(svn r10097) -Feature: Add support for articulated road vehicles, or callbacks 11 and 17 for

road vehicles for those who prefer the technical explanation.
This commit is contained in:
maedhros
2007-06-11 14:00:16 +00:00
parent 4cd71ef4fe
commit c186f91cbd
21 changed files with 570 additions and 212 deletions

View File

@@ -27,6 +27,7 @@
#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"
@@ -89,7 +90,7 @@ int GetRoadVehImage(const Vehicle* v, Direction direction)
int image;
if (is_custom_sprite(img)) {
image = GetCustomVehicleSprite(v, direction);
image = GetCustomVehicleSprite(v, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(img)));
if (image != 0) return image;
img = orig_road_vehicle_info[v->engine_type - ROAD_ENGINES_INDEX].image_index;
}
@@ -120,6 +121,35 @@ static int32 EstimateRoadVehCost(EngineID engine_type)
return ((_price.roadveh_base >> 3) * GetEngineProperty(engine_type, 0x11, RoadVehInfo(engine_type)->base_cost)) >> 5;
}
byte GetRoadVehLength(const Vehicle *v)
{
byte length = 8;
uint16 veh_len = GetVehicleCallback(CBID_TRAIN_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) {
/* Update the v->first cache. */
if (u->first == NULL) 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
@@ -147,8 +177,17 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (HASBIT(GetRoadTypes(tile), ROADTYPE_TRAM) != HASBIT(EngInfo(p1)->misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_DEPOT_WRONG_DEPOT_TYPE);
v = AllocateVehicle();
if (v == NULL) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
uint num_vehicles = 1 + CountArticulatedParts(p1);
/* Allow for the front and up to 10 articulated parts. */
Vehicle *vl[11];
memset(&vl, 0, sizeof(vl));
if (!AllocateVehicles(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
v = vl[0];
/* find the first free roadveh id */
unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD);
@@ -162,7 +201,7 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
const RoadVehicleInfo *rvi = RoadVehInfo(p1);
v->unitnumber = unit_num;
v->direction = INVALID_DIR;
v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
v->owner = _current_player;
v->tile = tile;
@@ -193,9 +232,6 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->max_speed = rvi->max_speed;
v->engine_type = (byte)p1;
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);
e = GetEngine(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
@@ -212,12 +248,20 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v = new (v) RoadVehicle();
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->first = NULL;
v->cargo_cap = GetVehicleProperty(v, 0x0F, rvi->capacity);
AddArticulatedParts(vl, VEH_ROAD);
VehiclePositionChanged(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
@@ -285,6 +329,18 @@ void ClearSlot(Vehicle *v)
DEBUG(ms, 3, "Clearing slot at 0x%X", rs->xy);
}
static bool CheckRoadVehInDepotStopped(const Vehicle *v)
{
TileIndex tile = v->tile;
if (!IsTileDepotType(tile, TRANSPORT_ROAD) || !(v->vehstatus & VS_STOPPED)) return false;
for (; v != NULL; v = v->next) {
if (v->u.road.state != RVSB_IN_DEPOT || v->tile != tile) return false;
}
return true;
}
/** Sell a road vehicle.
* @param tile unused
* @param flags operation to perform
@@ -303,7 +359,7 @@ int32 CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
if (!IsRoadVehInDepotStopped(v)) {
if (!CheckRoadVehInDepotStopped(v)) {
return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
}
@@ -536,8 +592,12 @@ static void ClearCrashedStation(Vehicle *v)
rs->FreeBay(HASBIT(v->u.road.state, RVS_USING_SECOND_BAY));
}
static void RoadVehDelete(Vehicle *v)
static void DeleteLastRoadVeh(Vehicle *v)
{
Vehicle *u = v;
for (; v->next != NULL; v = v->next) u = v;
u->next = NULL;
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
RebuildVehicleLists();
@@ -574,13 +634,15 @@ static void RoadVehSetRandomDirection(Vehicle *v)
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
uint32 r = Random();
do {
uint32 r = Random();
v->direction = ChangeDir(v->direction, delta[r & 3]);
BeginVehicleMove(v);
v->UpdateDeltaXY(v->direction);
v->cur_image = GetRoadVehImage(v, v->direction);
SetRoadVehPosition(v, v->x_pos, v->y_pos);
v->direction = ChangeDir(v->direction, delta[r & 3]);
BeginVehicleMove(v);
v->UpdateDeltaXY(v->direction);
v->cur_image = GetRoadVehImage(v, v->direction);
SetRoadVehPosition(v, v->x_pos, v->y_pos);
} while ((v = v->next) != NULL);
}
static void RoadVehIsCrashed(Vehicle *v)
@@ -590,8 +652,8 @@ static void RoadVehIsCrashed(Vehicle *v)
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
} else if (v->u.road.crashed_ctr <= 45) {
if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
} else if (v->u.road.crashed_ctr >= 2220) {
RoadVehDelete(v);
} else if (v->u.road.crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
DeleteLastRoadVeh(v);
}
}
@@ -609,18 +671,22 @@ static void* EnumCheckRoadVehCrashTrain(Vehicle* v, void* data)
static void RoadVehCrash(Vehicle *v)
{
uint16 pass;
uint16 pass = 1;
v->u.road.crashed_ctr++;
v->vehstatus |= VS_CRASHED;
for (Vehicle *u = v; u != NULL; u = u->next) {
if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo_count;
u->vehstatus |= VS_CRASHED;
MarkAllViewportsDirty(u->left_coord, u->top_coord, u->right_coord + 1, u->bottom_coord + 1);
}
ClearSlot(v);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
pass = 1;
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo_count;
v->cargo_count = 0;
SetDParam(0, pass);
AddNewsItem(
(pass == 1) ?
