Files
@ r13562:50c5cd7b6316
Branch filter:
Location: cpp/openttd-patchpack/source/src/roadveh_cmd.cpp
r13562:50c5cd7b6316
64.4 KiB
text/x-c
(svn r18094) -Codechange: make the network content GUI work better with RTL
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 | /* $Id$ */
/*
* 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 "landscape.h"
#include "roadveh.h"
#include "command_func.h"
#include "news_func.h"
#include "pathfind.h"
#include "npf.h"
#include "company_func.h"
#include "vehicle_gui.h"
#include "articulated_vehicles.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "yapf/yapf.h"
#include "strings_func.h"
#include "tunnelbridge_map.h"
#include "functions.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "autoreplace_gui.h"
#include "gfx_func.h"
#include "ai/ai.hpp"
#include "depot_map.h"
#include "effectvehicle_func.h"
#include "roadstop_base.h"
#include "cargotype.h"
#include "table/strings.h"
#include "table/sprites.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
};
/**
* 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->rcache.cached_veh_length * reference_width / 8;
}
static SpriteID GetRoadVehIcon(EngineID engine)
{
const Engine *e = Engine::Get(engine);
uint8 spritenum = e->u.road.image_index;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
if (sprite != 0) return sprite;
spritenum = e->original_image_index;
}
return DIR_W + _roadveh_images[spritenum];
}
SpriteID RoadVehicle::GetImage(Direction direction) const
{
uint8 spritenum = this->spritenum;
SpriteID sprite;
if (is_custom_sprite(spritenum)) {
sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
if (sprite != 0) return sprite;
spritenum = Engine::Get(this->engine_type)->original_image_index;
}
sprite = direction + _roadveh_images[spritenum];
if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
return sprite;
}
void DrawRoadVehEngine(int x, int y, EngineID engine, SpriteID pal)
{
DrawSprite(GetRoadVehIcon(engine), pal, x, y);
}
static uint GetRoadVehLength(const RoadVehicle *v)
{
uint length = 8;
uint16 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
if (veh_len != CALLBACK_FAILED) {
length -= Clamp(veh_len, 0, 7);
}
return length;
}
void RoadVehUpdateCache(RoadVehicle *v)
{
assert(v->type == VEH_ROAD);
assert(v->IsRoadVehFront());
v->InvalidateNewGRFCacheOfChain();
for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
/* Check the v->first cache. */
assert(u->First() == v);
/* Update the 'first engine' */
u->rcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
/* Update the length of the vehicle. */
u->rcache.cached_veh_length = GetRoadVehLength(u);
/* Invalidate the vehicle colour map */
u->colourmap = PAL_NONE;
}
}
/** Build a road vehicle.
* @param tile tile of depot where road vehicle is built
* @param flags operation to perform
* @param p1 bus/truck type being built (engine)
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
if (!IsEngineBuildable(p1, VEH_ROAD, _current_company)) return_cmd_error(STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE);
const Engine *e = Engine::Get(p1);
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
CommandCost cost(EXPENSES_NEW_VEHICLES, e->GetCost());
if (flags & DC_QUERY_COST) return cost;
/* The ai_new queries the vehicle cost before building the route,
* so we must check against cheaters no sooner than now. --pasky */
if (!IsRoadDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
uint num_vehicles = 1 + CountArticulatedParts(p1, false);
/* Allow for the front and the articulated parts */
if (!Vehicle::CanAllocateItem(num_vehicles)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
/* find the first free roadveh id */
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
if (unit_num > _settings_game.vehicle.max_roadveh) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
const RoadVehicleInfo *rvi = &e->u.road;
RoadVehicle *v = new RoadVehicle();
v->unitnumber = unit_num;
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 = GetSlopeZ(x, y);
// v->running_ticks = 0;
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_subtype = 0;
v->cargo_cap = rvi->capacity;
// v->cargo_count = 0;
v->value = cost.GetCost();
// v->day_counter = 0;
// v->next_order_param = v->next_order = 0;
// v->time_counter = 0;
// v->progress = 0;
// v->overtaking = 0;
v->last_station_visited = INVALID_STATION;
v->max_speed = rvi->max_speed;
v->engine_type = (EngineID)p1;
v->rcache.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->name = NULL;
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->SetRoadVehFront();
v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
v->rcache.cached_veh_length = 8;
v->vehicle_flags = 0;
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 = GetVehicleCapacity(u);
v->InvalidateNewGRFCache();
u->InvalidateNewGRFCache();
}
RoadVehUpdateCache(v);
VehicleMove(v, false);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
SetWindowDirty(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Road window
}
Company::Get(_current_company)->num_engines[p1]++;
CheckConsistencyOfArticulatedVehicle(v);
}
return cost;
}
void ClearSlot(RoadVehicle *v)
{
RoadStop *rs = v->slot;
if (v->slot == NULL) return;
v->slot = NULL;
v->slot_age = 0;
assert(rs->num_vehicles != 0);
rs->num_vehicles--;
DEBUG(ms, 3, "Clearing slot at 0x%X", rs->xy);
}
bool RoadVehicle::IsStoppedInDepot() const
{
TileIndex tile = this->tile;
if (!IsRoadDepotTile(tile)) return false;
if (this->IsRoadVehFront() && !(this->vehstatus & VS_STOPPED)) return false;
for (const RoadVehicle *v = this; v != NULL; v = v->Next()) {
if (v->state != RVSB_IN_DEPOT || v->tile != tile) return false;
}
return true;
}
/** Sell a road vehicle.
