/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "debug.h" #include "functions.h" #include "road_map.h" #include "roadveh.h" #include "station_map.h" #include "table/strings.h" #include "map.h" #include "tile.h" #include "vehicle.h" #include "engine.h" #include "command.h" #include "station.h" #include "news.h" #include "pathfind.h" #include "npf.h" #include "player.h" #include "sound.h" #include "depot.h" #include "bridge.h" #include "tunnel_map.h" #include "bridge_map.h" #include "vehicle_gui.h" #include "newgrf_callbacks.h" #include "newgrf_engine.h" #include "newgrf_text.h" #include "newgrf_sound.h" #include "yapf/yapf.h" #include "date.h" #include "cargotype.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 }; int GetRoadVehImage(const Vehicle* v, Direction direction) { int img = v->spritenum; int image; if (is_custom_sprite(img)) { image = GetCustomVehicleSprite(v, direction); if (image != 0) return image; img = orig_road_vehicle_info[v->engine_type - ROAD_ENGINES_INDEX].image_index; } image = direction + _roadveh_images[img]; if (v->cargo_count >= v->cargo_cap / 2) image += _roadveh_full_adder[img]; return image; } void DrawRoadVehEngine(int x, int y, EngineID engine, SpriteID pal) { int spritenum = RoadVehInfo(engine)->image_index; if (is_custom_sprite(spritenum)) { int sprite = GetCustomVehicleIcon(engine, DIR_W); if (sprite != 0) { DrawSprite(sprite, pal, x, y); return; } spritenum = orig_road_vehicle_info[engine - ROAD_ENGINES_INDEX].image_index; } DrawSprite(6 + _roadveh_images[spritenum], pal, x, y); } static int32 EstimateRoadVehCost(EngineID engine_type) { return ((_price.roadveh_base >> 3) * RoadVehInfo(engine_type)->base_cost) >> 5; } /** Build a road vehicle. * @param tile tile of depot where road vehicle is built * @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 */ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { int32 cost; Vehicle *v; UnitID unit_num; Engine *e; if (!IsEngineBuildable(p1, VEH_ROAD, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE); SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); 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 (!IsTileDepotType(tile, TRANSPORT_ROAD)) return CMD_ERROR; if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; v = AllocateVehicle(); if (v == NULL) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); /* find the first free roadveh id */ unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD); if (unit_num > _patches.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->unitnumber = unit_num; v->direction = INVALID_DIR; 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->z_height = 6; 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; // 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 = (byte)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->string_id = STR_SV_ROADVEH_NAME; v->service_interval = _patches.servint_roadveh; v->date_of_last_service = _date; v->build_year = _cur_year; v->type = VEH_ROAD; v->cur_image = 0xC15; v->random_bits = VehicleRandomBits(); v->vehicle_flags = 0; if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SETBIT(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); VehiclePositionChanged(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); RebuildVehicleLists(); InvalidateWindow(WC_COMPANY, v->owner); if (IsLocalPlayer()) InvalidateAutoreplaceWindow(VEH_ROAD); // updates the replace Road window GetPlayer(_current_player)->num_engines[p1]++; } return cost; } /** Start/Stop a road vehicle. * @param tile unused * @param p1 road vehicle ID to start/stop * @param p2 unused */ int32 CmdStartStopRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; uint16 callback; if (!IsValidVehicleID(p1)) return CMD_ERROR; 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. */ callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); if (callback != CALLBACK_FAILED && callback != 