@@ -636,16 +702,18 @@ static void RoadVehCrash(Vehicle *v)
static void RoadVehCheckTrainCrash(Vehicle *v)
{
TileIndex tile;
for (Vehicle *u = v; u != NULL; u = u->next) {
if (u->u.road.state == RVSB_WORMHOLE) continue;
if (v->u.road.state == RVSB_WORMHOLE) return;
TileIndex tile = u->tile;
tile = v->tile;
if (!IsLevelCrossingTile(tile)) continue;
if (!IsLevelCrossingTile(tile)) return;
if (VehicleFromPos(tile, v, EnumCheckRoadVehCrashTrain) != NULL)
RoadVehCrash(v);
if (VehicleFromPos(tile, u, EnumCheckRoadVehCrashTrain) != NULL) {
RoadVehCrash(v);
return;
}
}
}
static void HandleBrokenRoadVeh(Vehicle *v)
@@ -798,11 +866,11 @@ static void* EnumCheckRoadVehClose(Vehicle *v, void* data)
short y_diff = v->y_pos - rvf->y;
return
rvf->veh != v &&
v->type == VEH_ROAD &&
!IsRoadVehInDepot(v) &&
myabs(v->z_pos - rvf->veh->z_pos) < 6 &&
v->direction == rvf->dir &&
GetFirstVehicleInChain(rvf->veh) != GetFirstVehicleInChain(v) &&
(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)) &&
@@ -972,6 +1040,9 @@ static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u)
/* Trams can't overtake other trams */
if (v->u.road.roadtype == ROADTYPE_TRAM) return;
/* For now, articulated road vehicles can't overtake anything. */
if (RoadVehHasArticPart(v)) return;
if (v->direction != u->direction || !(v->direction & 1)) return;
/* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
@@ -1267,7 +1338,95 @@ static const byte _road_veh_data_1[] = {
15, 15, 11, 11
};
static void RoadVehController(Vehicle *v)
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][(_opt.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 = GetRoadVehImage(v, 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)
{
if (prev->tile == v->tile) {
/* 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 (IsTunnelTile(tile)) {
diag_dir = GetTunnelDirection(tile);
} else if (IsBridgeTile(tile)) {
diag_dir = GetBridgeRampDirection(tile);
} else if (IsTileType(tile, MP_STREET) && GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
}
if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
dir = DiagdirToDiagTrackdir(diag_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)) == ROAD_NONE) {
dir = INVALID_TRACKDIR;
}
return dir;
}
static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev)
{
Direction new_dir;
Direction old_dir;
@@ -1275,74 +1434,6 @@ static void RoadVehController(Vehicle *v)
int x,y;
uint32 r;
/* decrease counters */
v->tick_counter++;
if (v->u.road.reverse_ctr != 0) v->u.road.reverse_ctr--;
/* handle crashed */
if (v->u.road.crashed_ctr != 0) {
RoadVehIsCrashed(v);
return;
}
RoadVehCheckTrainCrash(v);
/* road vehicle has broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenRoadVeh(v);
return;
}
v->breakdown_ctr--;
}
if (v->vehstatus & VS_STOPPED) return;
ProcessRoadVehOrder(v);
v->HandleLoading();
if (v->current_order.type == OT_LOADING) return;
if (IsRoadVehInDepot(v)) {
/* Vehicle is about to leave a depot */
DiagDirection dir;
const RoadDriveEntry* rdp;
Trackdir tdir;
v->cur_speed = 0;
dir = GetRoadDepotDirection(v->tile);
v->direction = DiagDirToDir(dir);
tdir = _roadveh_depot_exit_trackdir[dir];
rdp = _road_drive_data[v->u.road.roadtype][(_opt.road_side << RVS_DRIVE_SIDE) + tdir];
x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
if (RoadVehFindCloseTo(v, x, y, v->direction) != NULL) return;
VehicleServiceInDepot(v);
StartRoadVehSound(v);
BeginVehicleMove(v);
v->vehstatus &= ~VS_HIDDEN;
v->u.road.state = tdir;
v->u.road.frame = RVC_DEPOT_START_FRAME;
v->cur_image = GetRoadVehImage(v, v->direction);
v->UpdateDeltaXY(v->direction);
SetRoadVehPosition(v,x,y);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
return;
}
/* Check if vehicle needs to proceed, return if it doesn't */
if (!RoadVehAccelerate(v)) return;
if (v->u.road.overtaking != 0) {
if (++v->u.road.overtaking_ctr >= 35)