* @param tile unused
* @param flags operation to perform
* @param p1 vehicle ID to be sold
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdSellRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
RoadVehicle *v = RoadVehicle::GetIfValid(p1);
if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
if (!v->IsStoppedInDepot()) {
return_cmd_error(STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT);
}
CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
if (flags & DC_EXEC) {
delete v;
}
return ret;
}
struct RoadFindDepotData {
uint best_length;
TileIndex tile;
OwnerByte owner;
};
static const DiagDirection _road_pf_directions[] = {
DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, INVALID_DIAGDIR, INVALID_DIAGDIR,
DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE, INVALID_DIAGDIR, INVALID_DIAGDIR
};
static bool EnumRoadSignalFindDepot(TileIndex tile, void *data, Trackdir trackdir, uint length)
{
RoadFindDepotData *rfdd = (RoadFindDepotData*)data;
tile += TileOffsByDiagDir(_road_pf_directions[trackdir]);
if (IsRoadDepotTile(tile) &&
IsTileOwner(tile, rfdd->owner) &&
length < rfdd->best_length) {
rfdd->best_length = length;
rfdd->tile = tile;
}
return false;
}
static RoadFindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
{
RoadFindDepotData rfdd;
rfdd.owner = v->owner;
if (IsRoadDepotTile(v->tile)) {
rfdd.tile = v->tile;
rfdd.best_length = 0;
return rfdd;
}
rfdd.best_length = UINT_MAX;
switch (_settings_game.pf.pathfinder_for_roadvehs) {
case VPF_YAPF: { // YAPF
bool found = YapfFindNearestRoadDepot(v, max_distance, &rfdd.tile);
rfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND
} break;
case VPF_NPF: { // NPF
/* See where we are now */
Trackdir trackdir = v->GetVehicleTrackdir();
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, v->tile, ReverseTrackdir(trackdir), false, TRANSPORT_ROAD, v->compatible_roadtypes, v->owner, INVALID_RAILTYPES, 0);
if (ftd.best_bird_dist == 0) {
rfdd.tile = ftd.node.tile;
rfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
}
} break;
default:
case VPF_OPF: // OPF
/* search in all directions */
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
FollowTrack(v->tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->compatible_roadtypes, d, EnumRoadSignalFindDepot, NULL, &rfdd);
}
break;
}
return rfdd; // Target not found
}
bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
RoadFindDepotData 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;
}
/** Send a road vehicle to the depot.
* @param tile unused
* @param flags operation to perform
* @param p1 vehicle ID to send to the depot
* @param p2 various bitmasked elements
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
* - p2 bit 8-10 - VLW flag (for mass goto depot)
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdSendRoadVehToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
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_company, (p2 & VLW_MASK), p1);
}
RoadVehicle *v = RoadVehicle::GetIfValid(p1);
if (v == NULL) return CMD_ERROR;
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
}
/** Turn a roadvehicle around.
