/* $Id$ */ /** @file roadveh_cmd.cpp Handling of road vehicles. */ #include "stdafx.h" #include "openttd.h" #include "debug.h" #include "tile_cmd.h" #include "landscape.h" #include "road_map.h" #include "roadveh.h" #include "station_map.h" #include "command_func.h" #include "station_base.h" #include "news_func.h" #include "pathfind.h" #include "npf.h" #include "player_func.h" #include "player_base.h" #include "bridge.h" #include "tunnel_map.h" #include "bridge_map.h" #include "vehicle_gui.h" #include "articulated_vehicles.h" #include "newgrf_callbacks.h" #include "newgrf_engine.h" #include "newgrf_text.h" #include "newgrf_sound.h" #include "yapf/yapf.h" #include "cargotype.h" #include "strings_func.h" #include "tunnelbridge_map.h" #include "functions.h" #include "window_func.h" #include "date_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "variables.h" #include "autoreplace_gui.h" #include "gfx_func.h" #include "settings_type.h" #include "order_func.h" #include "depot_base.h" #include "depot_func.h" #include "effectvehicle_func.h" #include "table/strings.h" static const uint16 _roadveh_images[63] = { 0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14, 0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74, 0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C, 0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC, 0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC, 0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4, 0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C, 0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4 }; static const uint16 _roadveh_full_adder[63] = { 0, 88, 0, 0, 0, 0, 48, 48, 48, 48, 0, 0, 64, 64, 0, 16, 16, 0, 88, 0, 0, 0, 0, 48, 48, 48, 48, 0, 0, 64, 64, 0, 16, 16, 0, 88, 0, 0, 0, 0, 48, 48, 48, 48, 0, 0, 64, 64, 0, 16, 16, 0, 8, 8, 8, 8, 0, 0, 0, 8, 8, 8, 8 }; /** 'Convert' the DiagDirection where a road vehicle enters to the trackdirs it can drive onto */ static const TrackdirBits _road_enter_dir_to_reachable_trackdirs[DIAGDIR_END] = { TRACKDIR_BIT_LEFT_N | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_X_NE, // Enter from north east TRACKDIR_BIT_LEFT_S | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_Y_SE, // Enter from south east TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_X_SW | TRACKDIR_BIT_RIGHT_S, // Enter from south west TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_Y_NW // Enter from north west }; static const Trackdir _road_reverse_table[DIAGDIR_END] = { TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW }; /** 'Convert' the DiagDirection where a road vehicle should exit to * the trackdirs it can use to drive to the exit direction*/ static const TrackdirBits _road_exit_dir_to_incoming_trackdirs[DIAGDIR_END] = { TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_X_SW | TRACKDIR_BIT_LEFT_S, TRACKDIR_BIT_LEFT_N | TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_Y_NW, TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_X_NE, TRACKDIR_BIT_RIGHT_S | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_Y_SE }; /** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */ static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = { TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW }; static SpriteID GetRoadVehIcon(EngineID engine) { uint8 spritenum = RoadVehInfo(engine)->image_index; if (is_custom_sprite(spritenum)) { SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W); if (sprite != 0) return sprite; spritenum = GetEngine(engine)->image_index; } return 6 + _roadveh_images[spritenum]; } SpriteID RoadVehicle::GetImage(Direction direction) const { uint8 spritenum = this->spritenum; SpriteID sprite; if (is_custom_sprite(spritenum)) { sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum))); if (sprite != 0) return sprite; spritenum = GetEngine(this->engine_type)->image_index; } sprite = direction + _roadveh_images[spritenum]; if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum]; return sprite; } void DrawRoadVehEngine(int x, int y, EngineID engine, SpriteID pal) { DrawSprite(GetRoadVehIcon(engine), pal, x, y); } static CommandCost EstimateRoadVehCost(EngineID engine_type) { return CommandCost(EXPENSES_NEW_VEHICLES, ((_price.roadveh_base >> 3) * GetEngineProperty(engine_type, 0x11, RoadVehInfo(engine_type)->base_cost)) >> 5); } byte GetRoadVehLength(const Vehicle *v) { byte length = 8; uint16 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v); if (veh_len != CALLBACK_FAILED) { length -= Clamp(veh_len, 0, 7); } return length; } void RoadVehUpdateCache(Vehicle *v) { assert(v->type == VEH_ROAD); assert(IsRoadVehFront(v)); for (Vehicle *u = v; u != NULL; u = u->Next()) { /* Check the v->first cache. */ assert(u->First() == v); /* Update the 'first engine' */ u->u.road.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type; /* Update the length of the vehicle. */ u->u.road.cached_veh_length = GetRoadVehLength(u); } } /** Build a road vehicle. * @param tile tile of depot where road vehicle is built * @param flags operation to perform * @param p1 bus/truck type being built (engine) * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number */ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { CommandCost cost; Vehicle *v; UnitID unit_num; Engine *e; if (!IsEngineBuildable(p1, VEH_ROAD, _current_player)) return_cmd_error(STR_ROAD_VEHICLE_NOT_AVAILABLE); cost = EstimateRoadVehCost(p1); if (flags & DC_QUERY_COST) return cost; /* The ai_new queries the vehicle cost before building the route, * so we must check against cheaters no sooner than now. --pasky */ if (!IsRoadDepotTile(tile)) return CMD_ERROR; if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(EngInfo(p1)->misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_DEPOT_WRONG_DEPOT_TYPE); uint num_vehicles = 1 + CountArticulatedParts(p1, false); /* Allow for the front and the articulated parts, plus one to "terminate" the list. */ Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1); memset(vl, 0, sizeof(*vl) * (num_vehicles + 1)); if (!Vehicle::AllocateList(vl, num_vehicles)) { return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); } v = vl[0]; /* find the first free roadveh id */ unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD); if (unit_num > _settings_game.vehicle.max_roadveh) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) { int x; int y; const RoadVehicleInfo *rvi = RoadVehInfo(p1); v = new (v) RoadVehicle(); v->unitnumber = unit_num; v->direction = DiagDirToDir(GetRoadDepotDirection(tile)); v->owner = _current_player; v->tile = tile; x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2; y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2; v->x_pos = x; v->y_pos = y; v->z_pos = GetSlopeZ(x, y); v->running_ticks = 0; v->u.road.state = RVSB_IN_DEPOT; v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; v->spritenum = rvi->image_index; v->cargo_type = rvi->cargo_type; v->cargo_subtype = 0; v->cargo_cap = rvi->capacity; // v->cargo_count = 0; v->value = cost.GetCost(); // v->day_counter = 0; // v->next_order_param = v->next_order = 0; // v->load_unload_time_rem = 0; // v->progress = 0; // v->u.road.unk2 = 0; // v->u.road.overtaking = 0; v->last_station_visited = INVALID_STATION; v->max_speed = rvi->max_speed; v->engine_type = (EngineID)p1; e = GetEngine(p1); v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->lifelength * 366; _new_vehicle_id = v->index; v->name = NULL; v->service_interval = _settings_game.vehicle.servint_roadveh; v->date_of_last_service = _date; v->build_year = _cur_year; v->cur_image = 0xC15; v->random_bits = VehicleRandomBits(); SetRoadVehFront(v); v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype); v->u.road.cached_veh_length = GetRoadVehLength(v); v->vehicle_flags = 0; if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); v->cargo_cap = GetVehicleProperty(v, 0x0F, rvi->capacity); AddArticulatedParts(vl, VEH_ROAD); VehiclePositionChanged(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClassesData(WC_ROADVEH_LIST, 0); InvalidateWindow(WC_COMPANY, v->owner); if (IsLocalPlayer()) InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Road window GetPlayer(_current_player)->num_engines[p1]++; } return cost; } /** Start/Stop a road vehicle. * @param tile unused * @param flags operation to perform * @param p1 road vehicle ID to start/stop * @param p2 unused */ CommandCost CmdStartStopRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR; /* Check if this road veh can be started/stopped. The callback will fail or * return 0xFF if it can. */ uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF) { StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback); return_cmd_error(error); } if (flags & DC_EXEC) { if (v->IsStoppedInDepot()) { DeleteVehicleNews(p1, STR_9016_ROAD_VEHICLE_IS_WAITING); } v->vehstatus ^= VS_STOPPED; v->cur_speed = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); } return CommandCost(); } void ClearSlot(Vehicle *v) { RoadStop *rs = v->u.road.slot; if (v->u.road.slot == NULL) return; v->u.road.slot = NULL; v->u.road.slot_age = 0; assert(rs->num_vehicles != 0); rs->num_vehicles--; DEBUG(ms, 3, "Clearing slot at 0x%X", rs->xy); } static bool CheckRoadVehInDepotStopped(const Vehicle *v) { TileIndex tile = v->tile; if (!IsRoadDepotTile(tile)) return false; if (IsRoadVehFront(v) && !(v->vehstatus & VS_STOPPED)) return false; for (; v != NULL; v = v->Next()) { if (v->u.road.state != RVSB_IN_DEPOT || v->tile != tile) return false; } return true; } /** Sell a road vehicle. * @param tile unused * @param flags operation to perform * @param p1 vehicle ID to be sold * @param p2 unused */ CommandCost CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; if (!IsValidVehicleID(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR; if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE); if (!CheckRoadVehInDepotStopped(v)) { return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); } CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value); if (flags & DC_EXEC) { // Invalidate depot InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClassesData(WC_ROADVEH_LIST, 0); InvalidateWindow(WC_COMPANY, v->owner); DeleteWindowById(WC_VEHICLE_VIEW, v->index); DeleteDepotHighlightOfVehicle(v); delete v; } return ret; } struct RoadFindDepotData { uint best_length; TileIndex tile; OwnerByte owner; }; static const DiagDirection _road_pf_directions[] = { DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, INVALID_DIAGDIR, INVALID_DIAGDIR, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE, INVALID_DIAGDIR, INVALID_DIAGDIR }; static bool EnumRoadSignalFindDepot(TileIndex tile, void* data, Trackdir trackdir, uint length) { RoadFindDepotData* rfdd = (RoadFindDepotData*)data; tile += TileOffsByDiagDir(_road_pf_directions[trackdir]); if (IsRoadDepotTile(tile) && IsTileOwner(tile, rfdd->owner) && length < rfdd->best_length) { rfdd->best_length = length; rfdd->tile = tile; } return false; } static const Depot* FindClosestRoadDepot(const Vehicle* v) { switch (_settings_game.pf.pathfinder_for_roadvehs) { case VPF_YAPF: /* YAPF */ return YapfFindNearestRoadDepot(v); case VPF_NPF: { /* NPF */ /* See where we are now */ Trackdir trackdir = GetVehicleTrackdir(v); NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, v->tile, ReverseTrackdir(trackdir), false, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES, 0); if (ftd.best_bird_dist == 0) return GetDepotByTile(ftd.node.tile); /* Target found */ } break; default: case VPF_OPF: { /* OPF */ RoadFindDepotData rfdd; rfdd.owner = v->owner; rfdd.best_length = UINT_MAX; /* search in all directions */ for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) { FollowTrack(v->tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, d, EnumRoadSignalFindDepot, NULL, &rfdd); } if (rfdd.best_length != UINT_MAX) return GetDepotByTile(rfdd.tile); } break; } return NULL; /* Target not found */ } bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { const Depot *depot = FindClosestRoadDepot(this); if (depot == NULL) return false; if (location != NULL) *location = depot->xy; if (destination != NULL) *destination = depot->index; return true; } /** Send a road vehicle to the depot. * @param tile unused * @param flags operation to perform * @param p1 vehicle ID to send to the depot * @param p2 various bitmasked elements * - p2 bit 0-3 - DEPOT_ flags (see vehicle.h) * - p2 bit 8-10 - VLW flag (for mass goto depot) */ CommandCost CmdSendRoadVehToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (p2 & DEPOT_MASS_SEND) { /* Mass goto depot requested */ if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR; return SendAllVehiclesToDepot(VEH_ROAD, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1); } if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_ROAD) return CMD_ERROR; return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK)); } /** Turn a roadvehicle around. * @param tile unused * @param flags operation to perform * @param p1 vehicle ID to turn * @param p2 unused */ CommandCost CmdTurnRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; if (!IsValidVehicleID(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR; if (v->vehstatus & VS_STOPPED || v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0 || v->u.road.overtaking != 0 || v->u.road.state == RVSB_WORMHOLE || v->IsInDepot() || v->cur_speed < 5) { return CMD_ERROR; } if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR; if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR; if (flags & DC_EXEC) v->u.road.reverse_ctr = 180; return CommandCost(); } void RoadVehicle::MarkDirty() { for (Vehicle *v = this; v != NULL; v = v->Next()) { v->cur_image = v->GetImage(v->direction); MarkSingleVehicleDirty(v); } } void RoadVehicle::UpdateDeltaXY(Direction direction) { #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0) static const uint32 _delta_xy_table[8] = { MKIT(3, 3, -1, -1), MKIT(3, 7, -1, -3), MKIT(3, 3, -1, -1), MKIT(7, 3, -3, -1), MKIT(3, 3, -1, -1), MKIT(3, 7, -1, -3), MKIT(3, 3, -1, -1), MKIT(7, 3, -3, -1), }; #undef MKIT uint32 x = _delta_xy_table[direction]; this->x_offs = GB(x, 0, 8); this->y_offs = GB(x, 8, 8); this->x_extent = GB(x, 16, 8); this->y_extent = GB(x, 24, 8); this->z_extent = 6; } static void ClearCrashedStation(Vehicle *v) { RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile)); /* Mark the station entrance as not busy */ rs->SetEntranceBusy(false); /* Free the parking bay */ rs->FreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY)); } static void DeleteLastRoadVeh(Vehicle *v) { Vehicle *u = v; for (; v->Next() != NULL; v = v->Next()) u = v; u->SetNext(NULL); DeleteWindowById(WC_VEHICLE_VIEW, v->index); InvalidateWindowClassesData(WC_ROADVEH_LIST, 0); InvalidateWindow(WC_COMPANY, v->owner); if (IsTileType(v->tile, MP_STATION)) ClearCrashedStation(v); MarkSingleVehicleDirty(v); delete v; } static byte SetRoadVehPosition(Vehicle *v, int x, int y) { byte new_z, old_z; /* need this hint so it returns the right z coordinate on bridges. */ v->x_pos = x; v->y_pos = y; new_z = GetSlopeZ(x, y); old_z = v->z_pos; v->z_pos = new_z; VehiclePositionChanged(v); EndVehicleMove(v); return old_z; } static void RoadVehSetRandomDirection(Vehicle *v) { static const DirDiff delta[] = { DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT }; do { uint32 r = Random(); v->direction = ChangeDir(v->direction, delta[r & 3]); BeginVehicleMove(v); v->UpdateDeltaXY(v->direction); v->cur_image = v->GetImage(v->direction); SetRoadVehPosition(v, v->x_pos, v->y_pos); } while ((v = v->Next()) != NULL); } static void RoadVehIsCrashed(Vehicle *v) { v->u.road.crashed_ctr++; if (v->u.road.crashed_ctr == 2) { CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); } else if (v->u.road.crashed_ctr <= 45) { if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v); } else if (v->u.road.crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) { DeleteLastRoadVeh(v); } } static void* EnumCheckRoadVehCrashTrain(Vehicle* v, void* data) { const Vehicle* u = (Vehicle*)data; return v->type == VEH_TRAIN && abs(v->z_pos - u->z_pos) <= 6 && abs(v->x_pos - u->x_pos) <= 4 && abs(v->y_pos - u->y_pos) <= 4 ? v : NULL; } static void RoadVehCrash(Vehicle *v) { uint16 pass = 1; v->u.road.crashed_ctr++; for (Vehicle *u = v; u != NULL; u = u->Next()) { if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count(); u->vehstatus |= VS_CRASHED; MarkSingleVehicleDirty(u); } ClearSlot(v); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); SetDParam(0, pass); AddNewsItem( (pass == 1) ? STR_9031_ROAD_VEHICLE_CRASH_DRIVER : STR_9032_ROAD_VEHICLE_CRASH_DIE, NS_ACCIDENT_VEHICLE, v->index, 0 ); ModifyStationRatingAround(v->tile, v->owner, -160, 22); SndPlayVehicleFx(SND_12_EXPLOSION, v); } static void RoadVehCheckTrainCrash(Vehicle *v) { for (Vehicle *u = v; u != NULL; u = u->Next()) { if (u->u.road.state == RVSB_WORMHOLE) continue; TileIndex tile = u->tile; if (!IsLevelCrossingTile(tile)) continue; if (VehicleFromPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain) != NULL) { RoadVehCrash(v); return; } } } static void HandleBrokenRoadVeh(Vehicle *v) { if (v->breakdown_ctr != 1) { v->breakdown_ctr = 1; v->cur_speed = 0; if (v->breakdowns_since_last_service != 255) v->breakdowns_since_last_service++; InvalidateWindow(WC_VEHICLE_VIEW, v->index); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (!PlayVehicleSound(v, VSE_BREAKDOWN)) { SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ? SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v); } if (!(v->vehstatus & VS_HIDDEN)) { Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE); if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2; } } if ((v->tick_counter & 1) == 0) { if (--v->breakdown_delay == 0) { v->breakdown_ctr = 0; InvalidateWindow(WC_VEHICLE_VIEW, v->index); } } } TileIndex RoadVehicle::GetOrderStationLocation(StationID station) { if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION; TileIndex dest = INVALID_TILE; const RoadStop *rs = GetStation(station)->GetPrimaryRoadStop(this); if (rs != NULL) { uint mindist = UINT_MAX; for (; rs != NULL; rs = rs->GetNextRoadStop(this)) { uint dist = DistanceManhattan(this->tile, rs->xy); if (dist < mindist) { mindist = dist; dest = rs->xy; } } } if (dest != INVALID_TILE) { return dest; } else { /* There is no stop left at the station, so don't even TRY to go there */ this->cur_order_index++; return 0; } } static void StartRoadVehSound(const Vehicle* v) { if (!PlayVehicleSound(v, VSE_START)) { SoundFx s = RoadVehInfo(v->engine_type)->sfx; if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN; SndPlayVehicleFx(s, v); } } struct RoadVehFindData { int x; int y; const Vehicle* veh; Direction dir; }; static void* EnumCheckRoadVehClose(Vehicle *v, void* data) { static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 }; static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 }; const RoadVehFindData* rvf = (RoadVehFindData*)data; short x_diff = v->x_pos - rvf->x; short y_diff = v->y_pos - rvf->y; return v->type == VEH_ROAD && !v->IsInDepot() && abs(v->z_pos - rvf->veh->z_pos) < 6 && v->direction == rvf->dir && rvf->veh->First() != v->First() && (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) && (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) && (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) && (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0)) ? v : NULL; } static Vehicle* RoadVehFindCloseTo(Vehicle* v, int x, int y, Direction dir) { RoadVehFindData rvf; Vehicle *u; Vehicle *front = v->First(); if (front->u.road.reverse_ctr != 0) return NULL; rvf.x = x; rvf.y = y; rvf.dir = dir; rvf.veh = v; if (front->u.road.state == RVSB_WORMHOLE) { u = (Vehicle*)VehicleFromPos(v->tile, &rvf, EnumCheckRoadVehClose); if (u == NULL) u = (Vehicle*)VehicleFromPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose); } else { u = (Vehicle*)VehicleFromPosXY(x, y, &rvf, EnumCheckRoadVehClose); } /* This code protects a roadvehicle from being blocked for ever * If more than 1480 / 74 days a road vehicle is blocked, it will * drive just through it. The ultimate backup-code of TTD. * It can be disabled. */ if (u == NULL) { front->u.road.blocked_ctr = 0; return NULL; } if (++front->u.road.blocked_ctr > 1480) return NULL; return u; } static void RoadVehArrivesAt(const Vehicle* v, Station* st) { if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) { /* Check if station was ever visited before */ if (!(st->had_vehicle_of_type & HVOT_BUS)) { st->had_vehicle_of_type |= HVOT_BUS; SetDParam(0, st->index); AddNewsItem( v->u.road.roadtype == ROADTYPE_ROAD ? STR_902F_CITIZENS_CELEBRATE_FIRST : STR_CITIZENS_CELEBRATE_FIRST_PASSENGER_TRAM, (v->owner == _local_player) ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER, v->index, 0); } } else { /* Check if station was ever visited before */ if (!(st->had_vehicle_of_type & HVOT_TRUCK)) { st->had_vehicle_of_type |= HVOT_TRUCK; SetDParam(0, st->index); AddNewsItem( v->u.road.roadtype == ROADTYPE_ROAD ? STR_9030_CITIZENS_CELEBRATE_FIRST : STR_CITIZENS_CELEBRATE_FIRST_CARGO_TRAM, (v->owner == _local_player) ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER, v->index, 0 ); } } } static bool RoadVehAccelerate(Vehicle *v) { uint spd = v->cur_speed + 1 + (v->u.road.overtaking != 0 ? 1 : 0); byte t; /* Clamp */ spd = min(spd, v->max_speed); if (v->u.road.state == RVSB_WORMHOLE && !(v->vehstatus & VS_HIDDEN)) { spd = min(spd, GetBridgeSpec(GetBridgeType(v->tile))->speed * 2); } /* updates statusbar only if speed have changed to save CPU time */ if (spd != v->cur_speed) { v->cur_speed = spd; if (_settings_client.gui.vehicle_speed) { InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } /* Decrease somewhat when turning */ if (!(v->direction & 1)) spd = spd * 3 >> 2; if (spd == 0) return false; if ((byte)++spd == 0) return true; v->progress = (t = v->progress) - (byte)spd; return (t < v->progress); } static Direction RoadVehGetNewDirection(const Vehicle* v, int x, int y) { static const Direction _roadveh_new_dir[] = { DIR_N , DIR_NW, DIR_W , INVALID_DIR, DIR_NE, DIR_N , DIR_SW, INVALID_DIR, DIR_E , DIR_SE, DIR_S }; x = x - v->x_pos + 1; y = y - v->y_pos + 1; if ((uint)x > 2 || (uint)y > 2) return v->direction; return _roadveh_new_dir[y * 4 + x]; } static Direction RoadVehGetSlidingDirection(const Vehicle* v, int x, int y) { Direction new_dir = RoadVehGetNewDirection(v, x, y); Direction old_dir = v->direction; DirDiff delta; if (new_dir == old_dir) return old_dir; delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT); return ChangeDir(old_dir, delta); } struct OvertakeData { const Vehicle* u; const Vehicle* v; TileIndex tile; Trackdir trackdir; }; static void* EnumFindVehBlockingOvertake(Vehicle* v, void* data) { const OvertakeData* od = (OvertakeData*)data; return v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v ? v : NULL; } /** * Check if overtaking is possible on a piece of track * * @param od Information about the tile and the involved vehicles * @return true if we have to abort overtaking */ static bool CheckRoadBlockedForOvertaking(OvertakeData *od) { TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->u.road.compatible_roadtypes); TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts); TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits); /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */ if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true; /* Are there more vehicles on the tile except the two vehicles involved in overtaking */ return VehicleFromPos(od->tile, od, EnumFindVehBlockingOvertake) != NULL; } static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u) { OvertakeData od; od.v = v; od.u = u; if (u->max_speed >= v->max_speed && !(u->vehstatus & VS_STOPPED) && u->cur_speed != 0) { return; } /* Trams can't overtake other trams */ if (v->u.road.roadtype == ROADTYPE_TRAM) return; /* Don't overtake in stations */ if (IsTileType(v->tile, MP_STATION)) return; /* For now, articulated road vehicles can't overtake anything. */ if (RoadVehHasArticPart(v)) return; /* Vehicles are not driving in same direction || direction is not a diagonal direction */ if (v->direction != u->direction || !(v->direction & 1)) return; /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */ if (v->u.road.state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->u.road.state & RVSB_TRACKDIR_MASK))) return; od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); /* Are the current and the next tile suitable for overtaking? * - Does the track continue along od.trackdir * - No junctions * - No barred levelcrossing * - No other vehicles in the way */ od.tile = v->tile; if (CheckRoadBlockedForOvertaking(&od)) return; od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction)); if (CheckRoadBlockedForOvertaking(&od)) return; if (od.u->cur_speed == 0 || od.u->vehstatus& VS_STOPPED) { v->u.road.overtaking_ctr = 0x11; v->u.road.overtaking = 0x10; } else { // if (CheckRoadBlockedForOvertaking(&od)) return; v->u.road.overtaking_ctr = 0; v->u.road.overtaking = 0x10; } } static void RoadZPosAffectSpeed(Vehicle *v, byte old_z) { if (old_z == v->z_pos) return; if (old_z < v->z_pos) { v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10% } else { uint16 spd = v->cur_speed + 2; if (spd <= v->max_speed) v->cur_speed = spd; } } static int PickRandomBit(uint bits) { uint i; uint num = RandomRange(CountBits(bits)); for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {} return i; } struct FindRoadToChooseData { TileIndex dest; uint maxtracklen; uint mindist; }; static bool EnumRoadTrackFindDist(TileIndex tile, void* data, Trackdir trackdir, uint length) { FindRoadToChooseData* frd = (FindRoadToChooseData*)data; uint dist = DistanceManhattan(tile, frd->dest); if (dist <= frd->mindist) { if (dist != frd->mindist || length < frd->maxtracklen) { frd->maxtracklen = length; } frd->mindist = dist; } return false; } static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData* target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes) { void* perf = NpfBeginInterval(); NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, sub_type, owner, railtypes); int t = NpfEndInterval(perf); DEBUG(yapf, 4, "[NPFR] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size); return ret; } /** * Returns direction to for a road vehicle to take or * INVALID_TRACKDIR if the direction is currently blocked * @param v the Vehicle to do the pathfinding for * @param tile the where to start the pathfinding * @param enterdir the direction the vehicle enters the tile from * @return the Trackdir to take */ static Trackdir RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection enterdir) { #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; } TileIndex desttile; FindRoadToChooseData frd; Trackdir best_track; TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->u.road.compatible_roadtypes); TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts); if (IsTileType(tile, MP_ROAD)) { if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->u.road.compatible_roadtypes) == 0)) { /* Road depot owned by another player or with the wrong orientation */ trackdirs = TRACKDIR_BIT_NONE; } } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) { /* Standard road stop (drive-through stops are treated as normal road) */ if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || RoadVehHasArticPart(v)) { /* different station owner or wrong orientation or the vehicle has articulated parts */ trackdirs = TRACKDIR_BIT_NONE; } else { /* Our station */ RoadStopType rstype = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK; if (GetRoadStopType(tile) != rstype) { /* Wrong station type */ trackdirs = TRACKDIR_BIT_NONE; } else { /* Proper station type, check if there is free loading bay */ if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) && !GetRoadStopByTile(tile, rstype)->HasFreeBay()) { /* Station is full and RV queuing is off */ trackdirs = TRACKDIR_BIT_NONE; } } } } /* The above lookups should be moved to GetTileTrackStatus in the * future, but that requires more changes to the pathfinder and other * stuff, probably even more arguments to GTTS. */ /* Remove tracks unreachable from the enter dir */ trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir]; if (trackdirs == TRACKDIR_BIT_NONE) { /* No reachable tracks, so we'll reverse */ return_track(_road_reverse_table[enterdir]); } if (v->u.road.reverse_ctr != 0) { /* What happens here?? */ v->u.road.reverse_ctr = 0; if (v->tile != tile) { return_track(_road_reverse_table[enterdir]); } } desttile = v->dest_tile; if (desttile == 0) { /* We've got no destination, pick a random track */ return_track(PickRandomBit(trackdirs)); } /* Only one track to choose between? */ if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) { return_track(FindFirstBit2x64(trackdirs)); } switch (_settings_game.pf.pathfinder_for_roadvehs) { case VPF_YAPF: { /* YAPF */ Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir); if (trackdir != INVALID_TRACKDIR) return_track(trackdir); return_track(PickRandomBit(trackdirs)); } break; case VPF_NPF: { /* NPF */ NPFFindStationOrTileData fstd; NPFFillWithOrderData(&fstd, v); Trackdir trackdir = DiagDirToDiagTrackdir(enterdir); //debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir); NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES); if (ftd.best_trackdir == INVALID_TRACKDIR) { /* We are already at our target. Just do something * @todo: maybe display error? * @todo: go straight ahead if possible? */ return_track(FindFirstBit2x64(trackdirs)); } else { /* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains * the direction we need to take to get there, if ftd.best_bird_dist is not 0, * we did not find our target, but ftd.best_trackdir contains the direction leading * to the tile closest to our target. */ return_track(ftd.best_trackdir); } } break; default: case VPF_OPF: { /* OPF */ DiagDirection dir; if (IsTileType(desttile, MP_ROAD)) { if (IsRoadDepot(desttile)) { dir = GetRoadDepotDirection(desttile); goto do_it; } } else if (IsTileType(desttile, MP_STATION)) { /* For drive-through stops we can head for the actual station tile */ if (IsStandardRoadStopTile(desttile)) { dir = GetRoadStopDir(desttile); do_it:; /* When we are heading for a depot or station, we just * pretend we are heading for the tile in front, we'll * see from there */ desttile += TileOffsByDiagDir(dir); if (desttile == tile && trackdirs & _road_exit_dir_to_incoming_trackdirs[dir]) { /* If we are already in front of the * station/depot and we can get in from here, * we enter */ return_track(FindFirstBit2x64(trackdirs & _road_exit_dir_to_incoming_trackdirs[dir])); } } } /* Do some pathfinding */ frd.dest = desttile; best_track = INVALID_TRACKDIR; uint best_dist = UINT_MAX; uint best_maxlen = UINT_MAX; uint bitmask = (uint)trackdirs; uint i; FOR_EACH_SET_BIT(i, bitmask) { if (best_track == INVALID_TRACKDIR) best_track = (Trackdir)i; // in case we don't find the path, just pick a track frd.maxtracklen = UINT_MAX; frd.mindist = UINT_MAX; FollowTrack(tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, _road_pf_directions[i], EnumRoadTrackFindDist, NULL, &frd); if (frd.mindist < best_dist || (frd.mindist == best_dist && frd.maxtracklen < best_maxlen)) { best_dist = frd.mindist; best_maxlen = frd.maxtracklen; best_track = (Trackdir)i; } } } break; } found_best_track:; if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR; return best_track; } static uint RoadFindPathToStop(const Vehicle *v, TileIndex tile) { if (_settings_game.pf.pathfinder_for_roadvehs == VPF_YAPF) { /* use YAPF */ return YapfRoadVehDistanceToTile(v, tile); } /* use NPF */ Trackdir trackdir = GetVehicleTrackdir(v); assert(trackdir != INVALID_TRACKDIR); NPFFindStationOrTileData fstd; fstd.dest_coords = tile; fstd.station_index = INVALID_STATION; // indicates that the destination is a tile, not a station uint dist = NPFRouteToStationOrTile(v->tile, trackdir, false, &fstd, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES).best_path_dist; /* change units from NPF_TILE_LENGTH to # of tiles */ if (dist != UINT_MAX) dist = (dist + NPF_TILE_LENGTH - 1) / NPF_TILE_LENGTH; return dist; } enum { RDE_NEXT_TILE = 0x80, RDE_TURNED = 0x40, /* Start frames for when a vehicle enters a tile/changes its state. * The start frame is different for vehicles that turned around or * are leaving the depot as the do not start at the edge of the tile. * For trams there are a few different start frames as there are two * places where trams can turn. */ RVC_DEFAULT_START_FRAME = 0, RVC_TURN_AROUND_START_FRAME = 1, RVC_DEPOT_START_FRAME = 6, RVC_START_FRAME_AFTER_LONG_TRAM = 22, RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16, /* Stop frame for a vehicle in a drive-through stop */ RVC_DRIVE_THROUGH_STOP_FRAME = 7 }; struct RoadDriveEntry { byte x, y; }; #include "table/roadveh_movement.h" static const byte _road_veh_data_1[] = { 20, 20, 16, 16, 0, 0, 0, 0, 19, 19, 15, 15, 0, 0, 0, 0, 16, 16, 12, 12, 0, 0, 0, 0, 15, 15, 11, 11 }; static bool RoadVehLeaveDepot(Vehicle *v, bool first) { /* Don't leave if not all the wagons are in the depot. */ for (const Vehicle *u = v; u != NULL; u = u->Next()) { if (u->u.road.state != RVSB_IN_DEPOT || u->tile != v->tile) return false; } DiagDirection dir = GetRoadDepotDirection(v->tile); v->direction = DiagDirToDir(dir); Trackdir tdir = _roadveh_depot_exit_trackdir[dir]; const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir]; int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF); int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF); if (first) { if (RoadVehFindCloseTo(v, x, y, v->direction) != NULL) return true; VehicleServiceInDepot(v); StartRoadVehSound(v); /* Vehicle is about to leave a depot */ v->cur_speed = 0; } BeginVehicleMove(v); v->vehstatus &= ~VS_HIDDEN; v->u.road.state = tdir; v->u.road.frame = RVC_DEPOT_START_FRAME; v->cur_image = v->GetImage(v->direction); v->UpdateDeltaXY(v->direction); SetRoadVehPosition(v, x, y); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); return true; } static Trackdir FollowPreviousRoadVehicle(const Vehicle *v, const Vehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed) { if (prev->tile == v->tile && !already_reversed) { /* If the previous vehicle is on the same tile as this vehicle is * then it must have reversed. */ return _road_reverse_table[entry_dir]; } byte prev_state = prev->u.road.state; Trackdir dir; if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) { DiagDirection diag_dir = INVALID_DIAGDIR; if (IsTileType(tile, MP_TUNNELBRIDGE)) { diag_dir = GetTunnelBridgeDirection(tile); } else if (IsRoadDepotTile(tile)) { diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile)); } if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR; dir = DiagDirToDiagTrackdir(diag_dir); } else { if (already_reversed && prev->tile != tile) { /* * The vehicle has reversed, but did not go straight back. * It immediatelly turn onto another tile. This means that * the roadstate of the previous vehicle cannot be used * as the direction we have to go with this vehicle. * * Next table is build in the following way: * - first row for when the vehicle in front went to the northern or * western tile, second for southern and eastern. * - columns represent the entry direction. * - cell values are determined by the Trackdir one has to take from * the entry dir (column) to the tile in north or south by only * going over the trackdirs used for turning 90 degrees, i.e. * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}. */ Trackdir reversed_turn_lookup[2][DIAGDIR_END] = { { TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N, TRACKDIR_UPPER_E }, { TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S }}; dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)]; } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) { dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK); } else if (prev_state < TRACKDIR_END) { dir = (Trackdir)prev_state; } else { return INVALID_TRACKDIR; } } /* Do some sanity checking. */ static const RoadBits required_roadbits[] = { ROAD_X, ROAD_Y, ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE, ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X, ROAD_Y }; RoadBits required = required_roadbits[dir & 0x07]; if ((required & GetAnyRoadBits(tile, v->u.road.roadtype, true)) == ROAD_NONE) { dir = INVALID_TRACKDIR; } return dir; } /** * Can a tram track build without destruction on the given tile? * @param p the player that would be building the tram tracks * @param t the tile to build on. * @param r the road bits needed. * @return true when a track track can be build on 't' */ static bool CanBuildTramTrackOnTile(PlayerID p, TileIndex t, RoadBits r) { /* The 'current' player is not necessarily the owner of the vehicle. */ PlayerID original_player = _current_player; _current_player = p; CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, 0, CMD_BUILD_ROAD); _current_player = original_player; return CmdSucceeded(ret); } static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev) { Direction new_dir; Direction old_dir; RoadDriveEntry rd; int x, y; uint32 r; if (v->u.road.overtaking != 0) { if (IsTileType(v->tile, MP_STATION)) { /* Force us to be not overtaking! */ v->u.road.overtaking = 0; } else if (++v->u.road.overtaking_ctr >= 35) { /* If overtaking just aborts at a random moment, we can have a out-of-bound problem, * if the vehicle started a corner. To protect that, only allow an abort of * overtake if we are on straight roads */ if (v->u.road.state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->u.road.state)) { v->u.road.overtaking = 0; } } } /* If this vehicle is in a depot and we've reached this point it must be * one of the articulated parts. It will stay in the depot until activated * by the previous vehicle in the chain when it gets to the right place. */ if (v->IsInDepot()) return true; /* Save old vehicle position to use at end of move to set viewport area dirty */ BeginVehicleMove(v); if (v->u.road.state == RVSB_WORMHOLE) { /* Vehicle is entering a depot or is on a bridge or in a tunnel */ GetNewVehiclePosResult gp = GetNewVehiclePos(v); if (IsRoadVehFront(v)) { const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction); if (u != NULL) { v->cur_speed = u->First()->cur_speed; return false; } } if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { /* Vehicle has just entered a bridge or tunnel */ v->cur_image = v->GetImage(v->direction); v->UpdateDeltaXY(v->direction); SetRoadVehPosition(v, gp.x, gp.y); return true; } v->x_pos = gp.x; v->y_pos = gp.y; VehiclePositionChanged(v); if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v); return true; } /* Get move position data for next frame. * For a drive-through road stop use 'straight road' move data. * In this case v->u.road.state is masked to give the road stop entry direction. */ rd = _road_drive_data[v->u.road.roadtype][( (HasBit(v->u.road.state, RVS_IN_DT_ROAD_STOP) ? v->u.road.state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->u.road.state) + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1]; if (rd.x & RDE_NEXT_TILE) { TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3)); Trackdir dir; uint32 r; Direction newdir; const RoadDriveEntry *rdp; if (IsRoadVehFront(v)) { /* If this is the front engine, look for the right path. */ dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3)); } else { dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false); } if (dir == INVALID_TRACKDIR) { if (!IsRoadVehFront(v)) error("Disconnecting road vehicle."); v->cur_speed = 0; return false; } again: uint start_frame = RVC_DEFAULT_START_FRAME; if (IsReversingRoadTrackdir(dir)) { /* Turning around */ if (v->u.road.roadtype == ROADTYPE_TRAM) { /* Determine the road bits the tram needs to be able to turn around * using the 'big' corner loop. */ RoadBits needed; switch (dir) { default: NOT_REACHED(); case TRACKDIR_RVREV_NE: needed = ROAD_SW; break; case TRACKDIR_RVREV_SE: needed = ROAD_NW; break; case TRACKDIR_RVREV_SW: needed = ROAD_NE; break; case TRACKDIR_RVREV_NW: needed = ROAD_SE; break; } if ((v->Previous() != NULL && v->Previous()->tile == tile) || (IsRoadVehFront(v) && IsNormalRoadTile(tile) && !HasRoadWorks(tile) && (needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) { /* * Taking the 'big' corner for trams only happens when: * - The previous vehicle in this (articulated) tram chain is * already on the 'next' tile, we just follow them regardless of * anything. When it is NOT on the 'next' tile, the tram started * doing a reversing turn when the piece of tram track on the next * tile did not exist yet. Do not use the big tram loop as that is * going to cause the tram to split up. * - Or the front of the tram can drive over the next tile. */ } else if (!IsRoadVehFront(v) || !CanBuildTramTrackOnTile(v->owner, tile, needed)) { /* * Taking the 'small' corner for trams only happens when: * - We are not the from vehicle of an articulated tram. * - Or when the player cannot build on the next tile. * * The 'small' corner means that the vehicle is on the end of a * tram track and needs to start turning there. To do this properly * the tram needs to start at an offset in the tram turning 'code' * for 'big' corners. It furthermore does not go to the next tile, * so that needs to be fixed too. */ tile = v->tile; start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM; } else { /* The player can build on the next tile, so wait till (s)he does. */ v->cur_speed = 0; return false; } } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) { v->cur_speed = 0; return false; } else { tile = v->tile; } } /* Get position data for first frame on the new tile */ rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking]; x = TileX(tile) * TILE_SIZE + rdp[start_frame].x; y = TileY(tile) * TILE_SIZE + rdp[start_frame].y; newdir = RoadVehGetSlidingDirection(v, x, y); if (IsRoadVehFront(v)) { Vehicle *u = RoadVehFindCloseTo(v, x, y, newdir); if (u != NULL) { v->cur_speed = u->First()->cur_speed; return false; } } r = VehicleEnterTile(v, tile, x, y); if (HasBit(r, VETS_CANNOT_ENTER)) { if (!IsTileType(tile, MP_TUNNELBRIDGE)) { v->cur_speed = 0; return false; } /* Try an about turn to re-enter the previous tile */ dir = _road_reverse_table[rd.x & 3]; goto again; } if (IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) { if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) { /* New direction is trying to turn vehicle around. * We can't turn at the exit of a road stop so wait.*/ v->cur_speed = 0; return false; } if (IsRoadStop(v->tile)) { RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile)); /* Vehicle is leaving a road stop tile, mark bay as free * For drive-through stops, only do it if the vehicle stopped here */ if (IsStandardRoadStopTile(v->tile) || HasBit(v->u.road.state, RVS_IS_STOPPING)) { rs->FreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY)); ClrBit(v->u.road.state, RVS_IS_STOPPING); } if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(false); } } if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { v->tile = tile; v->u.road.state = (byte)dir; v->u.road.frame = start_frame; } if (newdir != v->direction) { v->direction = newdir; v->cur_speed -= v->cur_speed >> 2; } v->cur_image = v->GetImage(newdir); v->UpdateDeltaXY(v->direction); RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y)); return true; } if (rd.x & RDE_TURNED) { /* Vehicle has finished turning around, it will now head back onto the same tile */ Trackdir dir; uint32 r; Direction newdir; const RoadDriveEntry *rdp; uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME; RoadBits tram; if (v->u.road.roadtype == ROADTYPE_TRAM && CountBits(tram = GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true)) == 1) { /* * The tram is turning around with one tram 'roadbit'. This means that * it is using the 'big' corner 'drive data'. However, to support the * trams to take a small corner, there is a 'turned' marker in the middle * of the turning 'drive data'. When the tram took the long corner, we * will still use the 'big' corner drive data, but we advance it one * frame. We furthermore set the driving direction so the turning is * going to be properly shown. */ turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM; switch (tram) { default: NOT_REACHED(); case ROAD_SW: dir = TRACKDIR_RVREV_NE; break; case ROAD_NW: dir = TRACKDIR_RVREV_SE; break; case ROAD_NE: dir = TRACKDIR_RVREV_SW; break; case ROAD_SE: dir = TRACKDIR_RVREV_NW; break; } } else { if (IsRoadVehFront(v)) { /* If this is the front engine, look for the right path. */ dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3)); } else { dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true); } } if (dir == INVALID_TRACKDIR) { v->cur_speed = 0; return false; } rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir]; x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x; y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y; newdir = RoadVehGetSlidingDirection(v, x, y); if (IsRoadVehFront(v) && RoadVehFindCloseTo(v, x, y, newdir) != NULL) return false; r = VehicleEnterTile(v, v->tile, x, y); if (HasBit(r, VETS_CANNOT_ENTER)) { v->cur_speed = 0; return false; } v->u.road.state = dir; v->u.road.frame = turn_around_start_frame; if (newdir != v->direction) { v->direction = newdir; v->cur_speed -= v->cur_speed >> 2; } v->cur_image = v->GetImage(newdir); v->UpdateDeltaXY(v->direction); RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y)); return true; } /* This vehicle is not in a wormhole and it hasn't entered a new tile. If * it's on a depot tile, check if it's time to activate the next vehicle in * the chain yet. */ if (v->Next() != NULL && IsRoadDepotTile(v->tile)) { if (v->u.road.frame == v->u.road.cached_veh_length + RVC_DEPOT_START_FRAME) { RoadVehLeaveDepot(v->Next(), false); } } /* Calculate new position for the vehicle */ x = (v->x_pos & ~15) + (rd.x & 15); y = (v->y_pos & ~15) + (rd.y & 15); new_dir = RoadVehGetSlidingDirection(v, x, y); if (IsRoadVehFront(v) && !IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) { /* Vehicle is not in a road stop. * Check for another vehicle to overtake */ Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir); if (u != NULL) { u = u->First(); /* There is a vehicle in front overtake it if possible */ if (v->u.road.overtaking == 0) RoadVehCheckOvertake(v, u); if (v->u.road.overtaking == 0) v->cur_speed = u->cur_speed; return false; } } old_dir = v->direction; if (new_dir != old_dir) { v->direction = new_dir; v->cur_speed -= (v->cur_speed >> 2); if (old_dir != v->u.road.state) { /* The vehicle is in a road stop */ v->cur_image = v->GetImage(new_dir); v->UpdateDeltaXY(v->direction); SetRoadVehPosition(v, v->x_pos, v->y_pos); /* Note, return here means that the frame counter is not incremented * for vehicles changing direction in a road stop. This causes frames to * be repeated. (XXX) Is this intended? */ return true; } } /* If the vehicle is in a normal road stop and the frame equals the stop frame OR * if the vehicle is in a drive-through road stop and this is the destination station * and it's the correct type of stop (bus or truck) and the frame equals the stop frame... * (the station test and stop type test ensure that other vehicles, using the road stop as * a through route, do not stop) */ if (IsRoadVehFront(v) && ((IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) && _road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) || (IsInsideMM(v->u.road.state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) && v->owner == GetRoadOwner(v->tile, v->u.road.roadtype) && GetRoadStopType(v->tile) == (IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK) && v->u.road.frame == RVC_DRIVE_THROUGH_STOP_FRAME))) { RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile)); Station* st = GetStationByTile(v->tile); /* Vehicle is at the stop position (at a bay) in a road stop. * Note, if vehicle is loading/unloading it has already been handled, * so if we get here the vehicle has just arrived or is just ready to leave. */ if (!v->current_order.IsType(OT_LEAVESTATION)) { /* Vehicle has arrived at a bay in a road stop */ if (IsDriveThroughStopTile(v->tile)) { TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction)); RoadStopType type = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK; /* Check if next inline bay is free */ if (IsDriveThroughStopTile(next_tile) && (GetRoadStopType(next_tile) == type) && GetStationIndex(v->tile) == GetStationIndex(next_tile)) { RoadStop *rs_n = GetRoadStopByTile(next_tile, type); if (rs_n->IsFreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY))) { /* Bay in next stop along is free - use it */ ClearSlot(v); rs_n->num_vehicles++; v->u.road.slot = rs_n; v->dest_tile = rs_n->xy; v->u.road.slot_age = 14; v->u.road.frame++; RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y)); return true; } } } rs->SetEntranceBusy(false); v->last_station_visited = st->index; if (IsDriveThroughStopTile(v->tile) || v->current_order.GetDestination() == st->index) { RoadVehArrivesAt(v, st); v->BeginLoading(); } else { v->current_order.MakeLeaveStation(); InvalidateVehicleOrder(v); } return false; } /* Vehicle is ready to leave a bay in a road stop */ if (!v->current_order.IsType(OT_GOTO_DEPOT)) { if (rs->IsEntranceBusy()) { /* Road stop entrance is busy, so wait as there is nowhere else to go */ v->cur_speed = 0; return false; } v->current_order.Free(); ClearSlot(v); } if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true); if (rs == v->u.road.slot) { /* We are leaving the correct station */ ClearSlot(v); } else if (v->u.road.slot != NULL) { /* We are leaving the wrong station * XXX The question is .. what to do? Actually we shouldn't be here * but I guess we need to clear the slot */ DEBUG(ms, 0, "Vehicle %d (index %d) arrived at wrong stop", v->unitnumber, v->index); if (v->tile != v->dest_tile) { DEBUG(ms, 2, " current tile 0x%X is not destination tile 0x%X. Route problem", v->tile, v->dest_tile); } if (v->dest_tile != v->u.road.slot->xy) { DEBUG(ms, 2, " stop tile 0x%X is not destination tile 0x%X. Multistop desync", v->u.road.slot->xy, v->dest_tile); } if (!v->current_order.IsType(OT_GOTO_STATION)) { DEBUG(ms, 2, " current order type (%d) is not OT_GOTO_STATION", v->current_order.GetType()); } else { if (v->current_order.GetDestination() != st->index) DEBUG(ms, 2, " current station %d is not target station in current_order.station (%d)", st->index, v->current_order.GetDestination()); } DEBUG(ms, 2, " force a slot clearing"); ClearSlot(v); } StartRoadVehSound(v); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } /* Check tile position conditions - i.e. stop position in depot, * entry onto bridge or into tunnel */ r = VehicleEnterTile(v, v->tile, x, y); if (HasBit(r, VETS_CANNOT_ENTER)) { v->cur_speed = 0; return false; } if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) v->current_order.Free(); /* Move to next frame unless vehicle arrived at a stop position * in a depot or entered a tunnel/bridge */ if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->u.road.frame++; v->cur_image = v->GetImage(v->direction); v->UpdateDeltaXY(v->direction); RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y)); return true; } static void RoadVehController(Vehicle *v) { /* decrease counters */ v->tick_counter++; v->current_order_time++; if (v->u.road.reverse_ctr != 0) v->u.road.reverse_ctr--; /* handle crashed */ if (v->vehstatus & VS_CRASHED) { RoadVehIsCrashed(v); return; } RoadVehCheckTrainCrash(v); /* road vehicle has broken down? */ if (v->breakdown_ctr != 0) { if (v->breakdown_ctr <= 2) { HandleBrokenRoadVeh(v); return; } if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--; } if (v->vehstatus & VS_STOPPED) return; ProcessOrders(v); v->HandleLoading(); if (v->current_order.IsType(OT_LOADING)) return; if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return; /* Check if vehicle needs to proceed, return if it doesn't */ if (!RoadVehAccelerate(v)) return; for (Vehicle *prev = NULL; v != NULL; prev = v, v = v->Next()) { if (!IndividualRoadVehicleController(v, prev)) break; } } static void AgeRoadVehCargo(Vehicle *v) { if (_age_cargo_skip_counter != 0) return; v->cargo.AgeCargo(); } void RoadVehicle::Tick() { AgeRoadVehCargo(this); if (IsRoadVehFront(this)) { if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++; RoadVehController(this); } } static void CheckIfRoadVehNeedsService(Vehicle *v) { /* If we already got a slot at a stop, use that FIRST, and go to a depot later */ if (v->u.road.slot != NULL || _settings_game.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return; if (v->IsInDepot()) { VehicleServiceInDepot(v); return; } /* XXX If we already have a depot order, WHY do we search over and over? */ const Depot *depot = FindClosestRoadDepot(v); if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { v->current_order.MakeDummy(); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } return; } if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS && !Chance16(1, 20)) { return; } if (v->current_order.IsType(OT_LOADING)) v->LeaveStation(); ClearSlot(v); v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE); v->dest_tile = depot->xy; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } void RoadVehicle::OnNewDay() { if (!IsRoadVehFront(this)) return; if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this); if (this->u.road.blocked_ctr == 0) CheckVehicleBreakdown(this); AgeVehicle(this); CheckIfRoadVehNeedsService(this); CheckOrders(this); /* Current slot has expired */ if (this->current_order.IsType(OT_GOTO_STATION) && this->u.road.slot != NULL && this->u.road.slot_age-- == 0) { DEBUG(ms, 3, "Slot expired for vehicle %d (index %d) at stop 0x%X", this->unitnumber, this->index, this->u.road.slot->xy); ClearSlot(this); } /* update destination */ if (!(this->vehstatus & VS_STOPPED) && this->current_order.IsType(OT_GOTO_STATION) && this->u.road.slot == NULL && !(this->vehstatus & VS_CRASHED)) { Station *st = GetStation(this->current_order.GetDestination()); RoadStop *rs = st->GetPrimaryRoadStop(this); RoadStop *best = NULL; if (rs != NULL) { /* We try to obtain a slot if: * 1) we're reasonably close to the primary road stop * or * 2) we're somewhere close to the station rectangle (to make sure we do assign * slots even if the station and its road stops are incredibly spread out) */ if (DistanceManhattan(this->tile, rs->xy) < 16 || st->rect.PtInExtendedRect(TileX(this->tile), TileY(this->tile), 2)) { uint dist, badness; uint minbadness = UINT_MAX; DEBUG(ms, 2, "Attempting to obtain a slot for vehicle %d (index %d) at station %d (0x%X)", this->unitnumber, this->index, st->index, st->xy ); /* Now we find the nearest road stop that has a free slot */ for (; rs != NULL; rs = rs->GetNextRoadStop(this)) { dist = RoadFindPathToStop(this, rs->xy); if (dist == UINT_MAX) { DEBUG(ms, 4, " stop 0x%X is unreachable, not treating further", rs->xy); continue; } badness = (rs->num_vehicles + 1) * (rs->num_vehicles + 1) + dist; DEBUG(ms, 4, " stop 0x%X has %d vehicle%s waiting", rs->xy, rs->num_vehicles, rs->num_vehicles == 1 ? "":"s"); DEBUG(ms, 4, " distance is %u", dist); DEBUG(ms, 4, " badness %u", badness); if (badness < minbadness) { best = rs; minbadness = badness; } } if (best != NULL) { best->num_vehicles++; DEBUG(ms, 3, "Assigned to stop 0x%X", best->xy); this->u.road.slot = best; this->dest_tile = best->xy; this->u.road.slot_age = 14; } else { DEBUG(ms, 3, "Could not find a suitable stop"); } } else { DEBUG(ms, 5, "Distance from station too far. Postponing slotting for vehicle %d (index %d) at station %d, (0x%X)", this->unitnumber, this->index, st->index, st->xy); } } else { DEBUG(ms, 4, "No road stop for vehicle %d (index %d) at station %d (0x%X)", this->unitnumber, this->index, st->index, st->xy); } } if (this->running_ticks == 0) return; const RoadVehicleInfo *rvi = RoadVehInfo(this->engine_type); CommandCost cost(EXPENSES_ROADVEH_RUN, rvi->running_cost * GetPriceByIndex(rvi->running_cost_class) * this->running_ticks / (364 * DAY_TICKS)); this->profit_this_year -= cost.GetCost(); this->running_ticks = 0; SubtractMoneyFromPlayerFract(this->owner, cost); InvalidateWindow(WC_VEHICLE_DETAILS, this->index); InvalidateWindowClasses(WC_ROADVEH_LIST); } void RoadVehiclesYearlyLoop() { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_ROAD) { v->profit_last_year = v->profit_this_year; v->profit_this_year = 0; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } } /** Refit a road vehicle to the specified cargo type * @param tile unused * @param flags operation to perform * @param p1 Vehicle ID of the vehicle to refit * @param p2 Bitstuffed elements * - p2 = (bit 0-7) - the new cargo type to refit to * - p2 = (bit 8-15) - the new cargo subtype to refit to * - p2 = (bit 16) - refit only this vehicle * @return cost of refit or error */ CommandCost CmdRefitRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; CommandCost cost(EXPENSES_ROADVEH_RUN); CargoID new_cid = GB(p2, 0, 8); byte new_subtype = GB(p2, 8, 8); bool only_this = HasBit(p2, 16); uint16 capacity = CALLBACK_FAILED; uint total_capacity = 0; if (!IsValidVehicleID(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR; if (!CheckRoadVehInDepotStopped(v)) return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE); if (new_cid >= NUM_CARGO) return CMD_ERROR; for (; v != NULL; v = v->Next()) { /* XXX: We refit all the attached wagons en-masse if they can be * refitted. This is how TTDPatch does it. TODO: Have some nice * [Refit] button near each wagon. */ if (!CanRefitTo(v->engine_type, new_cid)) continue; if (v->cargo_cap == 0) continue; if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) { /* Back up the cargo type */ CargoID temp_cid = v->cargo_type; byte temp_subtype = v->cargo_subtype; v->cargo_type = new_cid; v->cargo_subtype = new_subtype; /* Check the refit capacity callback */ capacity = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v); /* Restore the original cargo type */ v->cargo_type = temp_cid; v->cargo_subtype = temp_subtype; } if (capacity == CALLBACK_FAILED) { /* callback failed or not used, use default capacity */ const RoadVehicleInfo *rvi = RoadVehInfo(v->engine_type); CargoID old_cid = rvi->cargo_type; /* normally, the capacity depends on the cargo type, a vehicle can * carry twice as much mail/goods as normal cargo, and four times as * many passengers */ capacity = GetVehicleProperty(v, 0x0F, rvi->capacity); switch (old_cid) { case CT_PASSENGERS: break; case CT_MAIL: case CT_GOODS: capacity *= 2; break; default: capacity *= 4; break; } switch (new_cid) { case CT_PASSENGERS: break; case CT_MAIL: case CT_GOODS: capacity /= 2; break; default: capacity /= 4; break; } } if (capacity == 0) continue; total_capacity += capacity; if (IsHumanPlayer(v->owner) && new_cid != v->cargo_type) { cost.AddCost(GetRefitCost(v->engine_type)); } if (flags & DC_EXEC) { v->cargo_cap = capacity; v->cargo.Truncate((v->cargo_type == new_cid) ? capacity : 0); v->cargo_type = new_cid; v->cargo_subtype = new_subtype; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClassesData(WC_ROADVEH_LIST, 0); } if (only_this) break; } _returned_refit_capacity = total_capacity; return cost; }