/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
@@ -1353,6 +1444,11 @@ static void RoadVehController(Vehicle *v)
}
}
/* 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 (IsRoadVehInDepot(v)) return true;
/* Save old vehicle position to use at end of move to set viewport area dirty */
BeginVehicleMove(v);
@@ -1363,7 +1459,7 @@ static void RoadVehController(Vehicle *v)
const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
if (u != NULL && u->cur_speed < v->cur_speed) {
v->cur_speed = u->cur_speed;
return;
return false;
}
if ((IsTunnelTile(gp.new_tile) || IsBridgeTile(gp.new_tile)) && HASBIT(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
@@ -1371,14 +1467,14 @@ static void RoadVehController(Vehicle *v)
v->cur_image = GetRoadVehImage(v, v->direction);
v->UpdateDeltaXY(v->direction);
SetRoadVehPosition(v,gp.x,gp.y);
return;
return true;
}
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
return;
return true;
}
/* Get move position data for next frame.
@@ -1390,14 +1486,22 @@ static void RoadVehController(Vehicle *v)
if (rd.x & RDE_NEXT_TILE) {
TileIndex tile = v->tile + TileOffsByDiagDir(rd.x & 3);
Trackdir dir = RoadFindPathToDest(v, tile, (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));
}
if (dir == INVALID_TRACKDIR) {
if (!IsRoadVehFront(v)) error("!Disconnecting road vehicle.");
v->cur_speed = 0;
return;
return false;
}
again:
@@ -1415,11 +1519,11 @@ again:
if (!IsTileType(tile, MP_STREET) || GetRoadTileType(tile) != ROAD_TILE_NORMAL || HasRoadWorks(tile) || (needed & GetRoadBits(tile, ROADTYPE_TRAM)) == ROAD_NONE) {
/* The tram cannot turn here */
v->cur_speed = 0;
return;
return false;
}
} else if (IsTileType(v->tile, MP_STREET) && GetRoadTileType(v->tile) == ROAD_TILE_NORMAL && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
v->cur_speed = 0;
return;
return false;
} else {
tile = v->tile;
}
@@ -1432,13 +1536,13 @@ again:
y = TileY(tile) * TILE_SIZE + rdp[RVC_DEFAULT_START_FRAME].y;
newdir = RoadVehGetSlidingDirection(v, x, y);
if (RoadVehFindCloseTo(v, x, y, newdir) != NULL) return;
if (IsRoadVehFront(v) && RoadVehFindCloseTo(v, x, y, newdir) != NULL) return false;
r = VehicleEnterTile(v, tile, x, y);
if (HASBIT(r, VETS_CANNOT_ENTER)) {
if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
v->cur_speed = 0;
return;
return false;
}
/* Try an about turn to re-enter the previous tile */
dir = _road_reverse_table[rd.x & 3];
@@ -1450,7 +1554,7 @@ again:
/* 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;
return false;
}
if (IsRoadStop(v->tile)) {
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
@@ -1478,7 +1582,7 @@ again:
v->cur_image = GetRoadVehImage(v, newdir);
v->UpdateDeltaXY(v->direction);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return;
return true;
}
if (rd.x & RDE_TURNED) {
@@ -1490,7 +1594,7 @@ again:
if (dir == INVALID_TRACKDIR) {
v->cur_speed = 0;
return;
return false;
}
rdp = _road_drive_data[v->u.road.roadtype][(_opt.road_side << RVS_DRIVE_SIDE) + dir];
@@ -1499,12 +1603,12 @@ again:
y = TileY(v->tile) * TILE_SIZE + rdp[RVC_TURN_AROUND_START_FRAME].y;
newdir = RoadVehGetSlidingDirection(v, x, y);
if (RoadVehFindCloseTo(v, x, y, newdir) != NULL) return;
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;
return false;
}
v->u.road.state = dir;
@@ -1518,7 +1622,18 @@ again:
v->cur_image = GetRoadVehImage(v, newdir);
v->UpdateDeltaXY(v->direction);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return;
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 &&
IsTileType(v->tile, MP_STREET) && GetRoadTileType(v->tile) == ROAD_TILE_DEPOT) {
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 */
@@ -1527,7 +1642,7 @@ again:
new_dir = RoadVehGetSlidingDirection(v, x, y);
if (!IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
if (IsRoadVehFront(v) && !IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
/* Vehicle is not in a road stop.