* @param tile unused
* @param flags operation to perform
* @param p1 vehicle ID to turn
* @param p2 unused
* @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 || !CheckOwnership(v->owner)) return CMD_ERROR;
if ((v->vehstatus & VS_STOPPED) ||
(v->vehstatus & VS_CRASHED) ||
v->breakdown_ctr != 0 ||
v->overtaking != 0 ||
v->state == RVSB_WORMHOLE ||
v->IsInDepot() ||
v->cur_speed < 5) {
return CMD_ERROR;
}
if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
if (flags & DC_EXEC) v->reverse_ctr = 180;
return CommandCost();
}
void RoadVehicle::MarkDirty()
{
for (Vehicle *v = this; v != NULL; v = v->Next()) {
v->UpdateViewport(false, false);
}
}
void RoadVehicle::UpdateDeltaXY(Direction direction)
{
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
static const uint32 _delta_xy_table[8] = {
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
};
#undef MKIT
uint32 x = _delta_xy_table[direction];
this->x_offs = GB(x, 0, 8);
this->y_offs = GB(x, 8, 8);
this->x_extent = GB(x, 16, 8);
this->y_extent = GB(x, 24, 8);
this->z_extent = 6;
}
static void ClearCrashedStation(RoadVehicle *v)
{
RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
/* Mark the station entrance as not busy */
rs->SetEntranceBusy(false);
/* Free the parking bay */
rs->FreeBay(HasBit(v->state, RVS_USING_SECOND_BAY));
}
static void DeleteLastRoadVeh(RoadVehicle *v)
{
Vehicle *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);
if (IsTileType(v->tile, MP_STATION)) ClearCrashedStation(v);
delete v;
}
static byte SetRoadVehPosition(RoadVehicle *v, int x, int y, bool turned)
{
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;
v->UpdateViewport(true, turned);
return old_z;
}
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]);
SetRoadVehPosition(v, v->x_pos, v->y_pos, true);
} while ((v = v->Next()) != NULL);
}
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;
}
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;
}
static void RoadVehCrash(RoadVehicle *v)
{
uint16 pass = 1;
v->crashed_ctr++;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();
u->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(u);
}
ClearSlot(v);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
SetDParam(0, pass);
AddVehicleNewsItem(
(pass == 1) ?
STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH,
NS_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;
}
static void HandleBrokenRoadVeh(RoadVehicle *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++;
v->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
}
if (!(v->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = v->breakdown_delay * 2;
}
}
if ((v->tick_counter & 1) == 0) {
if (--v->breakdown_delay == 0) {
v->breakdown_ctr = 0;
v->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
}
}
TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
TileIndex dest;
if (YapfFindNearestRoadVehicleCompatibleStop(this, station, &dest)) {
return dest;
} else {
/* There is no stop left at the station, so don't even TRY to go there */
this->IncrementOrderIndex();
return 0;
}
}
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)
{
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 (++front->blocked_ctr > 1480) return NULL;
return RoadVehicle::From(rvf.best);
}
static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
{
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
/* Check if station was ever visited before */
if (!(st->had_vehicle_of_type & HVOT_BUS)) {
st->had_vehicle_of_type |= HVOT_BUS;
SetDParam(0, st->index);
AddVehicleNewsItem(
v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
(v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
v->index,
st->index
);
AI::NewEvent(v->owner, new AIEventStationFirstVehicle(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) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
v->index,
st->index
);
AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
}
}
}
static int RoadVehAccelerate(RoadVehicle *v)
{
uint oldspeed = v->cur_speed;
uint accel = 256 + (v->overtaking != 0 ? 256 : 0);
uint spd = v->subspeed + accel;
v->subspeed = (uint8)spd;
int tempmax = v->max_speed;
if (v->cur_speed > v->max_speed) {
tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
}
v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
/* Apply bridge speed limit */
if (v->state == RVSB_WORMHOLE && !(v->vehstatus & VS_HIDDEN)) {
v->cur_speed = min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed * 2);
}
/* Update statusbar only if speed has changed to save CPU time */
if (oldspeed != v->cur_speed) {
if (_settings_client.gui.vehicle_speed) {
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
/* Speed is scaled in the same manner as for trains. @see train_cmd.cpp */
int scaled_spd = spd * 3 >> 2;
scaled_spd += v->progress;
