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Location: cpp/openttd-patchpack/source/src/roadveh_cmd.cpp
r9950:ca6054744c76
64.1 KiB
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(svn r14105) -Fix: Some typos that are more grammatical errors, as it seems.
Provided by ln
I've added a little fix on currency.cpp too, why not :)
Provided by ln
I've added a little fix on currency.cpp too, why not :)
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/** @file roadveh_cmd.cpp Handling of road vehicles. */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "road_map.h"
#include "roadveh.h"
#include "station_map.h"
#include "command_func.h"
#include "station_base.h"
#include "news_func.h"
#include "pathfind.h"
#include "npf.h"
#include "player_func.h"
#include "player_base.h"
#include "bridge.h"
#include "tunnel_map.h"
#include "bridge_map.h"
#include "vehicle_gui.h"
#include "articulated_vehicles.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_text.h"
#include "newgrf_sound.h"
#include "yapf/yapf.h"
#include "cargotype.h"
#include "strings_func.h"
#include "tunnelbridge_map.h"
#include "functions.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "variables.h"
#include "autoreplace_gui.h"
#include "gfx_func.h"
#include "settings_type.h"
#include "order_func.h"
#include "depot_base.h"
#include "depot_func.h"
#include "effectvehicle_func.h"
#include "table/strings.h"
static const uint16 _roadveh_images[63] = {
0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
};
static const uint16 _roadveh_full_adder[63] = {
0, 88, 0, 0, 0, 0, 48, 48,
48, 48, 0, 0, 64, 64, 0, 16,
16, 0, 88, 0, 0, 0, 0, 48,
48, 48, 48, 0, 0, 64, 64, 0,
16, 16, 0, 88, 0, 0, 0, 0,
48, 48, 48, 48, 0, 0, 64, 64,
0, 16, 16, 0, 8, 8, 8, 8,
0, 0, 0, 8, 8, 8, 8
};
/** 'Convert' the DiagDirection where a road vehicle enters to the trackdirs it can drive onto */
static const TrackdirBits _road_enter_dir_to_reachable_trackdirs[DIAGDIR_END] = {
TRACKDIR_BIT_LEFT_N | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_X_NE, // Enter from north east
TRACKDIR_BIT_LEFT_S | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_Y_SE, // Enter from south east
TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_X_SW | TRACKDIR_BIT_RIGHT_S, // Enter from south west
TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_Y_NW // Enter from north west
};
static const Trackdir _road_reverse_table[DIAGDIR_END] = {
TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
};
/** 'Convert' the DiagDirection where a road vehicle should exit to
* the trackdirs it can use to drive to the exit direction*/
static const TrackdirBits _road_exit_dir_to_incoming_trackdirs[DIAGDIR_END] = {
TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_X_SW | TRACKDIR_BIT_LEFT_S,
TRACKDIR_BIT_LEFT_N | TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_Y_NW,
TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_X_NE,
TRACKDIR_BIT_RIGHT_S | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_Y_SE
};
/** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
};
static SpriteID GetRoadVehIcon(EngineID engine)
{
uint8 spritenum = RoadVehInfo(engine)->image_index;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
if (sprite != 0) return sprite;
spritenum = GetEngine(engine)->image_index;
}
return 6 + _roadveh_images[spritenum];
}
SpriteID RoadVehicle::GetImage(Direction direction) const
{
uint8 spritenum = this->spritenum;
SpriteID sprite;
if (is_custom_sprite(spritenum)) {
sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
if (sprite != 0) return sprite;
spritenum = GetEngine(this->engine_type)->image_index;
}
sprite = direction + _roadveh_images[spritenum];
if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
return sprite;
}
void DrawRoadVehEngine(int x, int y, EngineID engine, SpriteID pal)
{
DrawSprite(GetRoadVehIcon(engine), pal, x, y);
}
static CommandCost EstimateRoadVehCost(EngineID engine_type)
{
return CommandCost(EXPENSES_NEW_VEHICLES, ((_price.roadveh_base >> 3) * GetEngineProperty(engine_type, 0x11, RoadVehInfo(engine_type)->cost_factor)) >> 5);
}
byte GetRoadVehLength(const Vehicle *v)
{
byte length = 8;
uint16 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
if (veh_len != CALLBACK_FAILED) {
length -= Clamp(veh_len, 0, 7);
}
return length;
}
void RoadVehUpdateCache(Vehicle *v)
{
assert(v->type == VEH_ROAD);
assert(IsRoadVehFront(v));
for (Vehicle *u = v; u != NULL; u = u->Next()) {
/* Check the v->first cache. */
assert(u->First() == v);
/* Update the 'first engine' */
u->u.road.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
/* Update the length of the vehicle. */
u->u.road.cached_veh_length = GetRoadVehLength(u);
}
}
/** Build a road vehicle.
* @param tile tile of depot where road vehicle is built
* @param flags operation to perform
* @param p1 bus/truck type being built (engine)
* @param p2 unused
*/
CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost;
Vehicle *v;
UnitID unit_num;
Engine *e;
if (!IsEngineBuildable(p1, VEH_ROAD, _current_player)) return_cmd_error(STR_ROAD_VEHICLE_NOT_AVAILABLE);
cost = EstimateRoadVehCost(p1);
if (flags & DC_QUERY_COST) return cost;
/* The ai_new queries the vehicle cost before building the route,
* so we must check against cheaters no sooner than now. --pasky */
if (!IsRoadDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(EngInfo(p1)->misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_DEPOT_WRONG_DEPOT_TYPE);
uint num_vehicles = 1 + CountArticulatedParts(p1, false);
/* Allow for the front and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
v = vl[0];
/* find the first free roadveh id */
unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
if (unit_num > _settings_game.vehicle.max_roadveh)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
int x;
int y;
const RoadVehicleInfo *rvi = RoadVehInfo(p1);
v = new (v) RoadVehicle();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
v->owner = _current_player;
v->tile = tile;
x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->running_ticks = 0;
v->u.road.state = RVSB_IN_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
// v->cargo_count = 0;
v->value = cost.GetCost();
// v->day_counter = 0;
// v->next_order_param = v->next_order = 0;
// v->load_unload_time_rem = 0;
// v->progress = 0;
// v->u.road.unk2 = 0;
// v->u.road.overtaking = 0;
v->last_station_visited = INVALID_STATION;
v->max_speed = rvi->max_speed;
v->engine_type = (EngineID)p1;
e = GetEngine(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
_new_vehicle_id = v->index;
v->name = NULL;
v->service_interval = _settings_game.vehicle.servint_roadveh;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->cur_image = 0xC15;
v->random_bits = VehicleRandomBits();
SetRoadVehFront(v);
v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype);
v->u.road.cached_veh_length = GetRoadVehLength(v);
v->vehicle_flags = 0;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->cargo_cap = GetVehicleProperty(v, 0x0F, rvi->capacity);
AddArticulatedParts(vl, VEH_ROAD);
VehiclePositionChanged(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalPlayer())
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Road window
GetPlayer(_current_player)->num_engines[p1]++;
}
return cost;
}
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);
}
bool RoadVehicle::IsStoppedInDepot() const
{
TileIndex tile = this->tile;
if (!IsRoadDepotTile(tile)) return false;
if (IsRoadVehFront(this) && !(this->vehstatus & VS_STOPPED)) return false;
for (const Vehicle *v = this; v != NULL; v = v->Next()) {
if (v->u.road.state != RVSB_IN_DEPOT || v->tile != tile) return false;
}
return true;
}
/** Sell a road vehicle.