* Check for another vehicle to overtake */
Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir);
@@ -1536,7 +1651,7 @@ again:
v->cur_speed = u->cur_speed;
/* There is a vehicle in front overtake it if possible */
if (v->u.road.overtaking == 0) RoadVehCheckOvertake(v, u);
return;
return false;
}
}
@@ -1552,7 +1667,7 @@ again:
/* 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;
return true;
}
}
@@ -1561,12 +1676,12 @@ again:
* and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
* (the station test and stop type test ensure that other vehicles, using the road stop as
* a through route, do not stop) */
if ((IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
if (IsRoadVehFront(v) && ((IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
_road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_opt.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) ||
(IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
v->current_order.dest == GetStationIndex(v->tile) &&
GetRoadStopType(v->tile) == (IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? RoadStop::BUS : RoadStop::TRUCK) &&
v->u.road.frame == RVC_DRIVE_THROUGH_STOP_FRAME)) {
v->u.road.frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
Station* st = GetStationByTile(v->tile);
@@ -1596,7 +1711,7 @@ again:
v->u.road.frame++;
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return;
return true;
}
}
}
@@ -1608,7 +1723,7 @@ again:
RoadVehArrivesAt(v, st);
v->BeginLoading();
return;
return false;
}
/* Vehicle is ready to leave a bay in a road stop */
@@ -1616,7 +1731,7 @@ again:
if (rs->IsEntranceBusy()) {
/* Road stop entrance is busy, so wait as there is nowhere else to go */
v->cur_speed = 0;
return;
return false;
}
v->current_order.Free();
ClearSlot(v);
@@ -1659,7 +1774,7 @@ again:
r = VehicleEnterTile(v, v->tile, x, y);
if (HASBIT(r, VETS_CANNOT_ENTER)) {
v->cur_speed = 0;
return;
return false;
}
/* Move to next frame unless vehicle arrived at a stop position
@@ -1669,6 +1784,47 @@ again:
v->cur_image = GetRoadVehImage(v, v->direction);
v->UpdateDeltaXY(v->direction);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return true;
}
static void RoadVehController(Vehicle *v)
{
/* decrease counters */
v->tick_counter++;
if (v->u.road.reverse_ctr != 0) v->u.road.reverse_ctr--;
/* handle crashed */
if (v->u.road.crashed_ctr != 0) {
RoadVehIsCrashed(v);
return;
}
RoadVehCheckTrainCrash(v);
/* road vehicle has broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenRoadVeh(v);
return;
}
v->breakdown_ctr--;
}
if (v->vehstatus & VS_STOPPED) return;
ProcessRoadVehOrder(v);
v->HandleLoading();
if (v->current_order.type == OT_LOADING) return;
if (IsRoadVehInDepot(v) && 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)
@@ -1680,7 +1836,8 @@ static void AgeRoadVehCargo(Vehicle *v)
void RoadVeh_Tick(Vehicle *v)
{
AgeRoadVehCargo(v);
RoadVehController(v);
if (IsRoadVehFront(v)) RoadVehController(v);
}
static void CheckIfRoadVehNeedsService(Vehicle *v)
@@ -1738,6 +1895,8 @@ void OnNewDay_RoadVeh(Vehicle *v)
{
int32 cost;
if (!IsRoadVehFront(v)) return;
if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v);
if (v->u.road.blocked_ctr == 0) CheckVehicleBreakdown(v);
@@ -1862,7 +2021,7 @@ int32 CmdRefitRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v = GetVehicle(p1);
if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;
if (!IsRoadVehInDepotStopped(v)) return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
if (!CheckRoadVehInDepotStopped(v)) return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
if (new_cid >= NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR;