1747 lines
		
	
	
		
			57 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1747 lines
		
	
	
		
			57 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * This file is part of OpenTTD.
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|  * 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.
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|  * 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.
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|  * 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/>.
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|  */
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| 
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| /** @file roadveh_cmd.cpp Handling of road vehicles. */
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| 
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| #include "stdafx.h"
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| #include "roadveh.h"
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| #include "command_func.h"
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| #include "news_func.h"
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| #include "pathfinder/npf/npf_func.h"
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| #include "station_base.h"
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| #include "company_func.h"
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| #include "articulated_vehicles.h"
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| #include "newgrf_sound.h"
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| #include "pathfinder/yapf/yapf.h"
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| #include "strings_func.h"
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| #include "tunnelbridge_map.h"
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| #include "date_func.h"
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| #include "vehicle_func.h"
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| #include "sound_func.h"
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| #include "ai/ai.hpp"
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| #include "game/game.hpp"
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| #include "depot_map.h"
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| #include "effectvehicle_func.h"
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| #include "roadstop_base.h"
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| #include "spritecache.h"
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| #include "core/random_func.hpp"
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| #include "company_base.h"
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| #include "core/backup_type.hpp"
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| #include "newgrf.h"
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| #include "zoom_func.h"
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| #include "framerate_type.h"
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| 
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| #include "table/strings.h"
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| 
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| #include "safeguards.h"
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| 
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| static const uint16 _roadveh_images[] = {
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| 	0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
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| 	0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
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| 	0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
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| 	0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
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| 	0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
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| 	0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
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| 	0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
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| 	0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
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| };
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| 
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| static const uint16 _roadveh_full_adder[] = {
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| 	 0,  88,   0,   0,   0,   0,  48,  48,
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| 	48,  48,   0,   0,  64,  64,   0,  16,
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| 	16,   0,  88,   0,   0,   0,   0,  48,
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| 	48,  48,  48,   0,   0,  64,  64,   0,
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| 	16,  16,   0,  88,   0,   0,   0,   0,
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| 	48,  48,  48,  48,   0,   0,  64,  64,
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| 	 0,  16,  16,   0,   8,   8,   8,   8,
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| 	 0,   0,   0,   8,   8,   8,   8
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| };
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| static_assert(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
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| 
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| template <>
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| bool IsValidImageIndex<VEH_ROAD>(uint8 image_index)
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| {
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| 	return image_index < lengthof(_roadveh_images);
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| }
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| 
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| static const Trackdir _road_reverse_table[DIAGDIR_END] = {
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| 	TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
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| };
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| 
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| /**
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|  * Check whether a roadvehicle is a bus
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|  * @return true if bus
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|  */
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| bool RoadVehicle::IsBus() const
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| {
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| 	assert(this->IsFrontEngine());
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| 	return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
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| }
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| 
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| /**
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|  * Get the width of a road vehicle image in the GUI.
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|  * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
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|  * @return Width in pixels
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|  */
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| int RoadVehicle::GetDisplayImageWidth(Point *offset) const
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| {
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| 	int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
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| 
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| 	if (offset != nullptr) {
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| 		offset->x = ScaleGUITrad(reference_width) / 2;
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| 		offset->y = 0;
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| 	}
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| 	return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
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| }
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| 
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| static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
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| {
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| 	const Engine *e = Engine::Get(engine);
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| 	uint8 spritenum = e->u.road.image_index;
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| 
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| 	if (is_custom_sprite(spritenum)) {
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| 		GetCustomVehicleIcon(engine, DIR_W, image_type, result);
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| 		if (result->IsValid()) return;
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| 
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| 		spritenum = e->original_image_index;
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| 	}
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| 
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| 	assert(IsValidImageIndex<VEH_ROAD>(spritenum));
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| 	result->Set(DIR_W + _roadveh_images[spritenum]);
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| }
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| 
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| void RoadVehicle::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
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| {
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| 	uint8 spritenum = this->spritenum;
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| 
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| 	if (is_custom_sprite(spritenum)) {
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| 		GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
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| 		if (result->IsValid()) return;
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| 
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| 		spritenum = this->GetEngine()->original_image_index;
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| 	}
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| 
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| 	assert(IsValidImageIndex<VEH_ROAD>(spritenum));
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| 	SpriteID sprite = direction + _roadveh_images[spritenum];
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| 
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| 	if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
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| 
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| 	result->Set(sprite);
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| }
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| 
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| /**
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|  * Draw a road vehicle engine.
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|  * @param left Left edge to draw within.
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|  * @param right Right edge to draw within.
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|  * @param preferred_x Preferred position of the engine.
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|  * @param y Vertical position of the engine.
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|  * @param engine Engine to draw
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|  * @param pal Palette to use.
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|  */
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| void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
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| {
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| 	VehicleSpriteSeq seq;
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| 	GetRoadVehIcon(engine, image_type, &seq);
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| 
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| 	Rect rect;
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| 	seq.GetBounds(&rect);
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| 	preferred_x = Clamp(preferred_x,
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| 			left - UnScaleGUI(rect.left),
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| 			right - UnScaleGUI(rect.right));
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| 
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| 	seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
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| }
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| 
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| /**
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|  * Get the size of the sprite of a road vehicle sprite heading west (used for lists).
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|  * @param engine The engine to get the sprite from.
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|  * @param[out] width The width of the sprite.
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|  * @param[out] height The height of the sprite.
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|  * @param[out] xoffs Number of pixels to shift the sprite to the right.
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|  * @param[out] yoffs Number of pixels to shift the sprite downwards.
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|  * @param image_type Context the sprite is used in.
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|  */
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| void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
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| {
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| 	VehicleSpriteSeq seq;
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| 	GetRoadVehIcon(engine, image_type, &seq);
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| 
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| 	Rect rect;
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| 	seq.GetBounds(&rect);
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| 
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| 	width  = UnScaleGUI(rect.right - rect.left + 1);
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| 	height = UnScaleGUI(rect.bottom - rect.top + 1);
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| 	xoffs  = UnScaleGUI(rect.left);
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| 	yoffs  = UnScaleGUI(rect.top);
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| }
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| 
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| /**
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|  * Get length of a road vehicle.
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|  * @param v Road vehicle to query length.
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|  * @return Length of the given road vehicle.
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|  */
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| static uint GetRoadVehLength(const RoadVehicle *v)
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| {
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| 	const Engine *e = v->GetEngine();
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| 	uint length = VEHICLE_LENGTH;
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| 
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| 	uint16 veh_len = CALLBACK_FAILED;
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| 	if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
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| 		/* Use callback 36 */
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| 		veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
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| 		if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
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| 	} else {
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| 		/* Use callback 11 */
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| 		veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
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| 	}
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| 	if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
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| 	if (veh_len != 0) {
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| 		length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
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| 	}
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| 
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| 	return length;
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| }
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| 
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| /**
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|  * Update the cache of a road vehicle.
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|  * @param v Road vehicle needing an update of its cache.
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|  * @param same_length should length of vehicles stay the same?
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|  * @pre \a v must be first road vehicle.