* @param tile unused
* @param flags operation to perform
* @param p1 vehicle ID to be sold
* @param p2 unused
*/
CommandCost CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;
if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
if (!v->IsStoppedInDepot()) {
return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
}
CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
if (flags & DC_EXEC) {
// Invalidate depot
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
InvalidateWindow(WC_COMPANY, v->owner);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
DeleteDepotHighlightOfVehicle(v);
delete v;
}
return ret;
}
struct RoadFindDepotData {
uint best_length;
TileIndex tile;
OwnerByte owner;
};
static const DiagDirection _road_pf_directions[] = {
DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, INVALID_DIAGDIR, INVALID_DIAGDIR,
DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE, INVALID_DIAGDIR, INVALID_DIAGDIR
};
static bool EnumRoadSignalFindDepot(TileIndex tile, void* data, Trackdir trackdir, uint length)
{
RoadFindDepotData* rfdd = (RoadFindDepotData*)data;
tile += TileOffsByDiagDir(_road_pf_directions[trackdir]);
if (IsRoadDepotTile(tile) &&
IsTileOwner(tile, rfdd->owner) &&
length < rfdd->best_length) {
rfdd->best_length = length;
rfdd->tile = tile;
}
return false;
}
static const Depot* FindClosestRoadDepot(const Vehicle* v)
{
switch (_settings_game.pf.pathfinder_for_roadvehs) {
case VPF_YAPF: /* YAPF */
return YapfFindNearestRoadDepot(v);
case VPF_NPF: { /* NPF */
/* See where we are now */
Trackdir trackdir = GetVehicleTrackdir(v);
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, v->tile, ReverseTrackdir(trackdir), false, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES, 0);
if (ftd.best_bird_dist == 0) return GetDepotByTile(ftd.node.tile); /* Target found */
} break;
default:
case VPF_OPF: { /* OPF */
RoadFindDepotData rfdd;
rfdd.owner = v->owner;
rfdd.best_length = UINT_MAX;
/* search in all directions */
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
FollowTrack(v->tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, d, EnumRoadSignalFindDepot, NULL, &rfdd);
}
if (rfdd.best_length != UINT_MAX) return GetDepotByTile(rfdd.tile);
} break;
}
return NULL; /* Target not found */
}
bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
const Depot *depot = FindClosestRoadDepot(this);
if (depot == NULL) return false;
if (location != NULL) *location = depot->xy;
if (destination != NULL) *destination = depot->index;
return true;
}
/** Send a road vehicle to the depot.
* @param tile unused
* @param flags operation to perform
* @param p1 vehicle ID to send to the depot
* @param p2 various bitmasked elements
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
* - p2 bit 8-10 - VLW flag (for mass goto depot)
*/
CommandCost CmdSendRoadVehToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (p2 & DEPOT_MASS_SEND) {
/* Mass goto depot requested */
if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
return SendAllVehiclesToDepot(VEH_ROAD, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
}
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_ROAD) return CMD_ERROR;
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
}
/** Turn a roadvehicle around.
* @param tile unused
* @param flags operation to perform
* @param p1 vehicle ID to turn
* @param p2 unused
*/
CommandCost CmdTurnRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;
if (v->vehstatus & VS_STOPPED ||
v->vehstatus & VS_CRASHED ||
v->breakdown_ctr != 0 ||
v->u.road.overtaking != 0 ||
v->u.road.state == RVSB_WORMHOLE ||
v->IsInDepot() ||
v->cur_speed < 5) {
return CMD_ERROR;
}
if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
if (flags & DC_EXEC) v->u.road.reverse_ctr = 180;
return CommandCost();
}
void RoadVehicle::MarkDirty()
{
for (Vehicle *v = this; v != NULL; v = v->Next()) {
v->cur_image = v->GetImage(v->direction);
MarkSingleVehicleDirty(v);
}
}
void RoadVehicle::UpdateDeltaXY(Direction direction)
{
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
static const uint32 _delta_xy_table[8] = {
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
};
#undef MKIT
uint32 x = _delta_xy_table[direction];
this->x_offs = GB(x, 0, 8);
this->y_offs = GB(x, 8, 8);
this->x_extent = GB(x, 16, 8);
this->y_extent = GB(x, 24, 8);
this->z_extent = 6;
}
static void ClearCrashedStation(Vehicle *v)
{
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
/* Mark the station entrance as not busy */
rs->SetEntranceBusy(false);
/* Free the parking bay */
rs->FreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY));
}
static void DeleteLastRoadVeh(Vehicle *v)
{
Vehicle *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
InvalidateWindow(WC_COMPANY, v->owner);
if (IsTileType(v->tile, MP_STATION)) ClearCrashedStation(v);
MarkSingleVehicleDirty(v);
delete v;
}
static byte SetRoadVehPosition(Vehicle *v, int x, int y)
{
byte new_z, old_z;
/* need this hint so it returns the right z coordinate on bridges. */
v->x_pos = x;
v->y_pos = y;
new_z = GetSlopeZ(x, y);
old_z = v->z_pos;
v->z_pos = new_z;
VehiclePositionChanged(v);
EndVehicleMove(v);
return old_z;
}
static void RoadVehSetRandomDirection(Vehicle *v)
{
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
do {
uint32 r = Random();
v->direction = ChangeDir(v->direction, delta[r & 3]);
BeginVehicleMove(v);
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
SetRoadVehPosition(v, v->x_pos, v->y_pos);
} while ((v = v->Next()) != NULL);
}
static void RoadVehIsCrashed(Vehicle *v)
{
v->u.road.crashed_ctr++;
if (v->u.road.crashed_ctr == 2) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
} else if (v->u.road.crashed_ctr <= 45) {
if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
} else if (v->u.road.crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
DeleteLastRoadVeh(v);
}
}
static 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(Vehicle *v)
{
uint16 pass = 1;
v->u.road.crashed_ctr++;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();
u->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(u);
}
ClearSlot(v);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
SetDParam(0, pass);
AddNewsItem(
(pass == 1) ?