0xFF) { StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback); return_cmd_error(error); } if (flags & DC_EXEC) { if (IsRoadVehInDepotStopped(v)) { DeleteVehicleNews(p1, STR_9016_ROAD_VEHICLE_IS_WAITING); } v->vehstatus ^= VS_STOPPED; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); } return 0; } 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); } /** Sell a road vehicle. * @param tile unused * @param p1 vehicle ID to be sold * @param p2 unused */ int32 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; SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); if (!IsRoadVehInDepotStopped(v)) { return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); } if (flags & DC_EXEC) { // Invalidate depot InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); RebuildVehicleLists(); InvalidateWindow(WC_COMPANY, v->owner); DeleteWindowById(WC_VEHICLE_VIEW, v->index); DeleteDepotHighlightOfVehicle(v); DeleteVehicle(v); } return -(int32)v->value; } 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, byte* state) { RoadFindDepotData* rfdd = (RoadFindDepotData*)data; tile += TileOffsByDiagDir(_road_pf_directions[trackdir]); if (IsTileType(tile, MP_STREET) && GetRoadTileType(tile) == ROAD_TILE_DEPOT && IsTileOwner(tile, rfdd->owner) && length < rfdd->best_length) { rfdd->best_length = length; rfdd->tile = tile; } return false; } static const Depot* FindClosestRoadDepot(const Vehicle* v) { TileIndex tile = v->tile; if (_patches.yapf.road_use_yapf) { Depot* ret = YapfFindNearestRoadDepot(v); return ret; } else if (_patches.new_pathfinding_all) { NPFFoundTargetData ftd; /* See where we are now */ Trackdir trackdir = GetVehicleTrackdir(v); ftd = NPFRouteToDepotBreadthFirst(v->tile, trackdir, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE); if (ftd.best_bird_dist == 0) { return GetDepotByTile(ftd.node.tile); /* Target found */ } else { return NULL; /* Target not found */ } /* We do not search in two directions here, why should we? We can't reverse right now can we? */ } else { RoadFindDepotData rfdd; rfdd.owner = v->owner; rfdd.best_length = (uint)-1; /* search in all directions */ for (DiagDirection i = DIAGDIR_BEGIN; i != DIAGDIR_END; i++) { FollowTrack(tile, 0x2000 | TRANSPORT_ROAD, i, EnumRoadSignalFindDepot, NULL, &rfdd); } if (rfdd.best_length == (uint)-1) return NULL; return GetDepotByTile(rfdd.tile); } } /** Send a road vehicle to the depot. * @param tile unused * @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) */ int32 CmdSendRoadVehToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; const Depot *dep; 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; v = GetVehicle(p1); if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR; if (v->vehstatus & VS_CRASHED) return CMD_ERROR; if (IsRoadVehInDepot(v)) return CMD_ERROR; /* If the current orders are already goto-depot */ if (v->current_order.type == OT_GOTO_DEPOT) { if (!!(p2 & DEPOT_SERVICE) == HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT)) { /* We called with a different DEPOT_SERVICE setting. * Now we change the setting to apply the new one and let the vehicle head for the same depot. * Note: the if is (true for requesting service == true for ordered to stop in depot) */ if (flags & DC_EXEC) { TOGGLEBIT(v->current_order.flags, OFB_HALT_IN_DEPOT); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } return 0; } if (p2 & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders if (flags & DC_EXEC) { /* If the orders to 'goto depot' are in the orders list (forced servicing), * then skip to the next order; effectively cancelling this forced service */ if (HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS)) v->cur_order_index++; v->current_order.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } return 0; } dep = FindClosestRoadDepot(v); if (dep == NULL) return_cmd_error(STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT); if (flags & DC_EXEC) { ClearSlot(v); v->current_order.type = OT_GOTO_DEPOT; v->current_order.flags = OF_NON_STOP; if (!