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|  */
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| void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
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| {
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| 	assert(v->type == VEH_ROAD);
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| 	assert(v->IsFrontEngine());
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| 
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| 	v->InvalidateNewGRFCacheOfChain();
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| 
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| 	v->gcache.cached_total_length = 0;
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| 
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| 	for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
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| 		/* Check the v->first cache. */
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| 		assert(u->First() == v);
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| 
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| 		/* Update the 'first engine' */
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| 		u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
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| 
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| 		/* Update the length of the vehicle. */
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| 		uint veh_len = GetRoadVehLength(u);
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| 		/* Verify length hasn't changed. */
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| 		if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
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| 
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| 		u->gcache.cached_veh_length = veh_len;
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| 		v->gcache.cached_total_length += u->gcache.cached_veh_length;
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| 
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| 		/* Update visual effect */
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| 		u->UpdateVisualEffect();
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| 
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| 		/* Update cargo aging period. */
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| 		u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
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| 	}
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| 
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| 	uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
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| 	v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
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| }
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| 
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| /**
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|  * Build a road vehicle.
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|  * @param tile     tile of the depot where road vehicle is built.
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|  * @param flags    type of operation.
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|  * @param e        the engine to build.
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|  * @param data     unused.
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|  * @param[out] ret the vehicle that has been built.
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|  * @return the cost of this operation or an error.
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|  */
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| CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
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| {
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| 	/* Check that the vehicle can drive on the road in question */
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| 	RoadType rt = e->u.road.roadtype;
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| 	const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
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| 	if (!HasTileAnyRoadType(tile, rti->powered_roadtypes)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
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| 
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| 	if (flags & DC_EXEC) {
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| 		const RoadVehicleInfo *rvi = &e->u.road;
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| 
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| 		RoadVehicle *v = new RoadVehicle();
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| 		*ret = v;
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| 		v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
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| 		v->owner = _current_company;
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| 
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| 		v->tile = tile;
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| 		int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
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| 		int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
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| 		v->x_pos = x;
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| 		v->y_pos = y;
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| 		v->z_pos = GetSlopePixelZ(x, y);
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| 
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| 		v->state = RVSB_IN_DEPOT;
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| 		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
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| 
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| 		v->spritenum = rvi->image_index;
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| 		v->cargo_type = e->GetDefaultCargoType();
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| 		v->cargo_cap = rvi->capacity;
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| 		v->refit_cap = 0;
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| 
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| 		v->last_station_visited = INVALID_STATION;
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| 		v->last_loading_station = INVALID_STATION;
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| 		v->engine_type = e->index;
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| 		v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
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| 
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| 		v->reliability = e->reliability;
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| 		v->reliability_spd_dec = e->reliability_spd_dec;
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| 		v->max_age = e->GetLifeLengthInDays();
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| 		_new_vehicle_id = v->index;
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| 
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| 		v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
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| 
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| 		v->date_of_last_service = _date;
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| 		v->build_year = _cur_year;
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| 
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| 		v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
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| 		v->random_bits = VehicleRandomBits();
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| 		v->SetFrontEngine();
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| 
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| 		v->roadtype = rt;
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| 		v->compatible_roadtypes = rti->powered_roadtypes;
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| 		v->gcache.cached_veh_length = VEHICLE_LENGTH;
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| 
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| 		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
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| 		v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
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| 
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| 		AddArticulatedParts(v);
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| 		v->InvalidateNewGRFCacheOfChain();
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| 
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| 		/* Call various callbacks after the whole consist has been constructed */
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| 		for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
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| 			u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
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| 			u->refit_cap = 0;
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| 			v->InvalidateNewGRFCache();
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| 			u->InvalidateNewGRFCache();
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| 		}
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| 		RoadVehUpdateCache(v);
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| 		/* Initialize cached values for realistic acceleration. */
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| 		if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
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| 
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| 		v->UpdatePosition();
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| 
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| 		CheckConsistencyOfArticulatedVehicle(v);
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| 	}
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| 
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| 	return CommandCost();
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| }
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| 
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| static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
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| {
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| 	if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
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| 
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| 	switch (_settings_game.pf.pathfinder_for_roadvehs) {
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| 		case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
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| 		case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
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| 
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| 		default: NOT_REACHED();
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| 	}
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| }
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| 
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| bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
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| {
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| 	FindDepotData rfdd = FindClosestRoadDepot(this, 0);
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| 	if (rfdd.best_length == UINT_MAX) return false;
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| 
 | |
| 	if (location    != nullptr) *location    = rfdd.tile;
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| 	if (destination != nullptr) *destination = GetDepotIndex(rfdd.tile);
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| 
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| 	return true;
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| }
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| 
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| /**
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|  * Turn a roadvehicle around.
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|  * @param tile unused
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|  * @param flags operation to perform
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|  * @param p1 vehicle ID to turn
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|  * @param p2 unused
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|  * @param text unused
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|  * @return the cost of this operation or an error
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|  */
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| CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | |
| {
 | |
| 	RoadVehicle *v = RoadVehicle::GetIfValid(p1);
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| 	if (v == nullptr) return CMD_ERROR;
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| 
 | |
| 	if (!v->IsPrimaryVehicle()) return CMD_ERROR;
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| 
 | |
| 	CommandCost ret = CheckOwnership(v->owner);
 | |
| 	if (ret.Failed()) return ret;
 | |
| 
 | |
| 	if ((v->vehstatus & VS_STOPPED) ||
 | |
| 			(v->vehstatus & VS_CRASHED) ||
 | |
| 			v->breakdown_ctr != 0 ||
 | |
| 			v->overtaking != 0 ||
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| 			v->state == RVSB_WORMHOLE ||
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| 			v->IsInDepot() ||
 | |
| 			v->current_order.IsType(OT_LOADING)) {
 | |
| 		return CMD_ERROR;
 | |
| 	}
 | |
| 
 | |
| 	if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
 | |
| 
 | |
| 	if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
 | |
| 
 | |
| 	if (flags & DC_EXEC) v->reverse_ctr = 180;
 | |
| 
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| 
 | |
| void RoadVehicle::MarkDirty()
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| {
 | |
| 	for (RoadVehicle *v = this; v != nullptr; v = v->Next()) {
 | |
| 		v->colourmap = PAL_NONE;
 | |
| 		v->UpdateViewport(true, false);
 | |
| 	}
 | |
| 	this->CargoChanged();
 | |
| }
 | |
| 
 | |
| void RoadVehicle::UpdateDeltaXY()
 | |
| {
 | |
| 	static const int8 _delta_xy_table[8][10] = {
 | |
| 		/* y_extent, x_extent, y_offs, x_offs, y_bb_offs, x_bb_offs, y_extent_shorten, x_extent_shorten, y_bb_offs_shorten, x_bb_offs_shorten */
 | |
| 		{3, 3, -1, -1,  0,  0, -1, -1, -1, -1}, // N
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| 		{3, 7, -1, -3,  0, -1,  0, -1,  0,  0}, // NE
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| 		{3, 3, -1, -1,  0,  0,  1, -1,  1, -1}, // E
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| 		{7, 3, -3, -1, -1,  0,  0,  0,  1,  0}, // SE
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| 		{3, 3, -1, -1,  0,  0,  1,  1,  1,  1}, // S
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| 		{3, 7, -1, -3,  0, -1,  0,  0,  0,  1}, // SW
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| 		{3, 3, -1, -1,  0,  0, -1,  1, -1,  1}, // W
 | |
| 		{7, 3, -3, -1, -1,  0, -1,  0,  0,  0}, // NW
 | |
| 	};
 | |
| 
 | |
| 	int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length;
 | |
| 	if (!IsDiagonalDirection(this->direction)) shorten >>= 1;
 | |
| 
 | |
| 	const int8 *bb = _delta_xy_table[this->direction];
 | |
| 	this->x_bb_offs     = bb[5] + bb[9] * shorten;
 | |
| 	this->y_bb_offs     = bb[4] + bb[8] * shorten;;
 | |
| 	this->x_offs        = bb[3];
 | |
| 	this->y_offs        = bb[2];
 | |
| 	this->x_extent      = bb[1] + bb[7] * shorten;
 | |
| 	this->y_extent      = bb[0] + bb[6] * shorten;
 | |
| 	this->z_extent      = 6;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Calculates the maximum speed of the vehicle under its current conditions.