STR_9031_ROAD_VEHICLE_CRASH_DRIVER : STR_9032_ROAD_VEHICLE_CRASH_DIE,
NS_ACCIDENT_VEHICLE,
v->index,
0
);
ModifyStationRatingAround(v->tile, v->owner, -160, 22);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
static void RoadVehCheckTrainCrash(Vehicle *v)
{
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (u->u.road.state == RVSB_WORMHOLE) continue;
TileIndex tile = u->tile;
if (!IsLevelCrossingTile(tile)) continue;
if (VehicleFromPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain) != NULL) {
RoadVehCrash(v);
return;
}
}
}
static void HandleBrokenRoadVeh(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255)
v->breakdowns_since_last_service++;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
}
if (!(v->vehstatus & VS_HIDDEN)) {
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
}
}
if ((v->tick_counter & 1) == 0) {
if (--v->breakdown_delay == 0) {
v->breakdown_ctr = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
}
}
TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
TileIndex dest = INVALID_TILE;
const RoadStop *rs = GetStation(station)->GetPrimaryRoadStop(this);
if (rs != NULL) {
uint mindist = UINT_MAX;
for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
uint dist = DistanceManhattan(this->tile, rs->xy);
if (dist < mindist) {
mindist = dist;
dest = rs->xy;
}
}
}
if (dest != INVALID_TILE) {
return dest;
} else {
/* There is no stop left at the station, so don't even TRY to go there */
this->cur_order_index++;
return 0;
}
}
static void StartRoadVehSound(const Vehicle* v)
{
if (!PlayVehicleSound(v, VSE_START)) {
SoundFx s = RoadVehInfo(v->engine_type)->sfx;
if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0)
s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
SndPlayVehicleFx(s, v);
}
}
struct RoadVehFindData {
int x;
int y;
const Vehicle* veh;
Direction dir;
};
static 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 };
const RoadVehFindData *rvf = (RoadVehFindData*)data;
short x_diff = v->x_pos - rvf->x;
short y_diff = v->y_pos - rvf->y;
return
v->type == VEH_ROAD &&
!v->IsInDepot() &&
abs(v->z_pos - rvf->veh->z_pos) < 6 &&
v->direction == rvf->dir &&
rvf->veh->First() != v->First() &&
(dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
(dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
(dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
(dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0)) ?
v : NULL;
}
static Vehicle* RoadVehFindCloseTo(Vehicle* v, int x, int y, Direction dir)
{
RoadVehFindData rvf;
Vehicle *u;
Vehicle *front = v->First();
if (front->u.road.reverse_ctr != 0) return NULL;
rvf.x = x;
rvf.y = y;
rvf.dir = dir;
rvf.veh = v;
if (front->u.road.state == RVSB_WORMHOLE) {
u = VehicleFromPos(v->tile, &rvf, EnumCheckRoadVehClose);
if (u == NULL) u = (Vehicle*)VehicleFromPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
} else {
u = VehicleFromPosXY(x, y, &rvf, EnumCheckRoadVehClose);
}
/* This code protects a roadvehicle from being blocked for ever
* If more than 1480 / 74 days a road vehicle is blocked, it will
* drive just through it. The ultimate backup-code of TTD.
* It can be disabled. */
if (u == NULL) {
front->u.road.blocked_ctr = 0;
return NULL;
}
if (++front->u.road.blocked_ctr > 1480) return NULL;
return u;
}
static void RoadVehArrivesAt(const Vehicle* v, Station* st)
{
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
/* Check if station was ever visited before */
if (!(st->had_vehicle_of_type & HVOT_BUS)) {
st->had_vehicle_of_type |= HVOT_BUS;
SetDParam(0, st->index);
AddNewsItem(
v->u.road.roadtype == ROADTYPE_ROAD ? STR_902F_CITIZENS_CELEBRATE_FIRST : STR_CITIZENS_CELEBRATE_FIRST_PASSENGER_TRAM,
(v->owner == _local_player) ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER,
v->index,
0);
}
} else {
/* Check if station was ever visited before */
if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
st->had_vehicle_of_type |= HVOT_TRUCK;
SetDParam(0, st->index);
AddNewsItem(
v->u.road.roadtype == ROADTYPE_ROAD ? STR_9030_CITIZENS_CELEBRATE_FIRST : STR_CITIZENS_CELEBRATE_FIRST_CARGO_TRAM,
(v->owner == _local_player) ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER,
v->index,
0
);
}
}
}
static bool RoadVehAccelerate(Vehicle *v)
{
uint spd = v->cur_speed + 1 + (v->u.road.overtaking != 0 ? 1 : 0);
byte t;
/* Clamp */
spd = min(spd, v->max_speed);
if (v->u.road.state == RVSB_WORMHOLE && !(v->vehstatus & VS_HIDDEN)) {
spd = min(spd, GetBridgeSpec(GetBridgeType(v->tile))->speed * 2);
}
/* updates statusbar only if speed have changed to save CPU time */
if (spd != v->cur_speed) {
v->cur_speed = spd;
if (_settings_client.gui.vehicle_speed) {
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
/* Decrease somewhat when turning */
if (!(v->direction & 1)) spd = spd * 3 >> 2;
if (spd == 0) return false;
if ((byte)++spd == 0) return true;
v->progress = (t = v->progress) - (byte)spd;
return (t < v->progress);
}
static Direction RoadVehGetNewDirection(const Vehicle* v, int x, int y)
{
static const Direction _roadveh_new_dir[] = {
DIR_N , DIR_NW, DIR_W , INVALID_DIR,
DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
DIR_E , DIR_SE, DIR_S
};
x = x - v->x_pos + 1;
y = y - v->y_pos + 1;
if ((uint)x > 2 || (uint)y > 2) return v->direction;
return _roadveh_new_dir[y * 4 + x];
}
static Direction RoadVehGetSlidingDirection(const Vehicle* v, int x, int y)
{
Direction new_dir = RoadVehGetNewDirection(v, x, y);
Direction old_dir = v->direction;
DirDiff delta;
if (new_dir == old_dir) return old_dir;
delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
return ChangeDir(old_dir, delta);
}
struct OvertakeData {
const Vehicle* u;
const Vehicle* v;
TileIndex tile;
Trackdir trackdir;
};
static 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->u.road.compatible_roadtypes);
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
/* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
/* Are there more vehicles on the tile except the two vehicles involved in overtaking */
return VehicleFromPos(od->tile, od, EnumFindVehBlockingOvertake) != NULL;
}
static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u)
{
OvertakeData od;
od.v = v;
od.u = u;
if (u->max_speed >= v->max_speed &&
!(u->vehstatus & VS_STOPPED) &&
u->cur_speed != 0) {
return;
}
/* Trams can't overtake other trams */
if (v->u.road.roadtype == ROADTYPE_TRAM) return;
/* Don't overtake in stations */
if (IsTileType(v->tile, MP_STATION)) return;
/* For now, articulated road vehicles can't overtake anything. */
if (RoadVehHasArticPart(v)) return;
/* Vehicles are not driving in same direction || direction is not a diagonal direction */
if (v->direction != u->direction || !(v->direction & 1)) return;
/* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
if (v->u.road.state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->u.road.state & RVSB_TRACKDIR_MASK))) return;
od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
/* Are the current and the next tile suitable for overtaking?