v->progress = 0;
return scaled_spd;
}
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->max_speed >= v->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)) 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;
if (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) {
v->overtaking_ctr = 0x11;
v->overtaking = 0x10;
} else {
// if (CheckRoadBlockedForOvertaking(&od)) return;
v->overtaking_ctr = 0;
v->overtaking = 0x10;
}
}
static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z)
{
if (old_z == v->z_pos) return;
if (old_z < v->z_pos) {
v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
} else {
uint16 spd = v->cur_speed + 2;
if (spd <= v->max_speed) v->cur_speed = spd;
}
}
static int PickRandomBit(uint bits)
{
uint i;
uint num = RandomRange(CountBits(bits));
for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
return i;
}
struct FindRoadToChooseData {
TileIndex dest;
uint maxtracklen;
uint mindist;
};
static bool EnumRoadTrackFindDist(TileIndex tile, void *data, Trackdir trackdir, uint length)
{
FindRoadToChooseData *frd = (FindRoadToChooseData*)data;
uint dist = DistanceManhattan(tile, frd->dest);
if (dist <= frd->mindist) {
if (dist != frd->mindist || length < frd->maxtracklen) {
frd->maxtracklen = length;
}
frd->mindist = dist;
}
return false;
}
static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
void *perf = NpfBeginInterval();
NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, sub_type, owner, railtypes);
int t = NpfEndInterval(perf);
DEBUG(yapf, 4, "[NPFR] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
return ret;
}
/**
* Returns direction to for a road vehicle to take or
* INVALID_TRACKDIR if the direction is currently blocked
* @param v the Vehicle to do the pathfinding for
* @param tile the where to start the pathfinding
* @param enterdir the direction the vehicle enters the tile from
* @return the Trackdir to take
*/
static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
{
#define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
TileIndex desttile;
FindRoadToChooseData frd;
Trackdir best_track;
TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->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 = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK;
if (GetRoadStopType(tile) != rstype) {
/* Wrong station type */
trackdirs = TRACKDIR_BIT_NONE;
} else {
/* Proper station type, check if there is free loading bay */
if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
!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_YAPF: { // YAPF
Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir);
if (trackdir != INVALID_TRACKDIR) return_track(trackdir);
return_track(PickRandomBit(trackdirs));
} break;
case VPF_NPF: { // NPF
NPFFindStationOrTileData fstd;
NPFFillWithOrderData(&fstd, v);
Trackdir trackdir = DiagDirToDiagTrackdir(enterdir);
/* debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir); */
NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_ROAD, v->compatible_roadtypes, v->owner, INVALID_RAILTYPES);
if (ftd.best_trackdir == INVALID_TRACKDIR) {
/* We are already at our target. Just do something
* @todo: maybe display error?
* @todo: go straight ahead if possible? */
return_track(FindFirstBit2x64(trackdirs));
} else {
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
* we did not find our target, but ftd.best_trackdir contains the direction leading
* to the tile closest to our target. */
return_track(ftd.best_trackdir);
}
} break;
default:
case VPF_OPF: { // OPF
DiagDirection dir;
if (IsTileType(desttile, MP_ROAD)) {
if (IsRoadDepot(desttile)) {
dir = GetRoadDepotDirection(desttile);
goto do_it;
}
} else if (IsTileType(desttile, MP_STATION)) {
/* For drive-through stops we can head for the actual station tile */
if (IsStandardRoadStopTile(desttile)) {
dir = GetRoadStopDir(desttile);
do_it:;
/* When we are heading for a depot or station, we just
* pretend we are heading for the tile in front, we'll
* see from there */
desttile += TileOffsByDiagDir(dir);
if (desttile == tile && (trackdirs & _road_exit_dir_to_incoming_trackdirs[dir])) {
/* If we are already in front of the
* station/depot and we can get in from here,
* we enter */
return_track(FindFirstBit2x64(trackdirs & _road_exit_dir_to_incoming_trackdirs[dir]));
}
}
}
/* Do some pathfinding */
frd.dest = desttile;
best_track = INVALID_TRACKDIR;
uint best_dist = UINT_MAX;
uint best_maxlen = UINT_MAX;
uint bitmask = (uint)trackdirs;
uint i;
FOR_EACH_SET_BIT(i, bitmask) {
if (best_track == INVALID_TRACKDIR) best_track = (Trackdir)i; // in case we don't find the path, just pick a track
frd.maxtracklen = UINT_MAX;
frd.mindist = UINT_MAX;
FollowTrack(tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->compatible_roadtypes, _road_pf_directions[i], EnumRoadTrackFindDist, NULL, &frd);