 | |
|  * @return Maximum speed of the vehicle.
 | |
|  */
 | |
| inline int RoadVehicle::GetCurrentMaxSpeed() const
 | |
| {
 | |
| 	int max_speed = this->gcache.cached_max_track_speed;
 | |
| 
 | |
| 	/* Limit speed to 50% while reversing, 75% in curves. */
 | |
| 	for (const RoadVehicle *u = this; u != nullptr; u = u->Next()) {
 | |
| 		if (_settings_game.vehicle.roadveh_acceleration_model == AM_REALISTIC) {
 | |
| 			if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
 | |
| 				max_speed = this->gcache.cached_max_track_speed / 2;
 | |
| 				break;
 | |
| 			} else if ((u->direction & 1) == 0) {
 | |
| 				max_speed = this->gcache.cached_max_track_speed * 3 / 4;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		/* Vehicle is on the middle part of a bridge. */
 | |
| 		if (u->state == RVSB_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
 | |
| 			max_speed = std::min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return std::min(max_speed, this->current_order.GetMaxSpeed() * 2);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Delete last vehicle of a chain road vehicles.
 | |
|  * @param v First roadvehicle.
 | |
|  */
 | |
| static void DeleteLastRoadVeh(RoadVehicle *v)
 | |
| {
 | |
| 	RoadVehicle *first = v->First();
 | |
| 	Vehicle *u = v;
 | |
| 	for (; v->Next() != nullptr; v = v->Next()) u = v;
 | |
| 	u->SetNext(nullptr);
 | |
| 	v->last_station_visited = first->last_station_visited; // for PreDestructor
 | |
| 
 | |
| 	/* Only leave the road stop when we're really gone. */
 | |
| 	if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
 | |
| 
 | |
| 	delete v;
 | |
| }
 | |
| 
 | |
| static void RoadVehSetRandomDirection(RoadVehicle *v)
 | |
| {
 | |
| 	static const DirDiff delta[] = {
 | |
| 		DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
 | |
| 	};
 | |
| 
 | |
| 	do {
 | |
| 		uint32 r = Random();
 | |
| 
 | |
| 		v->direction = ChangeDir(v->direction, delta[r & 3]);
 | |
| 		v->UpdateViewport(true, true);
 | |
| 	} while ((v = v->Next()) != nullptr);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Road vehicle chain has crashed.
 | |
|  * @param v First roadvehicle.
 | |
|  * @return whether the chain still exists.
 | |
|  */
 | |
| static bool RoadVehIsCrashed(RoadVehicle *v)
 | |
| {
 | |
| 	v->crashed_ctr++;
 | |
| 	if (v->crashed_ctr == 2) {
 | |
| 		CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
 | |
| 	} else if (v->crashed_ctr <= 45) {
 | |
| 		if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
 | |
| 	} else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
 | |
| 		bool ret = v->Next() != nullptr;
 | |
| 		DeleteLastRoadVeh(v);
 | |
| 		return ret;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Check routine whether a road and a train vehicle have collided.
 | |
|  * @param v    %Train vehicle to test.
 | |
|  * @param data Road vehicle to test.
 | |
|  * @return %Train vehicle if the vehicles collided, else \c nullptr.
 | |
|  */
 | |
| 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 : nullptr;
 | |
| }
 | |
| 
 | |
| uint RoadVehicle::Crash(bool flooded)
 | |
| {
 | |
| 	uint pass = this->GroundVehicleBase::Crash(flooded);
 | |
| 	if (this->IsFrontEngine()) {
 | |
| 		pass += 1; // driver
 | |
| 
 | |
| 		/* If we're in a drive through road stop we ought to leave it */
 | |
| 		if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
 | |
| 			RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
 | |
| 		}
 | |
| 	}
 | |
| 	this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
 | |
| 	return pass;
 | |
| }
 | |
| 
 | |
| static void RoadVehCrash(RoadVehicle *v)
 | |
| {
 | |
| 	uint pass = v->Crash();
 | |
| 
 | |
| 	AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
 | |
| 	Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
 | |
| 
 | |
| 	SetDParam(0, pass);
 | |
| 	StringID newsitem = (pass == 1) ? STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH;
 | |
| 	AddTileNewsItem(newsitem, NT_ACCIDENT, v->tile);
 | |
| 
 | |
| 	ModifyStationRatingAround(v->tile, v->owner, -160, 22);
 | |
| 	if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
 | |
| }
 | |
| 
 | |
| static bool RoadVehCheckTrainCrash(RoadVehicle *v)
 | |
| {
 | |
| 	for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
 | |
| 		if (u->state == RVSB_WORMHOLE) continue;
 | |
| 
 | |
| 		TileIndex tile = u->tile;
 | |
| 
 | |
| 		if (!IsLevelCrossingTile(tile)) continue;
 | |
| 
 | |
| 		if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
 | |
| 			RoadVehCrash(v);
 | |
| 			return true;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
 | |
| {
 | |
| 	if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
 | |
| 
 | |
| 	const Station *st = Station::Get(station);
 | |
| 	if (!CanVehicleUseStation(this, st)) {
 | |
| 		/* There is no stop left at the station, so don't even TRY to go there */
 | |
| 		this->IncrementRealOrderIndex();
 | |
| 		return 0;
 | |
| 	}
 | |
| 
 | |
| 	return st->xy;
 | |
| }
 | |
| 
 | |
| static void StartRoadVehSound(const RoadVehicle *v)
 | |
| {
 | |
| 	if (!PlayVehicleSound(v, VSE_START)) {
 | |
| 		SoundID s = RoadVehInfo(v->engine_type)->sfx;
 | |
| 		if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) {
 | |
| 			s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
 | |
| 		}
 | |
| 		SndPlayVehicleFx(s, v);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| struct RoadVehFindData {
 | |
| 	int x;
 | |
| 	int y;
 | |
| 	const Vehicle *veh;
 | |
| 	Vehicle *best;
 | |
| 	uint best_diff;
 | |
| 	Direction dir;
 | |
| };
 | |
| 
 | |
| static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
 | |
| {
 | |
| 	static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
 | |
| 	static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
 | |
| 
 | |
| 	RoadVehFindData *rvf = (RoadVehFindData*)data;
 | |
| 
 | |
| 	short x_diff = v->x_pos - rvf->x;
 | |
| 	short y_diff = v->y_pos - rvf->y;
 | |
| 
 | |
| 	if (v->type == VEH_ROAD &&
 | |
| 			!v->IsInDepot() &&
 | |
| 			abs(v->z_pos - rvf->veh->z_pos) < 6 &&
 | |
| 			v->direction == rvf->dir &&
 | |
| 			rvf->veh->First() != v->First() &&
 | |
| 			(dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
 | |
| 			(dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
 | |
| 			(dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
 | |
| 			(dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
 | |
| 		uint diff = abs(x_diff) + abs(y_diff);
 | |
| 
 | |
| 		if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
 | |
| 			rvf->best = v;
 | |
| 			rvf->best_diff = diff;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return nullptr;
 | |
| }
 | |
| 
 | |
| static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
 | |
| {
 | |
| 	RoadVehFindData rvf;
 | |
| 	RoadVehicle *front = v->First();
 | |
| 
 | |
| 	if (front->reverse_ctr != 0) return nullptr;
 | |
| 
 | |
| 	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 nullptr;
 | |
| 	}
 | |
| 
 | |
| 	if (update_blocked_ctr && ++front->blocked_ctr > 1480) return nullptr;
 | |
| 
 | |
| 	return RoadVehicle::From(rvf.best);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * A road vehicle arrives at a station. If it is the first time, create a news item.