* - Does the track continue along od.trackdir
* - No junctions
* - No barred levelcrossing
* - No other vehicles in the way
*/
od.tile = v->tile;
if (CheckRoadBlockedForOvertaking(&od)) return;
od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
if (CheckRoadBlockedForOvertaking(&od)) return;
if (od.u->cur_speed == 0 || od.u->vehstatus& VS_STOPPED) {
v->u.road.overtaking_ctr = 0x11;
v->u.road.overtaking = 0x10;
} else {
// if (CheckRoadBlockedForOvertaking(&od)) return;
v->u.road.overtaking_ctr = 0;
v->u.road.overtaking = 0x10;
}
}
static void RoadZPosAffectSpeed(Vehicle *v, byte old_z)
{
if (old_z == v->z_pos) return;
if (old_z < v->z_pos) {
v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
} else {
uint16 spd = v->cur_speed + 2;
if (spd <= v->max_speed) v->cur_speed = spd;
}
}
static int PickRandomBit(uint bits)
{
uint i;
uint num = RandomRange(CountBits(bits));
for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
return i;
}
struct FindRoadToChooseData {
TileIndex dest;
uint maxtracklen;
uint mindist;
};
static bool EnumRoadTrackFindDist(TileIndex tile, void* data, Trackdir trackdir, uint length)
{
FindRoadToChooseData* frd = (FindRoadToChooseData*)data;
uint dist = DistanceManhattan(tile, frd->dest);
if (dist <= frd->mindist) {
if (dist != frd->mindist || length < frd->maxtracklen) {
frd->maxtracklen = length;
}
frd->mindist = dist;
}
return false;
}
static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData* target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{
void* perf = NpfBeginInterval();
NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, sub_type, owner, railtypes);
int t = NpfEndInterval(perf);
DEBUG(yapf, 4, "[NPFR] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
return ret;
}
/**
* Returns direction to for a road vehicle to take or
* INVALID_TRACKDIR if the direction is currently blocked
* @param v the Vehicle to do the pathfinding for
* @param tile the where to start the pathfinding
* @param enterdir the direction the vehicle enters the tile from
* @return the Trackdir to take
*/
static Trackdir RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection enterdir)
{
#define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
TileIndex desttile;
FindRoadToChooseData frd;
Trackdir best_track;
TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->u.road.compatible_roadtypes);
TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
if (IsTileType(tile, MP_ROAD)) {
if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->u.road.compatible_roadtypes) == 0)) {
/* Road depot owned by another player or with the wrong orientation */
trackdirs = TRACKDIR_BIT_NONE;
}
} else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
/* Standard road stop (drive-through stops are treated as normal road) */
if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || RoadVehHasArticPart(v)) {
/* different station owner or wrong orientation or the vehicle has articulated parts */
trackdirs = TRACKDIR_BIT_NONE;
} else {
/* Our station */
RoadStopType rstype = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK;
if (GetRoadStopType(tile) != rstype) {
/* Wrong station type */
trackdirs = TRACKDIR_BIT_NONE;
} else {
/* Proper station type, check if there is free loading bay */
if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
!GetRoadStopByTile(tile, rstype)->HasFreeBay()) {
/* Station is full and RV queuing is off */
trackdirs = TRACKDIR_BIT_NONE;
}
}
}
}
/* The above lookups should be moved to GetTileTrackStatus in the
* future, but that requires more changes to the pathfinder and other
* stuff, probably even more arguments to GTTS.
*/
/* Remove tracks unreachable from the enter dir */
trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir];
if (trackdirs == TRACKDIR_BIT_NONE) {
/* No reachable tracks, so we'll reverse */
return_track(_road_reverse_table[enterdir]);
}
if (v->u.road.reverse_ctr != 0) {
/* What happens here?? */
v->u.road.reverse_ctr = 0;
if (v->tile != tile) {
return_track(_road_reverse_table[enterdir]);
}
}
desttile = v->dest_tile;
if (desttile == 0) {
/* We've got no destination, pick a random track */
return_track(PickRandomBit(trackdirs));
}
/* Only one track to choose between? */
if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
return_track(FindFirstBit2x64(trackdirs));
}
switch (_settings_game.pf.pathfinder_for_roadvehs) {
case VPF_YAPF: { /* YAPF */
Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir);
if (trackdir != INVALID_TRACKDIR) return_track(trackdir);
return_track(PickRandomBit(trackdirs));
} break;
case VPF_NPF: { /* NPF */
NPFFindStationOrTileData fstd;
NPFFillWithOrderData(&fstd, v);
Trackdir trackdir = DiagDirToDiagTrackdir(enterdir);
//debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir);
NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES);
if (ftd.best_trackdir == INVALID_TRACKDIR) {
/* We are already at our target. Just do something
* @todo: maybe display error?