if (frd.mindist < best_dist || (frd.mindist == best_dist && frd.maxtracklen < best_maxlen)) {
best_dist = frd.mindist;
best_maxlen = frd.maxtracklen;
best_track = (Trackdir)i;
}
}
} break;
}
found_best_track:;
if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
return best_track;
}
static uint RoadFindPathToStop(const RoadVehicle *v, TileIndex tile)
{
if (_settings_game.pf.pathfinder_for_roadvehs == VPF_YAPF) {
/* use YAPF */
return YapfRoadVehDistanceToTile(v, tile);
}
/* use NPF */
Trackdir trackdir = v->GetVehicleTrackdir();
assert(trackdir != INVALID_TRACKDIR);
NPFFindStationOrTileData fstd;
fstd.dest_coords = tile;
fstd.station_index = INVALID_STATION; // indicates that the destination is a tile, not a station
uint dist = NPFRouteToStationOrTile(v->tile, trackdir, false, &fstd, TRANSPORT_ROAD, v->compatible_roadtypes, v->owner, INVALID_RAILTYPES).best_path_dist;
/* change units from NPF_TILE_LENGTH to # of tiles */
if (dist != UINT_MAX) dist = (dist + NPF_TILE_LENGTH - 1) / NPF_TILE_LENGTH;
return dist;
}
struct RoadDriveEntry {
byte x, y;
};
#include "table/roadveh_movement.h"
static const byte _road_veh_data_1[] = {
20, 20, 16, 16, 0, 0, 0, 0,
19, 19, 15, 15, 0, 0, 0, 0,
16, 16, 12, 12, 0, 0, 0, 0,
15, 15, 11, 11
};
static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
{
/* Don't leave if not all the 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) {
if (RoadVehFindCloseTo(v, x, y, v->direction) != NULL) return true;
VehicleServiceInDepot(v);
StartRoadVehSound(v);
/* Vehicle is about to leave a depot */
v->cur_speed = 0;
}
v->vehstatus &= ~VS_HIDDEN;
v->state = tdir;
v->frame = RVC_DEPOT_START_FRAME;
SetRoadVehPosition(v, x, y, 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 immediatelly turn onto another tile. This means that
* the roadstate of the previous vehicle cannot be used
* as the direction we have to go with this vehicle.
*
* Next table is build in the following way:
* - first row for when the vehicle in front went to the northern or
* western tile, second for southern and eastern.
* - columns represent the entry direction.
* - cell values are determined by the Trackdir one has to take from
* the entry dir (column) to the tile in north or south by only
* going over the trackdirs used for turning 90 degrees, i.e.
* TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
*/
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. */
CompanyID original_company = _current_company;
_current_company = c;
CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, DC_NONE, CMD_BUILD_ROAD);
_current_company = original_company;
return CmdSucceeded(ret);
}
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 >= 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->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);
if (v->IsRoadVehFront()) {
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 */
SetRoadVehPosition(v, gp.x, gp.y, true);
return true;
}
v->x_pos = gp.x;
v->y_pos = gp.y;
VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
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->IsRoadVehFront()) {
/* 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->IsRoadVehFront()) error("Disconnecting road vehicle.");
v->cur_speed = 0;
return false;
}
again:
uint start_frame = RVC_DEFAULT_START_FRAME;
if (IsReversingRoadTrackdir(dir)) {
/* Turning around */
if (v->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->IsRoadVehFront() && 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->IsRoadVehFront() || !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->IsRoadVehFront()) {
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 (IsRoadStop(v->tile)) {
RoadStop *rs = RoadStop::GetByTile(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->state, RVS_IS_STOPPING)) {
rs->FreeBay(HasBit(v->state, RVS_USING_SECOND_BAY));
ClrBit(v->state, RVS_IS_STOPPING);
}
if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(false);
}
}
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;
v->cur_speed -= v->cur_speed >> 2;
}
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, 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;
RoadBits tram;
if (v->roadtype == ROADTYPE_TRAM && !IsRoadDepotTile(v->tile) && CountBits(tram = GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true)) == 1) {
/*
* The tram is turning around with one tram 'roadbit'. This means that
* it is using the 'big' corner 'drive data'. However, to support the
* trams to take a small corner, there is a 'turned' marker in the middle
* of the turning 'drive data'. When the tram took the long corner, we
* will still use the 'big' corner drive data, but we advance it one
* frame. We furthermore set the driving direction so the turning is
* going to be properly shown.