 | |
|  * @param v  Road vehicle that arrived.
 | |
|  * @param st Station where the road vehicle arrived.
 | |
|  */
 | |
| static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
 | |
| {
 | |
| 	if (v->IsBus()) {
 | |
| 		/* Check if station was ever visited before */
 | |
| 		if (!(st->had_vehicle_of_type & HVOT_BUS)) {
 | |
| 			st->had_vehicle_of_type |= HVOT_BUS;
 | |
| 			SetDParam(0, st->index);
 | |
| 			AddVehicleNewsItem(
 | |
| 				RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
 | |
| 				(v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
 | |
| 				v->index,
 | |
| 				st->index
 | |
| 			);
 | |
| 			AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
 | |
| 			Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
 | |
| 		}
 | |
| 	} else {
 | |
| 		/* Check if station was ever visited before */
 | |
| 		if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
 | |
| 			st->had_vehicle_of_type |= HVOT_TRUCK;
 | |
| 			SetDParam(0, st->index);
 | |
| 			AddVehicleNewsItem(
 | |
| 				RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
 | |
| 				(v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
 | |
| 				v->index,
 | |
| 				st->index
 | |
| 			);
 | |
| 			AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
 | |
| 			Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * This function looks at the vehicle and updates its speed (cur_speed
 | |
|  * and subspeed) variables. Furthermore, it returns the distance that
 | |
|  * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
 | |
|  * the distance to drive before moving a step on the map.
 | |
|  * @return distance to drive.
 | |
|  */
 | |
| int RoadVehicle::UpdateSpeed()
 | |
| {
 | |
| 	switch (_settings_game.vehicle.roadveh_acceleration_model) {
 | |
| 		default: NOT_REACHED();
 | |
| 		case AM_ORIGINAL:
 | |
| 			return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
 | |
| 
 | |
| 		case AM_REALISTIC:
 | |
| 			return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
 | |
| {
 | |
| 	static const Direction _roadveh_new_dir[] = {
 | |
| 		DIR_N , DIR_NW, DIR_W , INVALID_DIR,
 | |
| 		DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
 | |
| 		DIR_E , DIR_SE, DIR_S
 | |
| 	};
 | |
| 
 | |
| 	x = x - v->x_pos + 1;
 | |
| 	y = y - v->y_pos + 1;
 | |
| 
 | |
| 	if ((uint)x > 2 || (uint)y > 2) return v->direction;
 | |
| 	return _roadveh_new_dir[y * 4 + x];
 | |
| }
 | |
| 
 | |
| static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
 | |
| {
 | |
| 	Direction new_dir = RoadVehGetNewDirection(v, x, y);
 | |
| 	Direction old_dir = v->direction;
 | |
| 	DirDiff delta;
 | |
| 
 | |
| 	if (new_dir == old_dir) return old_dir;
 | |
| 	delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
 | |
| 	return ChangeDir(old_dir, delta);
 | |
| }
 | |
| 
 | |
| struct OvertakeData {
 | |
| 	const RoadVehicle *u;
 | |
| 	const RoadVehicle *v;
 | |
| 	TileIndex tile;
 | |
| 	Trackdir trackdir;
 | |
| };
 | |
| 
 | |
| static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
 | |
| {
 | |
| 	const OvertakeData *od = (OvertakeData*)data;
 | |
| 
 | |
| 	return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) ? v : nullptr;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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)
 | |
| {
 | |
| 	if (!HasTileAnyRoadType(od->tile, od->v->compatible_roadtypes)) return true;
 | |
| 	TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, GetRoadTramType(od->v->roadtype));
 | |
| 	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;
 | |
| 
 | |
| 	/* Trams can't overtake other trams */
 | |
| 	if (RoadTypeIsTram(v->roadtype)) return;
 | |
| 
 | |
| 	/* Don't overtake in stations */
 | |
| 	if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
 | |
| 
 | |
| 	/* For now, articulated road vehicles can't overtake anything. */
 | |
| 	if (v->HasArticulatedPart()) return;
 | |
| 
 | |
| 	/* Vehicles are not driving in same direction || direction is not a diagonal direction */
 | |
| 	if (v->direction != u->direction || !(v->direction & 1)) return;
 | |
| 
 | |
| 	/* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
 | |
| 	if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
 | |
| 
 | |
| 	/* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
 | |
| 	 * accelerating, take the maximum speed for the comparison, else the current speed.
 | |
| 	 * Original acceleration always accelerates, so always use the maximum speed. */
 | |
| 	int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
 | |
| 	if (u_speed >= v->GetCurrentMaxSpeed() &&
 | |
| 			!(u->vehstatus & VS_STOPPED) &&
 | |
| 			u->cur_speed != 0) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
 | |
| 
 | |
| 	/* Are the current and the next tile suitable for overtaking?
 | |
| 	 *  - Does the track continue along od.trackdir
 | |
| 	 *  - No junctions
 | |
| 	 *  - No barred levelcrossing
 | |
| 	 *  - No other vehicles in the way
 | |
| 	 */
 | |
| 	od.tile = v->tile;
 | |
| 	if (CheckRoadBlockedForOvertaking(&od)) return;
 | |
| 
 | |
| 	od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
 | |
| 	if (CheckRoadBlockedForOvertaking(&od)) return;
 | |
| 
 | |
| 	/* When the vehicle in front of us is stopped we may only take
 | |
| 	 * half the time to pass it than when the vehicle is moving. */
 | |
| 	v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
 | |
| 	v->overtaking = RVSB_DRIVE_SIDE;
 | |
| }
 | |
| 
 | |
| static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
 | |
| {
 | |
| 	if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
 | |
| 
 | |
| 	if (old_z < v->z_pos) {
 | |
| 		v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
 | |
| 	} else {
 | |
| 		uint16 spd = v->cur_speed + 2;
 | |
| 		if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static int PickRandomBit(uint bits)
 | |
| {
 | |
| 	uint i;
 | |
| 	uint num = RandomRange(CountBits(bits));
 | |
| 
 | |
| 	for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
 | |
| 	return i;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Returns direction to for a road vehicle to take or
 | |
|  * INVALID_TRACKDIR if the direction is currently blocked
 | |
|  * @param v        the Vehicle to do the pathfinding for
 | |
|  * @param tile     the where to start the pathfinding
 | |
|  * @param enterdir the direction the vehicle enters the tile from
 | |
|  * @return the Trackdir to take
 | |
|  */
 | |
| static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
 | |
| {
 | |
| #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
 | |
| 
 | |
| 	TileIndex desttile;
 | |
| 	Trackdir best_track;
 | |
| 	bool path_found = true;
 | |
| 
 | |
| 	TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, GetRoadTramType(v->roadtype));
 | |
| 	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)) {
 | |
| 			/* Road depot owned by another company or with the wrong orientation */
 | |
| 			trackdirs = TRACKDIR_BIT_NONE;
 | |
| 		}
 | |
| 	} else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
 | |
| 		/* Standard road stop (drive-through stops are treated as normal road) */
 | |
| 
 | |
| 		if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
 | |
| 			/* different station owner or wrong orientation or the vehicle has articulated parts */
 | |
| 			trackdirs = TRACKDIR_BIT_NONE;
 | |
| 		} else {
 | |
| 			/* Our station */
 | |
| 			RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
 | |
| 
 | |
| 			if (GetRoadStopType(tile) != rstype) {
 | |
| 				/* Wrong station type */
 | |
| 				trackdirs = TRACKDIR_BIT_NONE;
 | |
| 			} else {
 | |
| 				/* Proper station type, check if there is free loading bay */
 | |
| 				if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
 | |
| 						!RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
 | |
| 					/* Station is full and RV queuing is off */
 | |
| 					trackdirs = TRACKDIR_BIT_NONE;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	/* The above lookups should be moved to GetTileTrackStatus in the
 | |
| 	 * future, but that requires more changes to the pathfinder and other
 | |
| 	 * stuff, probably even more arguments to GTTS.
 | |
| 	 */
 | |
| 
 | |
| 	/* Remove tracks unreachable from the enter dir */
 | |
| 	trackdirs &= DiagdirReachesTrackdirs(enterdir);
 | |
| 	if (trackdirs == TRACKDIR_BIT_NONE) {
 | |
| 		/* If vehicle expected a path, it no longer exists, so invalidate it. */
 | |
| 		if (!v->path.empty()) v->path.clear();
 | |
| 		/* No reachable tracks, so we'll reverse */
 | |
| 		return_track(_road_reverse_table[enterdir]);
 | |
| 	}
 | |
| 
 | |
| 	if (v->reverse_ctr != 0) {
 | |
| 		bool reverse = true;
 | |
| 		if (RoadTypeIsTram(v->roadtype)) {
 | |
| 			/* 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, RTT_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) {
 | |
| 		if (!v->path.empty() && v->path.tile.front() == tile) {
 | |
| 			/* Vehicle expected a choice here, invalidate its path. */
 | |
| 			v->path.clear();
 | |
| 		}
 | |
| 		return_track(FindFirstBit2x64(trackdirs));
 | |
| 	}
 | |
| 
 | |
| 	/* Attempt to follow cached path. */
 | |
| 	if (!v->path.empty()) {
 | |
| 		if (v->path.tile.front() != tile) {
 | |
| 			/* Vehicle didn't expect a choice here, invalidate its path. */
 | |
| 			v->path.clear();
 | |
| 		} else {
 | |
| 			Trackdir trackdir = v->path.td.front();
 | |
| 
 | |
| 			if (HasBit(trackdirs, trackdir)) {
 | |
| 				v->path.td.pop_front();
 | |
| 				v->path.tile.pop_front();
 | |
| 				return_track(trackdir);
 | |
| 			}
 | |
| 
 | |
| 			/* Vehicle expected a choice which is no longer available. */
 | |
| 			v->path.clear();
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	switch (_settings_game.pf.pathfinder_for_roadvehs) {
 | |
| 		case VPF_NPF:  best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, path_found); break;
 | |
| 		case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found, v->path); break;
 | |
| 
 | |
| 		default: NOT_REACHED();
 | |
| 	}
 | |
| 	v->HandlePathfindingResult(path_found);
 | |
| 
 | |
| found_best_track:;
 | |
| 
 | |
| 	if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
 | |
| 
 | |
| 	return best_track;
 | |
| }
 | |
| 
 | |
| struct RoadDriveEntry {
 | |
| 	byte x, y;
 | |
| };
 | |
| 
 | |
| #include "table/roadveh_movement.h"
 | |
| 
 | |
| static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
 | |
| {
 | |
| 	/* Don't leave unless v and following wagons are in the depot. */
 | |
| 	for (const RoadVehicle *u = v; u != nullptr; 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 = DiagDirToDiagTrackdir(dir);
 | |
| 	const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
 | |
| 
 | |
| 	int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
 | |
| 	int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
 | |
| 
 | |
| 	if (first) {
 | |
| 		/* We are leaving a depot, but have to go to the exact same one; re-enter */
 | |
| 		if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
 | |
| 			VehicleEnterDepot(v);
 | |
| 			return true;
 | |
| 		}
 | |
| 
 | |
| 		if (RoadVehFindCloseTo(v, x, y, v->direction, false) != nullptr) return true;
 | |
| 
 | |
| 		VehicleServiceInDepot(v);
 | |
| 
 | |
| 		StartRoadVehSound(v);
 | |
| 
 | |
| 		/* Vehicle is about to leave a depot */
 | |
| 		v->cur_speed = 0;
 | |
| 	}
 | |
| 
 | |
| 	v->vehstatus &= ~VS_HIDDEN;
 | |
| 	v->state = tdir;
 | |
| 	v->frame = RVC_DEPOT_START_FRAME;
 | |
| 
 | |
| 	v->x_pos = x;
 | |
| 	v->y_pos = y;
 | |
| 	v->UpdatePosition();
 | |
| 	v->UpdateInclination(true, true);
 | |
| 
 | |
| 	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
 | |
| {
 | |
| 	if (prev->tile == v->tile && !already_reversed) {
 | |
| 		/* If the previous vehicle is on the same tile as this vehicle is
 | |
| 		 * then it must have reversed. */
 | |
| 		return _road_reverse_table[entry_dir];
 | |
| 	}
 | |
| 
 | |
| 	byte prev_state = prev->state;
 | |
| 	Trackdir dir;
 | |
| 
 | |
| 	if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
 | |
| 		DiagDirection diag_dir = INVALID_DIAGDIR;
 | |
| 
 | |
| 		if (IsTileType(tile, MP_TUNNELBRIDGE)) {
 | |
| 			diag_dir = GetTunnelBridgeDirection(tile);
 | |
| 		} else if (IsRoadDepotTile(tile)) {
 | |
| 			diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
 | |
| 		}
 | |
| 
 | |
| 		if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
 | |
| 		dir = DiagDirToDiagTrackdir(diag_dir);
 | |
| 	} else {
 | |
| 		if (already_reversed && prev->tile != tile) {
 | |
| 			/*
 | |
| 			 * The vehicle has reversed, but did not go straight back.