* @todo: go straight ahead if possible? */
return_track(FindFirstBit2x64(trackdirs));
} else {
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
* we did not find our target, but ftd.best_trackdir contains the direction leading
* to the tile closest to our target. */
return_track(ftd.best_trackdir);
}
} break;
default:
case VPF_OPF: { /* OPF */
DiagDirection dir;
if (IsTileType(desttile, MP_ROAD)) {
if (IsRoadDepot(desttile)) {
dir = GetRoadDepotDirection(desttile);
goto do_it;
}
} else if (IsTileType(desttile, MP_STATION)) {
/* For drive-through stops we can head for the actual station tile */
if (IsStandardRoadStopTile(desttile)) {
dir = GetRoadStopDir(desttile);
do_it:;
/* When we are heading for a depot or station, we just
* pretend we are heading for the tile in front, we'll
* see from there */
desttile += TileOffsByDiagDir(dir);
if (desttile == tile && trackdirs & _road_exit_dir_to_incoming_trackdirs[dir]) {
/* If we are already in front of the
* station/depot and we can get in from here,
* we enter */
return_track(FindFirstBit2x64(trackdirs & _road_exit_dir_to_incoming_trackdirs[dir]));
}
}
}
/* Do some pathfinding */
frd.dest = desttile;
best_track = INVALID_TRACKDIR;
uint best_dist = UINT_MAX;
uint best_maxlen = UINT_MAX;
uint bitmask = (uint)trackdirs;
uint i;
FOR_EACH_SET_BIT(i, bitmask) {
if (best_track == INVALID_TRACKDIR) best_track = (Trackdir)i; // in case we don't find the path, just pick a track
frd.maxtracklen = UINT_MAX;
frd.mindist = UINT_MAX;
FollowTrack(tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, _road_pf_directions[i], EnumRoadTrackFindDist, NULL, &frd);
if (frd.mindist < best_dist || (frd.mindist == best_dist && frd.maxtracklen < best_maxlen)) {
best_dist = frd.mindist;
best_maxlen = frd.maxtracklen;
best_track = (Trackdir)i;
}
}
} break;
}
found_best_track:;
if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
return best_track;
}
static uint RoadFindPathToStop(const Vehicle *v, TileIndex tile)
{
if (_settings_game.pf.pathfinder_for_roadvehs == VPF_YAPF) {
/* use YAPF */
return YapfRoadVehDistanceToTile(v, tile);
}
/* use NPF */
Trackdir trackdir = GetVehicleTrackdir(v);
assert(trackdir != INVALID_TRACKDIR);
NPFFindStationOrTileData fstd;
fstd.dest_coords = tile;
fstd.station_index = INVALID_STATION; // indicates that the destination is a tile, not a station
uint dist = NPFRouteToStationOrTile(v->tile, trackdir, false, &fstd, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES).best_path_dist;
/* change units from NPF_TILE_LENGTH to # of tiles */
if (dist != UINT_MAX) dist = (dist + NPF_TILE_LENGTH - 1) / NPF_TILE_LENGTH;
return dist;
}
enum {
RDE_NEXT_TILE = 0x80,
RDE_TURNED = 0x40,
/* Start frames for when a vehicle enters a tile/changes its state.
* The start frame is different for vehicles that turned around or
* are leaving the depot as the do not start at the edge of the tile.
* For trams there are a few different start frames as there are two
* places where trams can turn. */
RVC_DEFAULT_START_FRAME = 0,
RVC_TURN_AROUND_START_FRAME = 1,
RVC_DEPOT_START_FRAME = 6,
RVC_START_FRAME_AFTER_LONG_TRAM = 22,
RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16,
/* Stop frame for a vehicle in a drive-through stop */
RVC_DRIVE_THROUGH_STOP_FRAME = 7
};
struct RoadDriveEntry {
byte x, y;
};
#include "table/roadveh_movement.h"
static const byte _road_veh_data_1[] = {
20, 20, 16, 16, 0, 0, 0, 0,
19, 19, 15, 15, 0, 0, 0, 0,
16, 16, 12, 12, 0, 0, 0, 0,
15, 15, 11, 11
};
static bool RoadVehLeaveDepot(Vehicle *v, bool first)
{
/* Don't leave if not all the wagons are in the depot. */
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
if (u->u.road.state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
}
DiagDirection dir = GetRoadDepotDirection(v->tile);
v->direction = DiagDirToDir(dir);
Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
if (first) {
if (RoadVehFindCloseTo(v, x, y, v->direction) != NULL) return true;
VehicleServiceInDepot(v);
StartRoadVehSound(v);
/* Vehicle is about to leave a depot */
v->cur_speed = 0;
}
BeginVehicleMove(v);
v->vehstatus &= ~VS_HIDDEN;
v->u.road.state = tdir;
v->u.road.frame = RVC_DEPOT_START_FRAME;
v->cur_image = v->GetImage(v->direction);
v->UpdateDeltaXY(v->direction);
SetRoadVehPosition(v, x, y);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
return true;
}
static Trackdir FollowPreviousRoadVehicle(const Vehicle *v, const Vehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
{
if (prev->tile == v->tile && !already_reversed) {
/* If the previous vehicle is on the same tile as this vehicle is
* then it must have reversed. */
return _road_reverse_table[entry_dir];
}
byte prev_state = prev->u.road.state;
Trackdir dir;
if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
DiagDirection diag_dir = INVALID_DIAGDIR;
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
diag_dir = GetTunnelBridgeDirection(tile);
} else if (IsRoadDepotTile(tile)) {
diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
}
if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
dir = DiagDirToDiagTrackdir(diag_dir);
} else {
if (already_reversed && prev->tile != tile) {
/*
* The vehicle has reversed, but did not go straight back.
* It immediatelly turn onto another tile. This means that
* the roadstate of the previous vehicle cannot be used
* as the direction we have to go with this vehicle.
*
* Next table is build in the following way:
* - first row for when the vehicle in front went to the northern or
* western tile, second for southern and eastern.
* - columns represent the entry direction.
* - cell values are determined by the Trackdir one has to take from
* the entry dir (column) to the tile in north or south by only
* going over the trackdirs used for turning 90 degrees, i.e.
* TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
*/
Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
{ TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N, TRACKDIR_UPPER_E },
{ TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S }};
dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
} else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
} else if (prev_state < TRACKDIR_END) {
dir = (Trackdir)prev_state;
} else {
return INVALID_TRACKDIR;
}
}
/* Do some sanity checking. */
static const RoadBits required_roadbits[] = {
ROAD_X, ROAD_Y, ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X, ROAD_Y
};
RoadBits required = required_roadbits[dir & 0x07];
if ((required & GetAnyRoadBits(tile, v->u.road.roadtype, true)) == ROAD_NONE) {
dir = INVALID_TRACKDIR;
}
return dir;
}
/**
* Can a tram track build without destruction on the given tile?
* @param p the player that would be building the tram tracks
* @param t the tile to build on.
* @param r the road bits needed.
* @return true when a track track can be build on 't'
*/
static bool CanBuildTramTrackOnTile(PlayerID p, TileIndex t, RoadBits r)
{
/* The 'current' player is not necessarily the owner of the vehicle. */
PlayerID original_player = _current_player;
_current_player = p;
CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, 0, CMD_BUILD_ROAD);
_current_player = original_player;
return CmdSucceeded(ret);
}
static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev)
{
Direction new_dir;
Direction old_dir;
RoadDriveEntry rd;
int x, y;
uint32 r;
if (v->u.road.overtaking != 0) {
if (IsTileType(v->tile, MP_STATION)) {
/* Force us to be not overtaking! */
v->u.road.overtaking = 0;
} else if (++v->u.road.overtaking_ctr >= 35) {
/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
* if the vehicle started a corner. To protect that, only allow an abort of
* overtake if we are on straight roads */
if (v->u.road.state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->u.road.state)) {
v->u.road.overtaking = 0;
}
}
}
/* If this vehicle is in a depot and we've reached this point it must be
* one of the articulated parts. It will stay in the depot until activated
* by the previous vehicle in the chain when it gets to the right place. */
if (v->IsInDepot()) return true;
/* Save old vehicle position to use at end of move to set viewport area dirty */
BeginVehicleMove(v);
if (v->u.road.state == RVSB_WORMHOLE) {
/* Vehicle is entering a depot or is on a bridge or in a tunnel */
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
if (IsRoadVehFront(v)) {
const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
if (u != NULL) {
v->cur_speed = u->First()->cur_speed;
return false;
}
}
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
/* Vehicle has just entered a bridge or tunnel */
v->cur_image = v->GetImage(v->direction);
v->UpdateDeltaXY(v->direction);
SetRoadVehPosition(v, gp.x, gp.y);
return true;
}
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
return true;
}
/* Get move position data for next frame.
* For a drive-through road stop use 'straight road' move data.
* In this case v->u.road.state is masked to give the road stop entry direction. */
rd = _road_drive_data[v->u.road.roadtype][(
(HasBit(v->u.road.state, RVS_IN_DT_ROAD_STOP) ? v->u.road.state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->u.road.state) +
(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1];
if (rd.x & RDE_NEXT_TILE) {
TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
Trackdir dir;
uint32 r;
Direction newdir;
const RoadDriveEntry *rdp;
if (IsRoadVehFront(v)) {
/* If this is the front engine, look for the right path. */
dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
} else {
dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
}
if (dir == INVALID_TRACKDIR) {
if (!IsRoadVehFront(v)) error("Disconnecting road vehicle.");
v->cur_speed = 0;
return false;
}
again:
uint start_frame = RVC_DEFAULT_START_FRAME;
if (IsReversingRoadTrackdir(dir)) {
/* Turning around */
if (v->u.road.roadtype == ROADTYPE_TRAM) {
/* Determine the road bits the tram needs to be able to turn around
* using the 'big' corner loop. */
RoadBits needed;
switch (dir) {
default: NOT_REACHED();
case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
}
if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
(IsRoadVehFront(v) && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
(needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
/*
* Taking the 'big' corner for trams only happens when:
* - The previous vehicle in this (articulated) tram chain is
* already on the 'next' tile, we just follow them regardless of
* anything. When it is NOT on the 'next' tile, the tram started
* doing a reversing turn when the piece of tram track on the next
* tile did not exist yet. Do not use the big tram loop as that is
* going to cause the tram to split up.
* - Or the front of the tram can drive over the next tile.
*/
} else if (!IsRoadVehFront(v) || !CanBuildTramTrackOnTile(v->owner, tile, needed)) {
/*
* Taking the 'small' corner for trams only happens when:
* - We are not the from vehicle of an articulated tram.
* - Or when the player cannot build on the next tile.
*
* The 'small' corner means that the vehicle is on the end of a
* tram track and needs to start turning there. To do this properly
* the tram needs to start at an offset in the tram turning 'code'
* for 'big' corners. It furthermore does not go to the next tile,
* so that needs to be fixed too.
*/
tile = v->tile;
start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
} else {
/* The player can build on the next tile, so wait till (s)he does. */
v->cur_speed = 0;
return false;
}
} else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
v->cur_speed = 0;
return false;
} else {
tile = v->tile;
}
}
/* Get position data for first frame on the new tile */
rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking];
x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
newdir = RoadVehGetSlidingDirection(v, x, y);
if (IsRoadVehFront(v)) {
Vehicle *u = RoadVehFindCloseTo(v, x, y, newdir);
if (u != NULL) {
v->cur_speed = u->First()->cur_speed;
return false;
}
}
r = VehicleEnterTile(v, tile, x, y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
v->cur_speed = 0;
return false;
}
/* Try an about turn to re-enter the previous tile */
dir = _road_reverse_table[rd.x & 3];
goto again;
}
if (IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
/* New direction is trying to turn vehicle around.
* We can't turn at the exit of a road stop so wait.*/
v->cur_speed = 0;
return false;
}
if (IsRoadStop(v->tile)) {
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
/* Vehicle is leaving a road stop tile, mark bay as free
* For drive-through stops, only do it if the vehicle stopped here */
if (IsStandardRoadStopTile(v->tile) || HasBit(v->u.road.state, RVS_IS_STOPPING)) {
rs->FreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY));
ClrBit(v->u.road.state, RVS_IS_STOPPING);
}
if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(false);
}
}
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
v->tile = tile;
v->u.road.state = (byte)dir;
v->u.road.frame = start_frame;
}
if (newdir != v->direction) {
v->direction = newdir;
v->cur_speed -= v->cur_speed >> 2;
}
v->cur_image = v->GetImage(newdir);
v->UpdateDeltaXY(v->direction);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return true;
}
if (rd.x & RDE_TURNED) {
/* Vehicle has finished turning around, it will now head back onto the same tile */
Trackdir dir;
uint32 r;
Direction newdir;
const RoadDriveEntry *rdp;
uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
RoadBits tram;
if (v->u.road.roadtype == ROADTYPE_TRAM && CountBits(tram = GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true)) == 1) {
/*
* The tram is turning around with one tram 'roadbit'. This means that
* it is using the 'big' corner 'drive data'. However, to support the
* trams to take a small corner, there is a 'turned' marker in the middle
* of the turning 'drive data'. When the tram took the long corner, we
* will still use the 'big' corner drive data, but we advance it one
* frame. We furthermore set the driving direction so the turning is
* going to be properly shown.
