/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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/>. */ /** @file roadveh_cmd.cpp Handling of road vehicles. */ #include "stdafx.h" #include "roadveh.h" #include "command_func.h" #include "news_func.h" #include "pathfinder/npf/npf_func.h" #include "station_base.h" #include "company_func.h" #include "articulated_vehicles.h" #include "newgrf_sound.h" #include "pathfinder/yapf/yapf.h" #include "strings_func.h" #include "tunnelbridge_map.h" #include "date_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "ai/ai.hpp" #include "game/game.hpp" #include "depot_map.h" #include "effectvehicle_func.h" #include "roadstop_base.h" #include "spritecache.h" #include "core/random_func.hpp" #include "company_base.h" #include "core/backup_type.hpp" #include "newgrf.h" #include "zoom_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 }; /** 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 }; /** * Check whether a roadvehicle is a bus * @return true if bus */ bool RoadVehicle::IsBus() const { assert(this->IsFrontEngine()); return IsCargoInClass(this->cargo_type, CC_PASSENGERS); } /** * Get the width of a road vehicle image in the GUI. * @param offset Additional offset for positioning the sprite; set to NULL if not needed * @return Width in pixels */ int RoadVehicle::GetDisplayImageWidth(Point *offset) const { int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH; if (offset != NULL) { offset->x = reference_width / 2; offset->y = 0; } return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH; } static SpriteID GetRoadVehIcon(EngineID engine, EngineImageType image_type) { const Engine *e = Engine::Get(engine); uint8 spritenum = e->u.road.image_index; if (is_custom_sprite(spritenum)) { SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W, image_type); if (sprite != 0) return sprite; spritenum = e->original_image_index; } return DIR_W + _roadveh_images[spritenum]; } SpriteID RoadVehicle::GetImage(Direction direction, EngineImageType image_type) const { uint8 spritenum = this->spritenum; SpriteID sprite; if (is_custom_sprite(spritenum)) { sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type); if (sprite != 0) return sprite; spritenum = this->GetEngine()->original_image_index; } sprite = direction + _roadveh_images[spritenum]; if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum]; return sprite; } /** * Draw a road vehicle engine. * @param left Left edge to draw within. * @param right Right edge to draw within. * @param preferred_x Preferred position of the engine. * @param y Vertical position of the engine. * @param engine Engine to draw * @param pal Palette to use. */ void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type) { SpriteID sprite = GetRoadVehIcon(engine, image_type); const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL); preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI), right - UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI)); DrawSprite(sprite, pal, preferred_x, y); } /** * Get length of a road vehicle. * @param v Road vehicle to query length. * @return Length of the given road vehicle. */ static uint GetRoadVehLength(const RoadVehicle *v) { const Engine *e = v->GetEngine(); uint length = VEHICLE_LENGTH; uint16 veh_len = CALLBACK_FAILED; if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) { /* Use callback 36 */ veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED); } else { /* Use callback 11 */ veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v); } if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor; if (veh_len != 0) { if (veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len); length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1); } return length; } /** * Update the cache of a road vehicle. * @param v Road vehicle needing an update of its cache. * @param same_length should length of vehicles stay the same? * @pre \a v must be first road vehicle. */ void RoadVehUpdateCache(RoadVehicle *v, bool same_length) { assert(v->type == VEH_ROAD); assert(v->IsFrontEngine()); v->InvalidateNewGRFCacheOfChain(); v->gcache.cached_total_length = 0; for (RoadVehicle *u = v; u != NULL; u = u->Next()) { /* Check the v->first cache. */ assert(u->First() == v); /* Update the 'first engine' */ u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type; /* Update the length of the vehicle. */ uint veh_len = GetRoadVehLength(u); /* Verify length hasn't changed. */ if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u); u->gcache.cached_veh_length = veh_len; v->gcache.cached_total_length += u->gcache.cached_veh_length; /* Update visual effect */ v->UpdateVisualEffect(); /* Invalidate the vehicle colour map */ u->colourmap = PAL_NONE; /* Update cargo aging period. */ u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period); } uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0); v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed; } /** * Build a road vehicle. * @param tile tile of the depot where road vehicle is built. * @param flags type of operation. * @param e the engine to build. * @param data unused. * @param ret[out] the vehicle that has been built. * @return the cost of this operation or an error. */ CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret) { if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE); if (flags & DC_EXEC) { const RoadVehicleInfo *rvi = &e->u.road; RoadVehicle *v = new RoadVehicle(); *ret = v; v->direction = DiagDirToDir(GetRoadDepotDirection(tile)); v->owner = _current_company; v->tile = tile; int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2; int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2; v->x_pos = x; v->y_pos = y; v->z_pos = GetSlopePixelZ(x, y); v->state = RVSB_IN_DEPOT; v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; v->spritenum = rvi->image_index; v->cargo_type = e->GetDefaultCargoType(); v->cargo_cap = rvi->capacity; v->last_station_visited = INVALID_STATION; v->engine_type = e->index; v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->GetLifeLengthInDays(); _new_vehicle_id = v->index; v->service_interval = Company::Get(v->owner)->settings.vehicle.servint_roadveh; v->date_of_last_service = _date; v->build_year = _cur_year; v->cur_image = SPR_IMG_QUERY; v->random_bits = VehicleRandomBits(); v->SetFrontEngine(); v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype); v->gcache.cached_veh_length = VEHICLE_LENGTH; if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); AddArticulatedParts(v); v->InvalidateNewGRFCacheOfChain(); /* Call various callbacks after the whole consist has been constructed */ for (RoadVehicle *u = v; u != NULL; u = u->Next()) { u->cargo_cap = u->GetEngine()->DetermineCapacity(u); v->InvalidateNewGRFCache(); u->InvalidateNewGRFCache(); } RoadVehUpdateCache(v); /* Initialize cached values for realistic acceleration. */ if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged(); VehicleUpdatePosition(v); CheckConsistencyOfArticulatedVehicle(v); } return CommandCost(); } static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance) { if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0); switch (_settings_game.pf.pathfinder_for_roadvehs) { case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance); case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance); default: NOT_REACHED(); } } bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { FindDepotData rfdd = FindClosestRoadDepot(this, 0); if (rfdd.best_length == UINT_MAX) return false; if (location != NULL) *location = rfdd.tile; if (destination != NULL) *destination = GetDepotIndex(rfdd.tile); return true; } /** * Turn a roadvehicle around. * @param tile unused * @param flags operation to perform * @param p1 vehicle ID to turn * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { RoadVehicle *v = RoadVehicle::GetIfValid(p1); if (v == NULL) return CMD_ERROR; if (!v->IsPrimaryVehicle()) return CMD_ERROR; CommandCost ret = CheckOwnership(v->owner); if (ret.Failed()) return ret; if ((v->vehstatus & VS_STOPPED) || (v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0 || v->overtaking != 0 || v->state == RVSB_WORMHOLE || v->IsInDepot() || v->current_order.IsType(OT_LOADING)) { 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->reverse_ctr = 180; return CommandCost(); } void RoadVehicle::MarkDirty() { for (RoadVehicle *v = this; v != NULL; v = v->Next()) { v->UpdateViewport(false, false); } this->CargoChanged(); } void RoadVehicle::UpdateDeltaXY(Direction direction) { static const int8 _delta_xy_table[8][10] = { /* y_extent, x_extent, y_offs, x_offs, y_bb_offs, x_bb_offs, y_extent_shorten, x_extent_shorten, y_bb_offs_shorten, x_bb_offs_shorten */ {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW }; int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length; if (!IsDiagonalDirection(direction)) shorten >>= 1; const int8 *bb = _delta_xy_table[direction]; this->x_bb_offs = bb[5] + bb[9] * shorten; this->y_bb_offs = bb[4] + bb[8] * shorten;; this->x_offs = bb[3]; this->y_offs = bb[2]; this->x_extent = bb[1] + bb[7] * shorten; this->y_extent = bb[0] + bb[6] * shorten; this->z_extent = 6; } /** * Calculates the maximum speed of the vehicle under its current conditions. * @return Maximum speed of the vehicle. */ inline int RoadVehicle::GetCurrentMaxSpeed() const { if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) return min(this->vcache.cached_max_speed, this->current_order.max_speed * 2); int max_speed = this->vcache.cached_max_speed; /* Limit speed to 50% while reversing, 75% in curves. */ for (const RoadVehicle *u = this; u != NULL; u = u->Next()) { if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) { max_speed = this->vcache.cached_max_speed / 2; break; } else if ((u->direction & 1) == 0) { max_speed = this->vcache.cached_max_speed * 3 / 4; } } return min(max_speed, this->current_order.max_speed * 2); } /** * Delete last vehicle of a chain road vehicles. * @param v First roadvehicle. */ static void DeleteLastRoadVeh(RoadVehicle *v) { Vehicle *u = v; for (; v->Next() != NULL; v = v->Next()) u = v; u->SetNext(NULL); /* Only leave the road stop when we're really gone. */ if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v); delete v; } static void RoadVehSetRandomDirection(RoadVehicle *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]); v->UpdateViewport(true, true); } while ((v = v->Next()) != NULL); } /** * Road vehicle chain has crashed. * @param v First roadvehicle. * @return whether the chain still exists. */ static bool RoadVehIsCrashed(RoadVehicle *v) { v->crashed_ctr++; if (v->crashed_ctr == 2) { CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); } else if (v->crashed_ctr <= 45) { if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v); } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) { bool ret = v->Next() != NULL; DeleteLastRoadVeh(v); return ret; } return true; } /** * Check routine whether a road and a train vehicle have collided. * @param v %Train vehicle to test. * @param data Road vehicle to test. * @return %Train vehicle if the vehicles collided, else \c NULL. */ static Vehicle *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; } uint RoadVehicle::Crash(bool flooded) { uint pass = this->GroundVehicleBase::Crash(flooded); if (this->IsFrontEngine()) { pass += 1; // driver /* If we're in a drive through road stop we ought to leave it */ if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) { RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this); } } this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded return pass; } static void RoadVehCrash(RoadVehicle *v) { uint pass = v->Crash(); AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING)); Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING)); SetDParam(0, pass); AddVehicleNewsItem( (pass == 1) ? STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH, NT_ACCIDENT, v->index ); ModifyStationRatingAround(v->tile, v->owner, -160, 22); SndPlayVehicleFx(SND_12_EXPLOSION, v); } static bool RoadVehCheckTrainCrash(RoadVehicle *v) { for (RoadVehicle *u = v; u != NULL; u = u->Next()) { if (u->state == RVSB_WORMHOLE) continue; TileIndex tile = u->tile; if (!IsLevelCrossingTile(tile)) continue; if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) { RoadVehCrash(v); return true; } } return false; } TileIndex RoadVehicle::GetOrderStationLocation(StationID station) { if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION; const Station *st = Station::Get(station); if (!CanVehicleUseStation(this, st)) { /* There is no stop left at the station, so don't even TRY to go there */ this->IncrementRealOrderIndex(); return 0; } return st->xy; } static void StartRoadVehSound(const RoadVehicle *v) { if (!PlayVehicleSound(v, VSE_START)) { SoundID 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; Vehicle *best; uint best_diff; Direction dir; }; static Vehicle *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 }; RoadVehFindData *rvf = (RoadVehFindData*)data; short x_diff = v->x_pos - rvf->x; short y_diff = v->y_pos - rvf->y; if (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))) { uint diff = abs(x_diff) + abs(y_diff); if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) { rvf->best = v; rvf->best_diff = diff; } } return NULL; } static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true) { RoadVehFindData rvf; RoadVehicle *front = v->First(); if (front->reverse_ctr != 0) return NULL; rvf.x = x; rvf.y = y; rvf.dir = dir; rvf.veh = v; rvf.best_diff = UINT_MAX; if (front->state == RVSB_WORMHOLE) { FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose); FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose); } else { FindVehicleOnPosXY(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 (rvf.best_diff == UINT_MAX) { front->blocked_ctr = 0; return NULL; } if (update_blocked_ctr && ++front->blocked_ctr > 1480) return NULL; return RoadVehicle::From(rvf.best); } /** * A road vehicle arrives at a station. If it is the first time, create a news item. * @param v Road vehicle that arrived. * @param st Station where the road vehicle arrived. */ static void RoadVehArrivesAt(const RoadVehicle *v, Station *st) { if (v->IsBus()) { /* 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); AddVehicleNewsItem( v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL, (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER, v->index, st->index ); AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index)); Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index)); } } 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); AddVehicleNewsItem( v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL, (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER, v->index, st->index ); AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index)); Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index)); } } } /** * This function looks at the vehicle and updates its speed (cur_speed * and subspeed) variables. Furthermore, it returns the distance that * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines * the distance to drive before moving a step on the map. * @return distance to drive. */ int RoadVehicle::UpdateSpeed() { switch (_settings_game.vehicle.roadveh_acceleration_model) { default: NOT_REACHED(); case AM_ORIGINAL: return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed()); case AM_REALISTIC: return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed()); } } static Direction RoadVehGetNewDirection(const RoadVehicle *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 RoadVehicle *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 RoadVehicle *u; const RoadVehicle *v; TileIndex tile; Trackdir trackdir; }; static Vehicle *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->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 HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake); } static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u) { OvertakeData od; od.v = v; od.u = u; if (u->vcache.cached_max_speed >= v->vcache.cached_max_speed && !(u->vehstatus & VS_STOPPED) && u->cur_speed != 0) { return; } /* Trams can't overtake other trams */ if (v->roadtype == ROADTYPE_TRAM) return; /* Don't overtake in stations */ if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return; /* For now, articulated road vehicles can't overtake anything. */ if (v->HasArticulatedPart()) 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->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->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; /* When the vehicle in front of us is stopped we may only take * half the time to pass it than when the vehicle is moving. */ v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0; v->overtaking = RVSB_DRIVE_SIDE; } static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z) { if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) 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->vcache.cached_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; } /** * 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(RoadVehicle *v, TileIndex tile, DiagDirection enterdir) { #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; } TileIndex desttile; Trackdir best_track; bool path_found = true; TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->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->compatible_roadtypes) == 0)) { /* Road depot owned by another company 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 || v->HasArticulatedPart()) { /* different station owner or wrong orientation or the vehicle has articulated parts */ trackdirs = TRACKDIR_BIT_NONE; } else { /* Our station */ RoadStopType rstype = v->IsBus() ? 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) && !RoadStop::GetByTile(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->reverse_ctr != 0) { bool reverse = true; if (v->roadtype == ROADTYPE_TRAM) { /* Trams may only reverse on a tile if it contains at least the straight * trackbits or when it is a valid turning tile (i.e. one roadbit) */ RoadBits rb = GetAnyRoadBits(tile, ROADTYPE_TRAM); RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir)); reverse = ((rb & straight) == straight) || (rb == DiagDirToRoadBits(enterdir)); } if (reverse) { v->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_NPF: best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break; case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break; default: NOT_REACHED(); } v->HandlePathfindingResult(path_found); found_best_track:; if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR; return best_track; } struct RoadDriveEntry { byte x, y; }; #include "table/roadveh_movement.h" static bool RoadVehLeaveDepot(RoadVehicle *v, bool first) { /* Don't leave unless v and following wagons are in the depot. */ for (const RoadVehicle *u = v; u != NULL; u = u->Next()) { if (u->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->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) { /* We are leaving a depot, but have to go to the exact same one; re-enter */ if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) { VehicleEnterDepot(v); return true; } if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true; VehicleServiceInDepot(v); StartRoadVehSound(v); /* Vehicle is about to leave a depot */ v->cur_speed = 0; } v->vehstatus &= ~VS_HIDDEN; v->state = tdir; v->frame = RVC_DEPOT_START_FRAME; v->x_pos = x; v->y_pos = y; VehicleUpdatePosition(v); v->UpdateInclination(true, true); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); return true; } static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *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->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 immediately 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}. */ static const 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->roadtype, true)) == ROAD_NONE) { dir = INVALID_TRACKDIR; } return dir; } /** * Can a tram track build without destruction on the given tile? * @param c the company 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(CompanyID c, TileIndex t, RoadBits r) { /* The 'current' company is not necessarily the owner of the vehicle. */ Backup<CompanyByte> cur_company(_current_company, c, FILE_LINE); CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, DC_NONE, CMD_BUILD_ROAD); cur_company.Restore(); return ret.Succeeded(); } static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev) { if (v->overtaking != 0) { if (IsTileType(v->tile, MP_STATION)) { /* Force us to be not overtaking! */ v->overtaking = 0; } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) { /* 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->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) { v->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; if (v->state == RVSB_WORMHOLE) { /* Vehicle is entering a depot or is on a bridge or in a tunnel */ GetNewVehiclePosResult gp = GetNewVehiclePos(v); /* Apply bridge speed limit */ if (!(v->vehstatus & VS_HIDDEN)) { RoadVehicle *first = v->First(); first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed * 2); } if (v->IsFrontEngine()) { 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->x_pos = gp.x; v->y_pos = gp.y; VehicleUpdatePosition(v); v->UpdateInclination(true, true); return true; } v->x_pos = gp.x; v->y_pos = gp.y; VehicleUpdatePosition(v); if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true); return true; } /* Get move position data for next frame. * For a drive-through road stop use 'straight road' move data. * In this case v->state is masked to give the road stop entry direction. */ RoadDriveEntry rd = _road_drive_data[v->roadtype][( (HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1]; if (rd.x & RDE_NEXT_TILE) { TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3)); Trackdir dir; if (v->IsFrontEngine()) { /* 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 (!v->IsFrontEngine()) error("Disconnecting road vehicle."); v->cur_speed = 0; return false; } again: uint start_frame = RVC_DEFAULT_START_FRAME; if (IsReversingRoadTrackdir(dir)) { /* When turning around we can't be overtaking. */ v->overtaking = 0; /* Turning around */ if (v->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) || (v->IsFrontEngine() && 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 (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) { /* * Taking the 'small' corner for trams only happens when: * - We are not the from vehicle of an articulated tram. * - Or when the company 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 company 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 */ const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking]; int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x; int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y; Direction new_dir = RoadVehGetSlidingDirection(v, x, y); if (v->IsFrontEngine()) { Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir); if (u != NULL) { v->cur_speed = u->First()->cur_speed; return false; } } uint32 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->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) { if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->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 we are a drive through road stop and the next tile is of * the same road stop and the next tile isn't this one (i.e. we * are not reversing), then keep the reservation and state. * This way we will not be shortly unregister from the road * stop. It also makes it possible to load when on the edge of * two road stops; otherwise you could get vehicles that should * be loading but are not actually loading. */ if (IsDriveThroughStopTile(v->tile) && RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) && v->tile != tile) { /* So, keep 'our' state */ dir = (Trackdir)v->state; } else if (IsRoadStop(v->tile)) { /* We're not continuing our drive through road stop, so leave. */ RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v); } } if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { v->tile = tile; v->state = (byte)dir; v->frame = start_frame; } if (new_dir != v->direction) { v->direction = new_dir; if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2; } v->x_pos = x; v->y_pos = y; VehicleUpdatePosition(v); RoadZPosAffectSpeed(v, v->UpdateInclination(true, true)); return true; } if (rd.x & RDE_TURNED) { /* Vehicle has finished turning around, it will now head back onto the same tile */ Trackdir dir; uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME; if (v->roadtype == ROADTYPE_TRAM && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true))) { /* * 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 (rd.x & 0x3) { default: NOT_REACHED(); case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break; case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break; case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break; case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break; } } else { if (v->IsFrontEngine()) { /* 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; } const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir]; int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x; int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y; Direction new_dir = RoadVehGetSlidingDirection(v, x, y); if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false; uint32 r = VehicleEnterTile(v, v->tile, x, y); if (HasBit(r, VETS_CANNOT_ENTER)) { v->cur_speed = 0; return false; } v->state = dir; v->frame = turn_around_start_frame; if (new_dir != v->direction) { v->direction = new_dir; if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2; } v->x_pos = x; v->y_pos = y; VehicleUpdatePosition(v); RoadZPosAffectSpeed(v, v->UpdateInclination(true, true)); 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->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) { RoadVehLeaveDepot(v->Next(), false); } } /* Calculate new position for the vehicle */ int x = (v->x_pos & ~15) + (rd.x & 15); int y = (v->y_pos & ~15) + (rd.y & 15); Direction new_dir = RoadVehGetSlidingDirection(v, x, y); if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) { /* Vehicle is not in a road stop. * Check for another vehicle to overtake */ RoadVehicle *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->overtaking == 0) RoadVehCheckOvertake(v, u); if (v->overtaking == 0) v->cur_speed = u->cur_speed; /* In case an RV is stopped in a road stop, why not try to load? */ if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) && v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) && GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) { Station *st = Station::GetByTile(v->tile); v->last_station_visited = st->index; RoadVehArrivesAt(v, st); v->BeginLoading(); } return false; } } Direction old_dir = v->direction; if (new_dir != old_dir) { v->direction = new_dir; if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2; if (old_dir != v->state) { /* The vehicle is in a road stop */ v->UpdateInclination(false, true); /* 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 (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) && _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) || (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) && v->owner == GetTileOwner(v->tile) && GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) && v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) { RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile)); Station *st = Station::GetByTile(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 (!HasBit(v->state, RVS_ENTERED_STOP)) { /* Vehicle has arrived at a bay in a road stop */ if (IsDriveThroughStopTile(v->tile)) { TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction)); /* Check if next inline bay is free and has compatible road. */ if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) { v->frame++; v->x_pos = x; v->y_pos = y; VehicleUpdatePosition(v); RoadZPosAffectSpeed(v, v->UpdateInclination(true, false)); return true; } } rs->SetEntranceBusy(false); SetBit(v->state, RVS_ENTERED_STOP); v->last_station_visited = st->index; if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) { RoadVehArrivesAt(v, st); v->BeginLoading(); return false; } } else { /* Vehicle is ready to leave a bay in a road stop */ if (rs->IsEntranceBusy()) { /* Road stop entrance is busy, so wait as there is nowhere else to go */ v->cur_speed = 0; return false; } if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free(); } if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true); StartRoadVehSound(v); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } /* Check tile position conditions - i.e. stop position in depot, * entry onto bridge or into tunnel */ uint32 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->frame++; v->x_pos = x; v->y_pos = y; VehicleUpdatePosition(v); RoadZPosAffectSpeed(v, v->UpdateInclination(false, true)); return true; } static bool RoadVehController(RoadVehicle *v) { /* decrease counters */ v->tick_counter++; v->current_order_time++; if (v->reverse_ctr != 0) v->reverse_ctr--; /* handle crashed */ if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) { return RoadVehIsCrashed(v); } /* road vehicle has broken down? */ if (v->HandleBreakdown()) return true; if (v->vehstatus & VS_STOPPED) return true; ProcessOrders(v); v->HandleLoading(); if (v->current_order.IsType(OT_LOADING)) return true; if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true; v->ShowVisualEffect(); /* Check how far the vehicle needs to proceed */ int j = v->UpdateSpeed(); int adv_spd = v->GetAdvanceDistance(); bool blocked = false; while (j >= adv_spd) { j -= adv_spd; RoadVehicle *u = v; for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) { if (!IndividualRoadVehicleController(u, prev)) { blocked = true; break; } } if (blocked) break; /* Determine distance to next map position */ adv_spd = v->GetAdvanceDistance(); /* Test for a collision, but only if another movement will occur. */ if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break; } v->SetLastSpeed(); for (RoadVehicle *u = v; u != NULL; u = u->Next()) { if ((u->vehstatus & VS_HIDDEN) != 0) continue; u->UpdateViewport(false, false); } /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does * not accelerate again before it can actually move. I.e. make sure it tries to advance again * on next tick to discover whether it is still blocked. */ if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j; return true; } Money RoadVehicle::GetRunningCost() const { const Engine *e = this->GetEngine(); if (e->u.road.running_cost_class == INVALID_PRICE) return 0; uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost); if (cost_factor == 0) return 0; return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF()); } bool RoadVehicle::Tick() { if (this->IsFrontEngine()) { if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++; return RoadVehController(this); } return true; } static void CheckIfRoadVehNeedsService(RoadVehicle *v) { /* If we already got a slot at a stop, use that FIRST, and go to a depot later */ if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return; if (v->IsChainInDepot()) { VehicleServiceInDepot(v); return; } uint max_penalty; switch (_settings_game.pf.pathfinder_for_roadvehs) { case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break; case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break; default: NOT_REACHED(); } FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty); /* Only go to the depot if it is not too far out of our way. */ if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) { if (v->current_order.IsType(OT_GOTO_DEPOT)) { /* If we were already heading for a depot but it has * suddenly moved farther away, we continue our normal * schedule? */ v->current_order.MakeDummy(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } return; } DepotID depot = GetDepotIndex(rfdd.tile); if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS && !Chance16(1, 20)) { return; } SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS); v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE); v->dest_tile = rfdd.tile; SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } void RoadVehicle::OnNewDay() { AgeVehicle(this); if (!this->IsFrontEngine()) return; if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this); if (this->blocked_ctr == 0) CheckVehicleBreakdown(this); CheckIfRoadVehNeedsService(this); CheckOrders(this); if (this->running_ticks == 0) return; CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS)); this->profit_this_year -= cost.GetCost(); this->running_ticks = 0; SubtractMoneyFromCompanyFract(this->owner, cost); SetWindowDirty(WC_VEHICLE_DETAILS, this->index); SetWindowClassesDirty(WC_ROADVEH_LIST); } Trackdir RoadVehicle::GetVehicleTrackdir() const { if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR; if (this->IsInDepot()) { /* We'll assume the road vehicle is facing outwards */ return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile)); } if (IsStandardRoadStopTile(this->tile)) { /* We'll assume the road vehicle is facing outwards */ return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station } /* Drive through road stops / wormholes (tunnels) */ if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction)); /* If vehicle's state is a valid track direction (vehicle is not turning around) return it, * otherwise transform it into a valid track direction */ return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state); }