 | |
| 			 * It immediately turn onto another tile. This means that
 | |
| 			 * the roadstate of the previous vehicle cannot be used
 | |
| 			 * as the direction we have to go with this vehicle.
 | |
| 			 *
 | |
| 			 * Next table is build in the following way:
 | |
| 			 *  - first row for when the vehicle in front went to the northern or
 | |
| 			 *    western tile, second for southern and eastern.
 | |
| 			 *  - columns represent the entry direction.
 | |
| 			 *  - cell values are determined by the Trackdir one has to take from
 | |
| 			 *    the entry dir (column) to the tile in north or south by only
 | |
| 			 *    going over the trackdirs used for turning 90 degrees, i.e.
 | |
| 			 *    TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
 | |
| 			 */
 | |
| 			static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
 | |
| 				{ TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N,  TRACKDIR_UPPER_E },
 | |
| 				{ TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S  }};
 | |
| 			dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
 | |
| 		} else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
 | |
| 			dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
 | |
| 		} else if (prev_state < TRACKDIR_END) {
 | |
| 			dir = (Trackdir)prev_state;
 | |
| 		} else {
 | |
| 			return INVALID_TRACKDIR;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Do some sanity checking. */
 | |
| 	static const RoadBits required_roadbits[] = {
 | |
| 		ROAD_X,            ROAD_Y,            ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
 | |
| 		ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X,            ROAD_Y
 | |
| 	};
 | |
| 	RoadBits required = required_roadbits[dir & 0x07];
 | |
| 
 | |
| 	if ((required & GetAnyRoadBits(tile, GetRoadTramType(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 rt the tram type to build.
 | |
|  * @param r the road bits needed.
 | |
|  * @return true when a track track can be build on 't'
 | |
|  */
 | |
| static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadType rt, RoadBits r)
 | |
| {
 | |
| 	/* The 'current' company is not necessarily the owner of the vehicle. */
 | |
| 	Backup<CompanyID> cur_company(_current_company, c, FILE_LINE);
 | |
| 
 | |
| 	CommandCost ret = DoCommand(t, rt << 4 | r, 0, DC_NO_WATER, CMD_BUILD_ROAD);
 | |
| 
 | |
| 	cur_company.Restore();
 | |
| 	return ret.Succeeded();
 | |
| }
 | |
| 
 | |
| bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
 | |
| {
 | |
| 	if (v->overtaking != 0)  {
 | |
| 		if (IsTileType(v->tile, MP_STATION)) {
 | |
| 			/* Force us to be not overtaking! */
 | |
| 			v->overtaking = 0;
 | |
| 		} else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
 | |
| 			/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
 | |
| 			 *  if the vehicle started a corner. To protect that, only allow an abort of
 | |
| 			 *  overtake if we are on straight roads */
 | |
| 			if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
 | |
| 				v->overtaking = 0;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* If this vehicle is in a depot and we've reached this point it must be
 | |
| 	 * one of the articulated parts. It will stay in the depot until activated
 | |
| 	 * by the previous vehicle in the chain when it gets to the right place. */
 | |
| 	if (v->IsInDepot()) return true;
 | |
| 
 | |
| 	if (v->state == RVSB_WORMHOLE) {
 | |
| 		/* Vehicle is entering a depot or is on a bridge or in a tunnel */
 | |
| 		GetNewVehiclePosResult gp = GetNewVehiclePos(v);
 | |
| 
 | |
| 		if (v->IsFrontEngine()) {
 | |
| 			const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
 | |
| 			if (u != nullptr) {
 | |
| 				v->cur_speed = u->First()->cur_speed;
 | |
| 				return false;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
 | |
| 			/* Vehicle has just entered a bridge or tunnel */
 | |
| 			v->x_pos = gp.x;
 | |
| 			v->y_pos = gp.y;
 | |
| 			v->UpdatePosition();
 | |
| 			v->UpdateInclination(true, true);
 | |
| 			return true;
 | |
| 		}
 | |
| 
 | |
| 		v->x_pos = gp.x;
 | |
| 		v->y_pos = gp.y;
 | |
| 		v->UpdatePosition();
 | |
| 		if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	/* Get move position data for next frame.
 | |
| 	 * For a drive-through road stop use 'straight road' move data.
 | |
| 	 * In this case v->state is masked to give the road stop entry direction. */
 | |
| 	RoadDriveEntry rd = _road_drive_data[GetRoadTramType(v->roadtype)][(
 | |
| 		(HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) +
 | |
| 		(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
 | |
| 
 | |
| 	if (rd.x & RDE_NEXT_TILE) {
 | |
| 		TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
 | |
| 		Trackdir dir;
 | |
| 
 | |
| 		if (v->IsFrontEngine()) {
 | |
| 			/* If this is the front engine, look for the right path. */
 | |
| 			if (HasTileAnyRoadType(tile, v->compatible_roadtypes)) {
 | |
| 				dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
 | |
| 			} else {
 | |
| 				dir = _road_reverse_table[(DiagDirection)(rd.x & 3)];
 | |
| 			}
 | |
| 		} else {
 | |
| 			dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
 | |
| 		}
 | |
| 
 | |
| 		if (dir == INVALID_TRACKDIR) {
 | |
| 			if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
 | |
| 			v->cur_speed = 0;
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| again:
 | |
| 		uint start_frame = RVC_DEFAULT_START_FRAME;
 | |
| 		if (IsReversingRoadTrackdir(dir)) {
 | |
| 			/* When turning around we can't be overtaking. */
 | |
| 			v->overtaking = 0;
 | |
| 
 | |
| 			/* Turning around */
 | |
| 			if (RoadTypeIsTram(v->roadtype)) {
 | |
| 				/* 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() != nullptr && v->Previous()->tile == tile) ||
 | |
| 						(v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
 | |
| 							HasTileAnyRoadType(tile, v->compatible_roadtypes) &&
 | |
| 							(needed & GetRoadBits(tile, RTT_TRAM)) != ROAD_NONE)) {
 | |
| 					/*
 | |
| 					 * Taking the 'big' corner for trams only happens when:
 | |
| 					 * - The previous vehicle in this (articulated) tram chain is
 | |
| 					 *   already on the 'next' tile, we just follow them regardless of
 | |
| 					 *   anything. When it is NOT on the 'next' tile, the tram started
 | |
| 					 *   doing a reversing turn when the piece of tram track on the next
 | |
| 					 *   tile did not exist yet. Do not use the big tram loop as that is
 | |
| 					 *   going to cause the tram to split up.