*/
turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
switch (tram) {
default: NOT_REACHED();
case ROAD_SW: dir = TRACKDIR_RVREV_NE; break;
case ROAD_NW: dir = TRACKDIR_RVREV_SE; break;
case ROAD_NE: dir = TRACKDIR_RVREV_SW; break;
case ROAD_SE: dir = TRACKDIR_RVREV_NW; break;
}
} else {
if (IsRoadVehFront(v)) {
/* If this is the front engine, look for the right path. */
dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
} else {
dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
}
}
if (dir == INVALID_TRACKDIR) {
v->cur_speed = 0;
return false;
}
rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
newdir = RoadVehGetSlidingDirection(v, x, y);
if (IsRoadVehFront(v) && RoadVehFindCloseTo(v, x, y, newdir) != NULL) return false;
r = VehicleEnterTile(v, v->tile, x, y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
v->cur_speed = 0;
return false;
}
v->u.road.state = dir;
v->u.road.frame = turn_around_start_frame;
if (newdir != v->direction) {
v->direction = newdir;
v->cur_speed -= v->cur_speed >> 2;
}
v->cur_image = v->GetImage(newdir);
v->UpdateDeltaXY(v->direction);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return true;
}
/* This vehicle is not in a wormhole and it hasn't entered a new tile. If
* it's on a depot tile, check if it's time to activate the next vehicle in
* the chain yet. */
if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
if (v->u.road.frame == v->u.road.cached_veh_length + RVC_DEPOT_START_FRAME) {
RoadVehLeaveDepot(v->Next(), false);
}
}
/* Calculate new position for the vehicle */
x = (v->x_pos & ~15) + (rd.x & 15);
y = (v->y_pos & ~15) + (rd.y & 15);
new_dir = RoadVehGetSlidingDirection(v, x, y);
if (IsRoadVehFront(v) && !IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
/* Vehicle is not in a road stop.
* Check for another vehicle to overtake */
Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir);
if (u != NULL) {
u = u->First();
/* There is a vehicle in front overtake it if possible */
if (v->u.road.overtaking == 0) RoadVehCheckOvertake(v, u);
if (v->u.road.overtaking == 0) v->cur_speed = u->cur_speed;
return false;
}
}
old_dir = v->direction;
if (new_dir != old_dir) {
v->direction = new_dir;
v->cur_speed -= (v->cur_speed >> 2);
if (old_dir != v->u.road.state) {
/* The vehicle is in a road stop */
v->cur_image = v->GetImage(new_dir);
v->UpdateDeltaXY(v->direction);
SetRoadVehPosition(v, v->x_pos, v->y_pos);
/* Note, return here means that the frame counter is not incremented
* for vehicles changing direction in a road stop. This causes frames to
* be repeated. (XXX) Is this intended? */
return true;
}
}
/* If the vehicle is in a normal road stop and the frame equals the stop frame OR
* if the vehicle is in a drive-through road stop and this is the destination station
* and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
* (the station test and stop type test ensure that other vehicles, using the road stop as
* a through route, do not stop) */
if (IsRoadVehFront(v) && ((IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
_road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) ||
(IsInsideMM(v->u.road.state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
v->owner == GetRoadOwner(v->tile, v->u.road.roadtype) &&
GetRoadStopType(v->tile) == (IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
v->u.road.frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
Station *st = GetStationByTile(v->tile);
/* Vehicle is at the stop position (at a bay) in a road stop.
* Note, if vehicle is loading/unloading it has already been handled,
* so if we get here the vehicle has just arrived or is just ready to leave. */
if (!v->current_order.IsType(OT_LEAVESTATION)) {
/* Vehicle has arrived at a bay in a road stop */
if (IsDriveThroughStopTile(v->tile)) {
TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
RoadStopType type = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK;
/* Check if next inline bay is free */
if (IsDriveThroughStopTile(next_tile) && (GetRoadStopType(next_tile) == type) && GetStationIndex(v->tile) == GetStationIndex(next_tile)) {
RoadStop *rs_n = GetRoadStopByTile(next_tile, type);
if (rs_n->IsFreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY))) {
/* Bay in next stop along is free - use it */
ClearSlot(v);
rs_n->num_vehicles++;
v->u.road.slot = rs_n;
v->dest_tile = rs_n->xy;
v->u.road.slot_age = 14;
v->u.road.frame++;
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return true;
}
}
}
rs->SetEntranceBusy(false);
v->last_station_visited = st->index;
if (IsDriveThroughStopTile(v->tile) || (v->current_order.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->u.road.slot) {
/* We are leaving the correct station */
ClearSlot(v);
} else if (v->u.road.slot != NULL) {
/* We are leaving the wrong station
* XXX The question is .. what to do? Actually we shouldn't be here
* but I guess we need to clear the slot */
DEBUG(ms, 0, "Vehicle %d (index %d) arrived at wrong stop", v->unitnumber, v->index);
if (v->tile != v->dest_tile) {
DEBUG(ms, 2, " current tile 0x%X is not destination tile 0x%X. Route problem", v->tile, v->dest_tile);
}
if (v->dest_tile != v->u.road.slot->xy) {
DEBUG(ms, 2, " stop tile 0x%X is not destination tile 0x%X. Multistop desync", v->u.road.slot->xy, v->dest_tile);
}
if (!v->current_order.IsType(OT_GOTO_STATION)) {
DEBUG(ms, 2, " current order type (%d) is not OT_GOTO_STATION", v->current_order.GetType());
} else {
if (v->current_order.GetDestination() != st->index)
DEBUG(ms, 2, " current station %d is not target station in current_order.station (%d)",
st->index, v->current_order.GetDestination());
}
DEBUG(ms, 2, " force a slot clearing");
ClearSlot(v);
}
StartRoadVehSound(v);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
/* Check tile position conditions - i.e. stop position in depot,
* entry onto bridge or into tunnel */
r = VehicleEnterTile(v, v->tile, x, y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
v->cur_speed = 0;
return false;
}
if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) v->current_order.Free();
/* Move to next frame unless vehicle arrived at a stop position
* in a depot or entered a tunnel/bridge */
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->u.road.frame++;
v->cur_image = v->GetImage(v->direction);
v->UpdateDeltaXY(v->direction);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return true;
}
static void RoadVehController(Vehicle *v)
{
/* decrease counters */
v->tick_counter++;
v->current_order_time++;
if (v->u.road.reverse_ctr != 0) v->u.road.reverse_ctr--;
/* handle crashed */
if (v->vehstatus & VS_CRASHED) {
RoadVehIsCrashed(v);
return;
}
RoadVehCheckTrainCrash(v);
/* road vehicle has broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenRoadVeh(v);
return;
}
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
}
if (v->vehstatus & VS_STOPPED) return;
ProcessOrders(v);
v->HandleLoading();
if (v->current_order.IsType(OT_LOADING)) return;
if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return;