(p2 & DEPOT_SERVICE)) SETBIT(v->current_order.flags, OFB_HALT_IN_DEPOT); v->current_order.refit_cargo = CT_INVALID; v->current_order.dest = dep->index; v->dest_tile = dep->xy; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } return 0; } /** Turn a roadvehicle around. * @param tile unused * @param p1 vehicle ID to turn * @param p2 unused */ int32 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->u.road.crashed_ctr != 0 || v->breakdown_ctr != 0 || v->u.road.overtaking != 0 || v->u.road.state == RVSB_WORMHOLE || IsRoadVehInDepot(v) || v->cur_speed < 5) { return CMD_ERROR; } if (IsTunnelTile(v->tile) && DirToDiagDir(v->direction) == GetTunnelDirection(v->tile)) return CMD_ERROR; if (IsBridgeTile(v->tile) && DirToDiagDir(v->direction) == GetBridgeRampDirection(v->tile)) return CMD_ERROR; if (flags & DC_EXEC) v->u.road.reverse_ctr = 180; return 0; } static void MarkRoadVehDirty(Vehicle *v) { v->cur_image = GetRoadVehImage(v, v->direction); MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1); } static void UpdateRoadVehDeltaXY(Vehicle *v) { #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[v->direction]; v->x_offs = GB(x, 0, 8); v->y_offs = GB(x, 8, 8); v->sprite_width = GB(x, 16, 8); v->sprite_height = GB(x, 24, 8); } 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 RoadVehDelete(Vehicle *v) { DeleteWindowById(WC_VEHICLE_VIEW, v->index); RebuildVehicleLists(); InvalidateWindow(WC_COMPANY, v->owner); if (IsTileType(v->tile, MP_STATION)) ClearCrashedStation(v); BeginVehicleMove(v); EndVehicleMove(v); DeleteVehicle(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 }; uint32 r = Random(); v->direction = ChangeDir(v->direction, delta[r & 3]); BeginVehicleMove(v); UpdateRoadVehDeltaXY(v); v->cur_image = GetRoadVehImage(v, v->direction); SetRoadVehPosition(v, v->x_pos, v->y_pos); } 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) { RoadVehDelete(v); } } static void* EnumCheckRoadVehCrashTrain(Vehicle* v, void* data) { const Vehicle* u = (Vehicle*)data; return v->type == VEH_TRAIN && myabs(v->z_pos - u->z_pos) <= 6 && myabs(v->x_pos - u->x_pos) <= 4 && myabs(v->y_pos - u->y_pos) <= 4 ? v : NULL; } static void RoadVehCrash(Vehicle *v) { uint16 pass; v->u.road.crashed_ctr++; v->vehstatus |= VS_CRASHED; ClearSlot(v); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); pass = 1; if (v->cargo_type == CT_PASSENGERS) pass += v->cargo_count; v->cargo_count = 0; SetDParam(0, pass); AddNewsItem( (pass == 1) ? STR_9031_ROAD_VEHICLE_CRASH_DRIVER : STR_9032_ROAD_VEHICLE_CRASH_DIE, NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0), v->index, 0 ); ModifyStationRatingAround(v->tile, v->owner, -160, 22); SndPlayVehicleFx(SND_12_EXPLOSION, v); } static void RoadVehCheckTrainCrash(Vehicle *v) { TileIndex tile; if (v->u.road.state == RVSB_WORMHOLE) return; tile = v->tile; if (!IsLevelCrossingTile(tile)) return; if (VehicleFromPos(tile, v, EnumCheckRoadVehCrashTrain) != NULL) RoadVehCrash(v); } 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((_opt.landscape != LT_CANDY) ? 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.special.unk0 = 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); } } } static void ProcessRoadVehOrder(Vehicle *v) { const Order *order; switch (v->current_order.type) { case OT_GOTO_DEPOT: // Let a depot order in the orderlist interrupt. if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return; if (v->current_order.flags & OF_SERVICE_IF_NEEDED && !VehicleNeedsService(v)) { v->cur_order_index++; } break; case OT_LOADING: case OT_LEAVESTATION: return; default: break; } if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0; order = GetVehicleOrder(v, v->cur_order_index); if (order == NULL) { v->current_order.Free(); v->dest_tile = 0; ClearSlot(v); return; } if (order->type == v->current_order.type && order->flags == v->current_order.flags && order->dest == v->current_order.dest) { return; } v->current_order = *order; switch (order->type) { case OT_GOTO_STATION: { const RoadStop* rs; if (order->dest == v->last_station_visited) { v->last_station_visited = INVALID_STATION; } rs = GetStation(order->dest)->GetPrimaryRoadStop( IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? RoadStop::BUS : RoadStop::TRUCK ); if (rs != NULL) { TileIndex dest = rs->xy; uint mindist = DistanceManhattan(v->tile, rs->xy); for (rs = rs->next; rs != NULL; rs = rs->next) { uint dist = DistanceManhattan(v->tile, rs->xy); if (dist < mindist) { mindist = dist; dest = rs->xy; } } v->dest_tile = dest; } else { // There is no stop left at the station, so don't even TRY to go there v->cur_order_index++; v->dest_tile = 0; } break; } case OT_GOTO_DEPOT: v->dest_tile = GetDepot(order->dest)->xy; break; default: v->dest_tile = 0; break; } InvalidateVehicleOrder(v); } static void HandleRoadVehLoading(Vehicle *v) { switch (v->current_order.type) { case OT_LOADING: { Order b; if (--v->load_unload_time_rem != 0) return; if (CanFillVehicle(v) && (v->current_order.flags & OF_FULL_LOAD || (_patches.gradual_loading && !HASBIT(v->vehicle_flags, VF_LOADING_FINISHED)))) { SET_EXPENSES_TYPE(EXPENSES_ROADVEH_INC); if (LoadUnloadVehicle(v, false)) { InvalidateWindow(WC_ROADVEH_LIST, v->owner); MarkRoadVehDirty(v); } return; } b = v->current_order; v->LeaveStation(); if (!(b.flags & OF_NON_STOP)) return; break; } case OT_DUMMY: break; default: return; } v->cur_order_index++; InvalidateVehicleOrder(v); } 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 rvf->veh != v && v->type == VEH_ROAD && !IsRoadVehInDepot(v) && myabs(v->z_pos - rvf->veh->z_pos) < 6 && v->direction == rvf->dir && (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; if (v->u.road.reverse_ctr != 0) return NULL; rvf.x = x; rvf.y = y; rvf.dir = dir; rvf.veh = v; u = (Vehicle*)VehicleFromPos(TileVirtXY(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) { v->u.road.blocked_ctr = 0; return NULL; } if (++v->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)) { uint32 flags; st->had_vehicle_of_type |= HVOT_BUS; SetDParam(0, st->index); flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0); AddNewsItem( STR_902F_CITIZENS_CELEBRATE_FIRST, flags, v->index, 0); } } else { /* Check if station was ever visited before */ if (!(st->had_vehicle_of_type & HVOT_TRUCK)) { uint32 flags; st->had_vehicle_of_type |= HVOT_TRUCK; SetDParam(0, st->index); flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0); AddNewsItem( STR_9030_CITIZENS_CELEBRATE_FIRST, flags, 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, GetBridge(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 (_patches.vehicle_speed) { InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } } // 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; byte tilebits; }; static void* EnumFindVehToOvertake(Vehicle* v, void* data) { const OvertakeData* od = (OvertakeData*)data; return v->tile == od->tile && v->type == VEH_ROAD && v != od->u && v != od->v ? v : NULL; } static bool FindRoadVehToOvertake(OvertakeData *od) { uint32 bits; bits = GetTileTrackStatus(od->tile, TRANSPORT_ROAD) & 0x3F; if (!(od->tilebits & bits) || (bits & 0x3C) || (bits & 0x3F3F0000)) return true; return VehicleFromPos(od->tile, od, EnumFindVehToOvertake) != NULL; } static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u) { OvertakeData od; byte tt; od.v = v; od.u = u; if (u->max_speed >= v->max_speed && !(u->vehstatus & VS_STOPPED) && u->cur_speed != 0) { return; } 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; tt = GetTileTrackStatus(v->tile, TRANSPORT_ROAD) & 0x3F; if ((tt & 3) == 0) return; if ((tt & 0x3C) != 0) return; if (tt == 3) tt = (v->direction & 2) ? 