 | |
| 					 * - Or the front of the tram can drive over the next tile.
 | |
| 					 */
 | |
| 				} else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, v->roadtype, needed) || ((~needed & GetAnyRoadBits(v->tile, RTT_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[GetRoadTramType(v->roadtype)][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
 | |
| 
 | |
| 		int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
 | |
| 		int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
 | |
| 
 | |
| 		Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
 | |
| 		if (v->IsFrontEngine()) {
 | |
| 			Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
 | |
| 			if (u != nullptr) {
 | |
| 				v->cur_speed = u->First()->cur_speed;
 | |
| 				return false;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		uint32 r = VehicleEnterTile(v, tile, x, y);
 | |
| 		if (HasBit(r, VETS_CANNOT_ENTER)) {
 | |
| 			if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
 | |
| 				v->cur_speed = 0;
 | |
| 				return false;
 | |
| 			}
 | |
| 			/* Try an about turn to re-enter the previous tile */
 | |
| 			dir = _road_reverse_table[rd.x & 3];
 | |
| 			goto again;
 | |
| 		}
 | |
| 
 | |
| 		if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
 | |
| 			if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
 | |
| 				/* New direction is trying to turn vehicle around.
 | |
| 				 * We can't turn at the exit of a road stop so wait.*/
 | |
| 				v->cur_speed = 0;
 | |
| 				return false;
 | |
| 			}
 | |
| 
 | |
| 			/* If we are a drive through road stop and the next tile is of
 | |
| 			 * the same road stop and the next tile isn't this one (i.e. we
 | |
| 			 * are not reversing), then keep the reservation and state.
 | |
| 			 * This way we will not be shortly unregister from the road
 | |
| 			 * stop. It also makes it possible to load when on the edge of
 | |
| 			 * two road stops; otherwise you could get vehicles that should
 | |
| 			 * be loading but are not actually loading. */
 | |
| 			if (IsDriveThroughStopTile(v->tile) &&
 | |
| 					RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
 | |
| 					v->tile != tile) {
 | |
| 				/* So, keep 'our' state */
 | |
| 				dir = (Trackdir)v->state;
 | |
| 			} else if (IsRoadStop(v->tile)) {
 | |
| 				/* We're not continuing our drive through road stop, so leave. */
 | |
| 				RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
 | |
| 			TileIndex old_tile = v->tile;
 | |
| 
 | |
| 			v->tile = tile;
 | |
| 			v->state = (byte)dir;
 | |
| 			v->frame = start_frame;
 | |
| 			RoadTramType rtt = GetRoadTramType(v->roadtype);
 | |
| 			if (GetRoadType(old_tile, rtt) != GetRoadType(tile, rtt)) {
 | |
| 				if (v->IsFrontEngine()) {
 | |
| 					RoadVehUpdateCache(v);
 | |
| 				}
 | |
| 				v->First()->CargoChanged();
 | |
| 			}
 | |
| 		}
 | |
| 		if (new_dir != v->direction) {
 | |
| 			v->direction = new_dir;
 | |
| 			if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
 | |
| 		}
 | |
| 		v->x_pos = x;
 | |
| 		v->y_pos = y;
 | |
| 		v->UpdatePosition();
 | |
| 		RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	if (rd.x & RDE_TURNED) {
 | |
| 		/* Vehicle has finished turning around, it will now head back onto the same tile */
 | |
| 		Trackdir dir;
 | |
| 		uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
 | |
| 
 | |
| 		if (RoadTypeIsTram(v->roadtype) && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, RTT_TRAM, true))) {
 | |
| 			/*
 | |
| 			 * The tram is turning around with one tram 'roadbit'. This means that
 | |
| 			 * it is using the 'big' corner 'drive data'. However, to support the
 | |
| 			 * trams to take a small corner, there is a 'turned' marker in the middle
 | |
| 			 * of the turning 'drive data'. When the tram took the long corner, we
 | |
| 			 * will still use the 'big' corner drive data, but we advance it one
 | |
| 			 * frame. We furthermore set the driving direction so the turning is
 | |
| 			 * going to be properly shown.
 | |
| 			 */
 | |
| 			turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
 | |
| 			switch (rd.x & 0x3) {
 | |
| 				default: NOT_REACHED();
 | |
| 				case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
 | |
| 				case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
 | |
| 				case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
 | |
| 				case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
 | |
| 			}
 | |
| 		} else {
 | |
| 			if (v->IsFrontEngine()) {
 | |
| 				/* If this is the front engine, look for the right path. */
 | |
| 				dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
 | |
| 			} else {
 | |
| 				dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (dir == INVALID_TRACKDIR) {
 | |
| 			v->cur_speed = 0;
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
 | |
| 
 | |
| 		int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
 | |
| 		int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
 | |
| 
 | |
| 		Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
 | |
| 		if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != nullptr) {
 | |
| 			/* We are blocked. */
 | |
| 			v->cur_speed = 0;
 | |
| 			if (!v->path.empty()) {
 | |
| 				/* Prevent pathfinding rerun as we already know where we are heading to. */
 | |
| 				v->path.tile.push_front(v->tile);
 | |
| 				v->path.td.push_front(dir);
 | |
| 			}
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		uint32 r = VehicleEnterTile(v, v->tile, x, y);
 | |
| 		if (HasBit(r, VETS_CANNOT_ENTER)) {
 | |
| 			v->cur_speed = 0;
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		v->state = dir;
 | |
| 		v->frame = turn_around_start_frame;
 | |
| 
 | |
| 		if (new_dir != v->direction) {
 | |
| 			v->direction = new_dir;
 | |
| 			if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
 | |
| 		}
 | |
| 
 | |
| 		v->x_pos = x;
 | |
| 		v->y_pos = y;
 | |
| 		v->UpdatePosition();
 | |
| 		RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	/* This vehicle is not in a wormhole and it hasn't entered a new tile. If
 | |
| 	 * it's on a depot tile, check if it's time to activate the next vehicle in
 | |
| 	 * the chain yet. */
 | |
| 	if (v->Next() != nullptr && IsRoadDepotTile(v->tile)) {
 | |
| 		if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
 | |
| 			RoadVehLeaveDepot(v->Next(), false);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Calculate new position for the vehicle */
 | |
| 	int x = (v->x_pos & ~15) + (rd.x & 15);
 | |
| 	int y = (v->y_pos & ~15) + (rd.y & 15);
 | |
| 
 | |
| 	Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
 | |
| 
 | |
| 	if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
 | |
| 		/* Vehicle is not in a road stop.