*/
turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
switch (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->IsRoadVehFront()) {
/* 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->IsRoadVehFront() && 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;
v->cur_speed -= v->cur_speed >> 2;
}
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, 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->rcache.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->IsRoadVehFront() && !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;
return false;
}
}
Direction old_dir = v->direction;
if (new_dir != old_dir) {
v->direction = new_dir;
v->cur_speed -= (v->cur_speed >> 2);
if (old_dir != v->state) {
/* The vehicle is in a road stop */
SetRoadVehPosition(v, v->x_pos, v->y_pos, 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->IsRoadVehFront() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
_road_veh_data_1[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) == (IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? 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 (!v->current_order.IsType(OT_LEAVESTATION)) {
/* Vehicle has arrived at a bay in a road stop */
if (IsDriveThroughStopTile(v->tile)) {
TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
RoadStopType type = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK;
/* Check if next inline bay is free */
if (IsDriveThroughStopTile(next_tile) && (GetRoadStopType(next_tile) == type) && GetStationIndex(v->tile) == GetStationIndex(next_tile)) {
RoadStop *rs_n = RoadStop::GetByTile(next_tile, type);
if (rs_n->IsFreeBay(HasBit(v->state, RVS_USING_SECOND_BAY)) && rs_n->num_vehicles < RoadStop::MAX_VEHICLES) {
/* Bay in next stop along is free - use it */
ClearSlot(v);
rs_n->num_vehicles++;
v->slot = rs_n;
v->dest_tile = rs_n->xy;
v->slot_age = 14;
v->frame++;
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, false));
return true;
}
}
}
rs->SetEntranceBusy(false);
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;
}
v->current_order.Free();
ClearSlot(v);
}
if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
if (rs == v->slot) {
/* We are leaving the correct station */
ClearSlot(v);
} else if (v->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->slot->xy) {
DEBUG(ms, 2, " stop tile 0x%X is not destination tile 0x%X. Multistop desync", v->slot->xy, v->dest_tile);
}
if (!v->current_order.IsType(OT_GOTO_STATION)) {
DEBUG(ms, 2, " current order type (%d) is not OT_GOTO_STATION", v->current_order.GetType());
} else {
if (v->current_order.GetDestination() != st->index)
DEBUG(ms, 2, " current station %d is not target station in current_order.station (%d)",
st->index, v->current_order.GetDestination());
}
DEBUG(ms, 2, " force a slot clearing");
ClearSlot(v);
}
StartRoadVehSound(v);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
/* Check tile position conditions - i.e. stop position in depot,
* entry onto bridge or into tunnel */
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();
ClearSlot(v);
}
/* 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++;
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, 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) {
return RoadVehIsCrashed(v);
}
RoadVehCheckTrainCrash(v);
/* road vehicle has broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenRoadVeh(v);
return true;
}
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
}
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;
/* Check how far the vehicle needs to proceed */
int j = RoadVehAccelerate(v);
int adv_spd = (v->direction & 1) ? 192 : 256;
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)) break;
}
/* 192 spd used for going straight, 256 for going diagonally. */
adv_spd = (v->direction & 1) ? 192 : 256;
/* Test for a collision, but only if another movement will occur. */
if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
}
for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
if ((u->vehstatus & VS_HIDDEN) != 0) continue;
u->UpdateViewport(false, false);
}
if (v->progress == 0) v->progress = j;
return true;
}
Money RoadVehicle::GetRunningCost() const
{
const RoadVehicleInfo *rvi = RoadVehInfo(this->engine_type);
if (rvi->running_cost_class == INVALID_PRICE) return 0;
uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, rvi->running_cost);
if (cost_factor == 0) return 0;
return cost_factor * GetPriceByIndex(rvi->running_cost_class);
}
bool RoadVehicle::Tick()
{
if (this->IsRoadVehFront()) {
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
return RoadVehController(this);
}