2 : 1; od.tilebits = tt; od.tile = v->tile; if (FindRoadVehToOvertake(&od)) return; od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction)); if (FindRoadVehToOvertake(&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 (FindRoadVehToOvertake(&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 num = 0; uint b = bits; uint i; do { if (b & 1) num++; } while (b >>= 1); num = RandomRange(num); 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, byte* state) { 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, NPFFindStationOrTileData* target, TransportType type, Owner owner, RailTypeMask railtypes) { void* perf = NpfBeginInterval(); NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, target, 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; uint32 r = GetTileTrackStatus(tile, TRANSPORT_ROAD); TrackdirBits signal = (TrackdirBits)GB(r, 16, 16); TrackdirBits trackdirs = (TrackdirBits)GB(r, 0, 16); if (IsTileType(tile, MP_STREET)) { if (GetRoadTileType(tile) == ROAD_TILE_DEPOT && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir)) { /* 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) { /* different station owner or wrong orientation */ trackdirs = TRACKDIR_BIT_NONE; } else { /* Our station */ RoadStop::Type 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 (!_patches.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 (!(KillFirstBit2x64(trackdirs))) { return_track(FindFirstBit2x64(trackdirs)); } if (_patches.yapf.road_use_yapf) { Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir); if (trackdir != INVALID_TRACKDIR) return_track(trackdir); return_track(PickRandomBit(trackdirs)); } else if (_patches.new_pathfinding_all) { NPFFindStationOrTileData fstd; NPFFoundTargetData ftd; Trackdir trackdir; NPFFillWithOrderData(&fstd, v); trackdir = DiagdirToDiagTrackdir(enterdir); //debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir); ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, &fstd, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE); 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); } } else { DiagDirection dir; if (IsTileType(desttile, MP_STREET)) { if (GetRoadTileType(desttile) == ROAD_TILE_DEPOT) { 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)-1; uint best_maxlen = (uint)-1; uint bitmask = (uint)trackdirs; for (int i = 0; bitmask != 0; bitmask >>= 1, i++) { if (HASBIT(bitmask, 0)) { if (best_track == INVALID_TRACKDIR) best_track = (Trackdir)i; // in case we don't find the path, just pick a track frd.maxtracklen = (uint)-1; frd.mindist = (uint)-1; FollowTrack(tile, 0x2000 | TRANSPORT_ROAD, _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; } } } } found_best_track:; if (HASBIT(signal, best_track)) return INVALID_TRACKDIR; return best_track; } static uint RoadFindPathToStop(const Vehicle *v, TileIndex tile) { uint dist; if (_patches.yapf.road_use_yapf) { // use YAPF dist = YapfRoadVehDistanceToTile(v, tile); } else { // use NPF NPFFindStationOrTileData fstd; Trackdir trackdir = GetVehicleTrackdir(v); assert(trackdir != INVALID_TRACKDIR); fstd.dest_coords = tile; fstd.station_index = INVALID_STATION; // indicates that the destination is a tile, not a station dist = NPFRouteToStationOrTile(v->tile, trackdir, &fstd, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE).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 */ RVC_DEFAULT_START_FRAME = 0, RVC_TURN_AROUND_START_FRAME = 1, RVC_DEPOT_START_FRAME = 6, /* Stop frame for a vehicle in a drive-through stop */ RVC_DRIVE_THROUGH_STOP_FRAME = 7 }; struct RoadDriveEntry { byte x, y; }; #include "table/roadveh.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 void RoadVehController(Vehicle *v) { Direction new_dir; Direction old_dir; RoadDriveEntry rd; int x,y; uint32 r; // decrease counters v->tick_counter++; if (v->u.road.reverse_ctr != 0) v->u.road.reverse_ctr--; // handle crashed if (v->u.road.crashed_ctr != 0) { RoadVehIsCrashed(v); return; } RoadVehCheckTrainCrash(v); // road vehicle has broken down? if (v->breakdown_ctr != 0) { if (v->breakdown_ctr <= 2) { HandleBrokenRoadVeh(v); return; } v->breakdown_ctr--; } if (v->vehstatus & VS_STOPPED) return; ProcessRoadVehOrder(v); HandleRoadVehLoading(v); if (v->current_order.type == OT_LOADING) return; if (IsRoadVehInDepot(v)) { /* Vehicle is about to leave a depot */ DiagDirection dir; const RoadDriveEntry* rdp; Trackdir tdir; v->cur_speed = 0; dir = GetRoadDepotDirection(v->tile); v->direction = DiagDirToDir(dir); tdir = _roadveh_depot_exit_trackdir[dir]; rdp = _road_drive_data[(_opt.road_side << RVS_DRIVE_SIDE) + tdir]; x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF); y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF); if (RoadVehFindCloseTo(v, x, y, v->direction) != NULL) return; VehicleServiceInDepot(v); StartRoadVehSound(v); BeginVehicleMove(v); v->vehstatus &= ~VS_HIDDEN; v->u.road.state = tdir; v->u.road.frame = RVC_DEPOT_START_FRAME; v->cur_image = GetRoadVehImage(v, v->direction); UpdateRoadVehDeltaXY(v); SetRoadVehPosition(v,x,y); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); return; } /* Check if vehicle needs to proceed, return if it doesn't */ if (!RoadVehAccelerate(v)) return; if (v->u.road.overtaking != 0) { 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; } } /* 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); const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction); if (u != NULL && u->cur_speed < v->cur_speed) { v->cur_speed = u->cur_speed; return; } if ((IsTunnelTile(gp.new_tile) || IsBridgeTile(gp.new_tile)) && HASBIT(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { /* Vehicle has just entered a bridge or tunnel */ v->cur_image = GetRoadVehImage(v, v->direction); UpdateRoadVehDeltaXY(v); SetRoadVehPosition(v,gp.x,gp.y); return; } v->x_pos = gp.x; v->y_pos = gp.y; VehiclePositionChanged(v); if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v); return; } /* 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[( (HASBIT(v->u.road.state, RVS_IN_DT_ROAD_STOP) ? v->u.road.state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->u.road.state) + (_opt.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(rd.x & 3); Trackdir dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3)); uint32 r; Direction newdir; const RoadDriveEntry *rdp; if (dir == INVALID_TRACKDIR) { v->cur_speed = 0; return; } again: if (IsReversingRoadTrackdir(dir)) { /* Turning around */ tile = v->tile; } /* Get position data for first frame on the new tile */ rdp = _road_drive_data[(dir + (_opt.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking]; x = TileX(tile) * TILE_SIZE + rdp[RVC_DEFAULT_START_FRAME].x; y = TileY(tile) * TILE_SIZE + rdp[RVC_DEFAULT_START_FRAME].y; newdir = RoadVehGetSlidingDirection(v, x, y); if (RoadVehFindCloseTo(v, x, y, newdir) != NULL) return; r = VehicleEnterTile(v, tile, x, y); if (HASBIT(r, VETS_CANNOT_ENTER)) { if (!IsTileType(tile, MP_TUNNELBRIDGE)) { v->cur_speed = 0; return; } /* Try an about turn to re-enter the previous tile */ dir = _road_reverse_table[rd.x & 3]; goto again; } if (IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) { if (IsReversingRoadTrackdir(dir) && IS_BYTE_INSIDE(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; } 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 = RVC_DEFAULT_START_FRAME; } if (newdir != v->direction) { v->direction = newdir; v->cur_speed -= v->cur_speed >> 2; } v->cur_image = GetRoadVehImage(v, newdir); UpdateRoadVehDeltaXY(v); RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y)); return; } if (rd.x & RDE_TURNED) { /* Vehicle has finished turning around, it will now head back onto the same tile */ Trackdir dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3)); uint32 r; Direction newdir; const RoadDriveEntry *rdp; if (dir == INVALID_TRACKDIR) { v->cur_speed = 0; return; } rdp = _road_drive_data[(_opt.road_side << RVS_DRIVE_SIDE) + dir]; x = TileX(v->tile) * TILE_SIZE + rdp[RVC_TURN_AROUND_START_FRAME].x; y = TileY(v->tile) * TILE_SIZE + rdp[RVC_TURN_AROUND_START_FRAME].y; newdir = RoadVehGetSlidingDirection(v, x, y); if (RoadVehFindCloseTo(v, x, y, newdir) != NULL) return; r = VehicleEnterTile(v, v->tile, x, y); if (HASBIT(r, VETS_CANNOT_ENTER)) { v->cur_speed = 0; return; } v->u.road.state = dir; v->u.road.frame = RVC_TURN_AROUND_START_FRAME; if (newdir != v->direction) { v->direction = newdir; v->cur_speed -= v->cur_speed >> 2; } v->cur_image = GetRoadVehImage(v, newdir); UpdateRoadVehDeltaXY(v); RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y)); return; } /* 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 (!IS_BYTE_INSIDE(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) { /* There is a vehicle in front overtake it if possible */ if (v->u.road.overtaking == 0) RoadVehCheckOvertake(v, u); return; } } 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 = GetRoadVehImage(v, new_dir); UpdateRoadVehDeltaXY(v); 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; } } /* 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 ((IS_BYTE_INSIDE(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 + (_opt.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) || (IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && v->current_order.dest == GetStationIndex(v->tile) && 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.type != OT_LEAVESTATION && v->current_order.type != OT_GOTO_DEPOT) { /* Vehicle has arrived at a bay in a road stop */ Order old_order; if (IsDriveThroughStopTile(v->tile)) { TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction)); RoadStop::Type type = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? RoadStop::BUS : RoadStop::TRUCK; assert(HASBIT(v->u.road.state, RVS_IS_STOPPING)); /* Check if next inline bay is free */ if (IsDriveThroughStopTile(next_tile) && (GetRoadStopType(next_tile) == type)) { 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; } } } rs->SetEntranceBusy(false); v->last_station_visited = GetStationIndex(v->tile); RoadVehArrivesAt(v, st); old_order = v->current_order; v->BeginLoading(); v->current_order.flags = 0; if (old_order.type == OT_GOTO_STATION && v->current_order.dest == v->last_station_visited) { v->current_order.flags = (old_order.flags & (OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER)) | OF_NON_STOP; } SET_EXPENSES_TYPE(EXPENSES_ROADVEH_INC); if (LoadUnloadVehicle(v, true)) { InvalidateWindow(WC_ROADVEH_LIST, v->owner); MarkRoadVehDirty(v); } InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); return; } /* Vehicle is ready to leave a bay in a road stop */ if (v->current_order.type != 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; } 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.type != OT_GOTO_STATION) { DEBUG(ms, 2, " current order type (%d) is not OT_GOTO_STATION", v->current_order.type); } else { if (v->current_order.dest != st->index) DEBUG(ms, 2, " current station %d is not target station in current_order.station (%d)", st->index, v->current_order.dest); } DEBUG(ms, 2, " force a slot clearing"); ClearSlot(v); } StartRoadVehSound(v); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } /* 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; } /* 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 = GetRoadVehImage(v, v->direction); UpdateRoadVehDeltaXY(v); RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y)); } static void AgeRoadVehCargo(Vehicle *v) { if (_age_cargo_skip_counter != 0) return; if (v->cargo_days != 255) v->cargo_days++; } void RoadVeh_Tick(Vehicle *v) { AgeRoadVehCargo(v); RoadVehController(v); } static void CheckIfRoadVehNeedsService(Vehicle *v) { const Depot* depot; if (_patches.servint_roadveh == 0) return; if (!VehicleNeedsService(v)) return; if (v->vehstatus & VS_STOPPED) return; if (_patches.gotodepot && VehicleHasDepotOrders(v)) return; // Don't interfere with a depot visit scheduled by the user, or a // depot visit by the order list. if (v->current_order.type == OT_GOTO_DEPOT && (v->current_order.flags & (OF_HALT_IN_DEPOT | OF_PART_OF_ORDERS)) != 0) return; // If we already got a slot at a stop, use that FIRST, and go to a depot later if (v->u.road.slot != NULL) return; if (IsRoadVehInDepot(v)) { VehicleServiceInDepot(v); return; } // XXX If we already have a depot order, WHY do we search over and over? depot = FindClosestRoadDepot(v); if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) { if (v->current_order.type == OT_GOTO_DEPOT) { v->current_order.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } return; } if (v->current_order.type == OT_GOTO_DEPOT && v->current_order.flags & OF_NON_STOP && !CHANCE16(1, 20)) { return; } v->current_order.type = OT_GOTO_DEPOT; v->current_order.flags = OF_NON_STOP; v->current_order.dest = depot->index; v->dest_tile = depot->xy; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } void OnNewDay_RoadVeh(Vehicle *v) { int32 cost; if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v); if (v->u.road.blocked_ctr == 0) CheckVehicleBreakdown(v); AgeVehicle(v); CheckIfRoadVehNeedsService(v); CheckOrders(v); //Current slot has expired if (v->current_order.type == OT_GOTO_STATION && v->u.road.slot != NULL && v->u.road.slot_age-- == 0) { DEBUG(ms, 3, "Slot expired for vehicle %d (index %d) at stop 0x%X", v->unitnumber, v->index, v->u.road.slot->xy); ClearSlot(v); } if (v->vehstatus & VS_STOPPED) return; /* update destination */ if (v->current_order.type == OT_GOTO_STATION && v->u.road.slot == NULL && !(v->vehstatus & VS_CRASHED)) { Station* st = GetStation(v->current_order.dest); RoadStop* rs = st->GetPrimaryRoadStop(IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? RoadStop::BUS : RoadStop::TRUCK); 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(v->tile, rs->xy) < 16 || st->rect.PtInExtendedRect(TileX(v->tile), TileY(v->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)", v->unitnumber, v->index, st->index, st->xy ); /* Now we find the nearest road stop that has a free slot */ for (; rs != NULL; rs = rs->next) { dist = RoadFindPathToStop(v, 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); v->u.road.slot = best; v->dest_tile = best->xy; v->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)", v->unitnumber, v->index, st->index, st->xy); } } else { DEBUG(ms, 4, "No road stop for vehicle %d (index %d) at station %d (0x%X)", v->unitnumber, v->index, st->index, st->xy); } } cost = RoadVehInfo(v->engine_type)->running_cost * _price.roadveh_running / 364; v->profit_this_year -= cost >> 8; SET_EXPENSES_TYPE(EXPENSES_ROADVEH_RUN); SubtractMoneyFromPlayerFract(v->owner, cost); InvalidateWindow(WC_VEHICLE_DETAILS, v->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 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 */ int32 CmdRefitRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; int32 cost; CargoID new_cid = GB(p2, 0, 8); byte new_subtype = GB(p2, 8, 8); uint16 capacity = CALLBACK_FAILED; if (!IsValidVehicleID(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR; if (!IsRoadVehInDepotStopped(v)) return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); if (new_cid >= NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_ROADVEH_RUN); if (HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_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 = 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; } } _returned_refit_capacity = capacity; cost = 0; if (IsHumanPlayer(v->owner) && new_cid != v->cargo_type) { cost = GetRefitCost(v->engine_type); } if (flags & DC_EXEC) { v->cargo_cap = capacity; v->cargo_count = (v->cargo_type == new_cid) ? min(capacity, v->cargo_count) : 0; v->cargo_type = new_cid; v->cargo_subtype = new_subtype; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); RebuildVehicleLists(); } return cost; }