01719   return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);
01720 }
01721 
01722 
01734 CommandCost CmdRefitRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01735 {
01736   CargoID new_cid = GB(p2, 0, 8);
01737   byte new_subtype = GB(p2, 8, 8);
01738   bool only_this = HasBit(p2, 16);
01739 
01740   RoadVehicle *v = RoadVehicle::GetIfValid(p1);
01741 
01742   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01743   if (!v->IsStoppedInDepot()) return_cmd_error(STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT);
01744   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
01745 
01746   if (new_cid >= NUM_CARGO) return CMD_ERROR;
01747 
01748   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
01749 
01750   if (flags & DC_EXEC) {
01751     RoadVehicle *front = v->First();
01752     RoadVehUpdateCache(front);
01753     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01754     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
01755     InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01756   } else {
01757     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
01758   }
01759 
01760   return cost;
01761 }

Generated on Wed Jan 20 23:38:39 2010 for OpenTTD by  doxygen 1.5.6