/* Check if vehicle needs to proceed, return if it doesn't */
if (!RoadVehAccelerate(v)) return;
for (Vehicle *prev = NULL; v != NULL; prev = v, v = v->Next()) {
if (!IndividualRoadVehicleController(v, prev)) break;
}
}
static void AgeRoadVehCargo(Vehicle *v)
{
if (_age_cargo_skip_counter != 0) return;
v->cargo.AgeCargo();
}
void RoadVehicle::Tick()
{
AgeRoadVehCargo(this);
if (IsRoadVehFront(this)) {
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
RoadVehController(this);
}
}
static void CheckIfRoadVehNeedsService(Vehicle *v)
{
/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
if (v->u.road.slot != NULL || _settings_game.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
}
/* XXX If we already have a depot order, WHY do we search over and over? */
const Depot *depot = FindClosestRoadDepot(v);
if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) {
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.MakeDummy();
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
return;
}
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
!Chance16(1, 20)) {
return;
}
if (v->current_order.IsType(OT_LOADING)) v->LeaveStation();
ClearSlot(v);
v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
v->dest_tile = depot->xy;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
void RoadVehicle::OnNewDay()
{
if (!IsRoadVehFront(this)) return;
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
if (this->u.road.blocked_ctr == 0) CheckVehicleBreakdown(this);
AgeVehicle(this);
CheckIfRoadVehNeedsService(this);
CheckOrders(this);
/* Current slot has expired */
if (this->current_order.IsType(OT_GOTO_STATION) && this->u.road.slot != NULL && this->u.road.slot_age-- == 0) {
DEBUG(ms, 3, "Slot expired for vehicle %d (index %d) at stop 0x%X",
this->unitnumber, this->index, this->u.road.slot->xy);
ClearSlot(this);
}
/* update destination */
if (!(this->vehstatus & VS_STOPPED) && this->current_order.IsType(OT_GOTO_STATION) && this->u.road.slot == NULL && !(this->vehstatus & VS_CRASHED)) {
Station *st = GetStation(this->current_order.GetDestination());
RoadStop *rs = st->GetPrimaryRoadStop(this);
RoadStop *best = NULL;
if (rs != NULL) {
/* We try to obtain a slot if:
* 1) we're reasonably close to the primary road stop
* or
* 2) we're somewhere close to the station rectangle (to make sure we do assign
* slots even if the station and its road stops are incredibly spread out)
*/
if (DistanceManhattan(this->tile, rs->xy) < 16 || st->rect.PtInExtendedRect(TileX(this->tile), TileY(this->tile), 2)) {
uint dist, badness;
uint minbadness = UINT_MAX;
DEBUG(ms, 2, "Attempting to obtain a slot for vehicle %d (index %d) at station %d (0x%X)",
this->unitnumber, this->index, st->index, st->xy
);
/* Now we find the nearest road stop that has a free slot */
for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
dist = RoadFindPathToStop(this, rs->xy);
if (dist == UINT_MAX) {
DEBUG(ms, 4, " stop 0x%X is unreachable, not treating further", rs->xy);
continue;
}
badness = (rs->num_vehicles + 1) * (rs->num_vehicles + 1) + dist;
DEBUG(ms, 4, " stop 0x%X has %d vehicle%s waiting", rs->xy, rs->num_vehicles, rs->num_vehicles == 1 ? "":"s");
DEBUG(ms, 4, " distance is %u", dist);
DEBUG(ms, 4, " badness %u", badness);
if (badness < minbadness) {
best = rs;
minbadness = badness;
}
}
if (best != NULL) {
best->num_vehicles++;
DEBUG(ms, 3, "Assigned to stop 0x%X", best->xy);
this->u.road.slot = best;
this->dest_tile = best->xy;
this->u.road.slot_age = 14;
} else {
DEBUG(ms, 3, "Could not find a suitable stop");
}
} else {
DEBUG(ms, 5, "Distance from station too far. Postponing slotting for vehicle %d (index %d) at station %d, (0x%X)",
this->unitnumber, this->index, st->index, st->xy);
}
} else {
DEBUG(ms, 4, "No road stop for vehicle %d (index %d) at station %d (0x%X)",
this->unitnumber, this->index, st->index, st->xy);
}
}
if (this->running_ticks == 0) return;
const RoadVehicleInfo *rvi = RoadVehInfo(this->engine_type);
CommandCost cost(EXPENSES_ROADVEH_RUN, rvi->running_cost * GetPriceByIndex(rvi->running_cost_class) * this->running_ticks / (364 * DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromPlayerFract(this->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
InvalidateWindowClasses(WC_ROADVEH_LIST);
}
void RoadVehiclesYearlyLoop()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_ROAD) {
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
/** Refit a road vehicle to the specified cargo type
* @param tile unused
* @param flags operation to perform
* @param p1 Vehicle ID of the vehicle to refit
* @param p2 Bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
* - p2 = (bit 8-15) - the new cargo subtype to refit to
* - p2 = (bit 16) - refit only this vehicle
* @return cost of refit or error
*/
CommandCost CmdRefitRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
CommandCost cost(EXPENSES_ROADVEH_RUN);
CargoID new_cid = GB(p2, 0, 8);
byte new_subtype = GB(p2, 8, 8);
bool only_this = HasBit(p2, 16);
uint16 capacity = CALLBACK_FAILED;
uint total_capacity = 0;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;
if (!v->IsStoppedInDepot()) return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
if (new_cid >= NUM_CARGO) return CMD_ERROR;
for (; v != NULL; v = v->Next()) {
/* XXX: We refit all the attached wagons en-masse if they can be
* refitted. This is how TTDPatch does it. TODO: Have some nice
* [Refit] button near each wagon. */
if (!CanRefitTo(v->engine_type, new_cid)) continue;
if (v->cargo_cap == 0) continue;
if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
/* Back up the cargo type */
CargoID temp_cid = v->cargo_type;
byte temp_subtype = v->cargo_subtype;
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
/* Check the refit capacity callback */
capacity = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
/* Restore the original cargo type */
v->cargo_type = temp_cid;
v->cargo_subtype = temp_subtype;
}
if (capacity == CALLBACK_FAILED) {
/* callback failed or not used, use default capacity */
const RoadVehicleInfo *rvi = RoadVehInfo(v->engine_type);
CargoID old_cid = rvi->cargo_type;
/* normally, the capacity depends on the cargo type, a vehicle can
* carry twice as much mail/goods as normal cargo, and four times as
* many passengers
*/
capacity = GetVehicleProperty(v, 0x0F, rvi->capacity);
switch (old_cid) {
case CT_PASSENGERS: break;
case CT_MAIL:
case CT_GOODS: capacity *= 2; break;
default: capacity *= 4; break;
}
switch (new_cid) {
case CT_PASSENGERS: break;
case CT_MAIL:
case CT_GOODS: capacity /= 2; break;
default: capacity /= 4; break;
}
}
if (capacity == 0) continue;
total_capacity += capacity;
if (IsHumanPlayer(v->owner) && new_cid != v->cargo_type) {
cost.AddCost(GetRefitCost(v->engine_type));
}
if (flags & DC_EXEC) {
v->cargo_cap = capacity;
v->cargo.Truncate((v->cargo_type == new_cid) ? capacity : 0);
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
}
if (only_this) break;
}
_returned_refit_capacity = total_capacity;
return cost;
}
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