return true;
}
static void CheckIfRoadVehNeedsService(RoadVehicle *v)
{
static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;
/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
if (v->slot != NULL || Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
}
RoadFindDepotData rfdd = FindClosestRoadDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
/* 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_ACCEPTABLE_DEPOT_DIST) {
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, VVW_WIDGET_START_STOP_VEH);
}
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;
}
if (v->current_order.IsType(OT_LOADING)) v->LeaveStation();
ClearSlot(v);
v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
v->dest_tile = rfdd.tile;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
void RoadVehicle::OnNewDay()
{
if (!this->IsRoadVehFront()) return;
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
AgeVehicle(this);
CheckIfRoadVehNeedsService(this);
CheckOrders(this);
/* Current slot has expired */
if (this->current_order.IsType(OT_GOTO_STATION) && this->slot != NULL && this->slot_age-- == 0) {
DEBUG(ms, 3, "Slot expired for vehicle %d (index %d) at stop 0x%X",
this->unitnumber, this->index, this->slot->xy);
ClearSlot(this);
}
/* update destination */
if (!(this->vehstatus & VS_STOPPED) && this->current_order.IsType(OT_GOTO_STATION) && !(this->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) && this->slot == NULL && !(this->vehstatus & VS_CRASHED)) {
Station *st = Station::Get(this->current_order.GetDestination());
RoadStop *rs = st->GetPrimaryRoadStop(this);
RoadStop *best = NULL;
if (rs != NULL) {
/* We try to obtain a slot if:
* 1) we're reasonably close to the primary road stop
* or
* 2) we're somewhere close to the station rectangle (to make sure we do assign
* slots even if the station and its road stops are incredibly spread out)
*/
if (DistanceManhattan(this->tile, rs->xy) < 16 || st->rect.PtInExtendedRect(TileX(this->tile), TileY(this->tile), 2)) {
uint dist, badness;
uint minbadness = UINT_MAX;
DEBUG(ms, 2, "Attempting to obtain a slot for vehicle %d (index %d) at station %d (0x%X)",
this->unitnumber, this->index, st->index, st->xy
);
/* Now we find the nearest road stop that has a free slot */
for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
if (rs->num_vehicles >= RoadStop::MAX_VEHICLES) {
DEBUG(ms, 4, " stop 0x%X's queue is full, not treating further", rs->xy);
continue;
}
dist = RoadFindPathToStop(this, rs->xy);
if (dist == UINT_MAX) {
DEBUG(ms, 4, " stop 0x%X is unreachable, not treating further", rs->xy);
continue;
}
badness = (rs->num_vehicles + 1) * (rs->num_vehicles + 1) + dist;
DEBUG(ms, 4, " stop 0x%X has %d vehicle%s waiting", rs->xy, rs->num_vehicles, rs->num_vehicles == 1 ? "":"s");
DEBUG(ms, 4, " distance is %u", dist);
DEBUG(ms, 4, " badness %u", badness);
if (badness < minbadness) {
best = rs;
minbadness = badness;
}
}
if (best != NULL) {
best->num_vehicles++;
DEBUG(ms, 3, "Assigned to stop 0x%X", best->xy);
this->slot = best;
this->dest_tile = best->xy;
this->slot_age = 14;
} else {
DEBUG(ms, 3, "Could not find a suitable stop");
}
} else {
DEBUG(ms, 5, "Distance from station too far. Postponing slotting for vehicle %d (index %d) at station %d, (0x%X)",
this->unitnumber, this->index, st->index, st->xy);
}
} else {
DEBUG(ms, 4, "No road stop for vehicle %d (index %d) at station %d (0x%X)",
this->unitnumber, this->index, st->index, st->xy);
}
}
if (this->running_ticks == 0) return;
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);
}
/** Refit a road vehicle to the specified cargo type
* @param tile unused
* @param flags operation to perform
* @param p1 Vehicle ID of the vehicle to refit
* @param p2 Bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
* - p2 = (bit 8-15) - the new cargo subtype to refit to
* - p2 = (bit 16) - refit only this vehicle
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdRefitRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
CargoID new_cid = GB(p2, 0, 8);
byte new_subtype = GB(p2, 8, 8);
bool only_this = HasBit(p2, 16);
RoadVehicle *v = RoadVehicle::GetIfValid(p1);
if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
if (!v->IsStoppedInDepot()) return_cmd_error(STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
if (new_cid >= NUM_CARGO) return CMD_ERROR;
CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
if (flags & DC_EXEC) {
RoadVehicle *front = v->First();
RoadVehUpdateCache(front);
SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
} else {
v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
}
return cost;
}
|