 | |
| 		 * Check for another vehicle to overtake */
 | |
| 		RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
 | |
| 
 | |
| 		if (u != nullptr) {
 | |
| 			u = u->First();
 | |
| 			/* There is a vehicle in front overtake it if possible */
 | |
| 			if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
 | |
| 			if (v->overtaking == 0) v->cur_speed = u->cur_speed;
 | |
| 
 | |
| 			/* In case an RV is stopped in a road stop, why not try to load? */
 | |
| 			if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
 | |
| 					v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
 | |
| 					v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
 | |
| 					GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
 | |
| 				Station *st = Station::GetByTile(v->tile);
 | |
| 				v->last_station_visited = st->index;
 | |
| 				RoadVehArrivesAt(v, st);
 | |
| 				v->BeginLoading();
 | |
| 			}
 | |
| 			return false;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	Direction old_dir = v->direction;
 | |
| 	if (new_dir != old_dir) {
 | |
| 		v->direction = new_dir;
 | |
| 		if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
 | |
| 
 | |
| 		/* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
 | |
| 		 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
 | |
| 		 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
 | |
| 		 * The short (inner) curve has 8 frames, this elongates it to 10. */
 | |
| 		v->UpdateInclination(false, true);
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	/* If the vehicle is in a normal road stop and the frame equals the stop frame OR
 | |
| 	 * if the vehicle is in a drive-through road stop and this is the destination station
 | |
| 	 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
 | |
| 	 * (the station test and stop type test ensure that other vehicles, using the road stop as
 | |
| 	 * a through route, do not stop) */
 | |
| 	if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
 | |
| 			_road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
 | |
| 			(IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
 | |
| 			v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
 | |
| 			v->owner == GetTileOwner(v->tile) &&
 | |
| 			GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
 | |
| 			v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
 | |
| 
 | |
| 		RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
 | |
| 		Station *st = Station::GetByTile(v->tile);
 | |
| 
 | |
| 		/* Vehicle is at the stop position (at a bay) in a road stop.
 | |
| 		 * Note, if vehicle is loading/unloading it has already been handled,
 | |
| 		 * so if we get here the vehicle has just arrived or is just ready to leave. */
 | |
| 		if (!HasBit(v->state, RVS_ENTERED_STOP)) {
 | |
| 			/* Vehicle has arrived at a bay in a road stop */
 | |
| 
 | |
| 			if (IsDriveThroughStopTile(v->tile)) {
 | |
| 				TileIndex next_tile = TileAddByDir(v->tile, v->direction);
 | |
| 
 | |
| 				/* Check if next inline bay is free and has compatible road. */
 | |
| 				if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && HasTileAnyRoadType(next_tile, v->compatible_roadtypes)) {
 | |
| 					v->frame++;
 | |
| 					v->x_pos = x;
 | |
| 					v->y_pos = y;
 | |
| 					v->UpdatePosition();
 | |
| 					RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			rs->SetEntranceBusy(false);
 | |
| 			SetBit(v->state, RVS_ENTERED_STOP);
 | |
| 
 | |
| 			v->last_station_visited = st->index;
 | |
| 
 | |
| 			if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
 | |
| 				RoadVehArrivesAt(v, st);
 | |
| 				v->BeginLoading();
 | |
| 				return false;
 | |
| 			}
 | |
| 		} else {
 | |
| 			/* Vehicle is ready to leave a bay in a road stop */
 | |
| 			if (rs->IsEntranceBusy()) {
 | |
| 				/* Road stop entrance is busy, so wait as there is nowhere else to go */
 | |
| 				v->cur_speed = 0;
 | |
| 				return false;
 | |
| 			}
 | |
| 			if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
 | |
| 		}
 | |
| 
 | |
| 		if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
 | |
| 
 | |
| 		StartRoadVehSound(v);
 | |
| 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | |
| 	}
 | |
| 
 | |
| 	/* Check tile position conditions - i.e. stop position in depot,
 | |
| 	 * entry onto bridge or into tunnel */
 | |
| 	uint32 r = VehicleEnterTile(v, v->tile, x, y);
 | |
| 	if (HasBit(r, VETS_CANNOT_ENTER)) {
 | |
| 		v->cur_speed = 0;
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
 | |
| 		v->current_order.Free();
 | |
| 	}
 | |
| 
 | |
| 	/* Move to next frame unless vehicle arrived at a stop position
 | |
| 	 * in a depot or entered a tunnel/bridge */
 | |
| 	if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
 | |
| 	v->x_pos = x;
 | |
| 	v->y_pos = y;
 | |
| 	v->UpdatePosition();
 | |
| 	RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| static bool RoadVehController(RoadVehicle *v)
 | |
| {
 | |
| 	/* decrease counters */
 | |
| 	v->current_order_time++;
 | |
| 	if (v->reverse_ctr != 0) v->reverse_ctr--;
 | |
| 
 | |
| 	/* handle crashed */
 | |
| 	if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
 | |
| 		return RoadVehIsCrashed(v);
 | |
| 	}
 | |
| 
 | |
| 	/* road vehicle has broken down? */
 | |
| 	if (v->HandleBreakdown()) return true;
 | |
| 	if (v->vehstatus & VS_STOPPED) return true;
 | |
| 
 | |
| 	ProcessOrders(v);
 | |
| 	v->HandleLoading();
 | |
| 
 | |
| 	if (v->current_order.IsType(OT_LOADING)) return true;
 | |
| 
 | |
| 	if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
 | |
| 
 | |
| 	v->ShowVisualEffect();
 | |
| 
 | |
| 	/* Check how far the vehicle needs to proceed */
 | |
| 	int j = v->UpdateSpeed();
 | |
| 
 | |
| 	int adv_spd = v->GetAdvanceDistance();
 | |
| 	bool blocked = false;
 | |
| 	while (j >= adv_spd) {
 | |
| 		j -= adv_spd;
 | |
| 
 | |
| 		RoadVehicle *u = v;
 | |
| 		for (RoadVehicle *prev = nullptr; u != nullptr; prev = u, u = u->Next()) {
 | |
| 			if (!IndividualRoadVehicleController(u, prev)) {
 | |
| 				blocked = true;
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 		if (blocked) break;
 | |
| 
 | |
| 		/* Determine distance to next map position */
 | |
| 		adv_spd = v->GetAdvanceDistance();
 | |
| 
 | |
| 		/* Test for a collision, but only if another movement will occur. */
 | |
| 		if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
 | |
| 	}
 | |
| 
 | |
| 	v->SetLastSpeed();
 | |
| 
 | |
| 	for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
 | |
| 		if ((u->vehstatus & VS_HIDDEN) != 0) continue;
 | |
| 
 | |
| 		u->UpdateViewport(false, false);
 | |
| 	}
 | |
| 
 | |
| 	/* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
 | |
| 	 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
 | |
| 	 * on next tick to discover whether it is still blocked. */
 | |
| 	if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| Money RoadVehicle::GetRunningCost() const
 | |
| {
 | |
| 	const Engine *e = this->GetEngine();
 | |
| 	if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
 | |
| 
 | |
| 	uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
 | |
| 	if (cost_factor == 0) return 0;
 | |
| 
 | |
| 	return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
 | |
| }
 | |
| 
 | |
| bool RoadVehicle::Tick()
 | |
| {
 | |
| 	PerformanceAccumulator framerate(PFE_GL_ROADVEHS);
 | |
| 
 | |
| 	this->tick_counter++;
 | |
| 
 | |
| 	if (this->IsFrontEngine()) {
 | |
| 		if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
 | |
| 		return RoadVehController(this);
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void RoadVehicle::SetDestTile(TileIndex tile)
 | |
| {
 | |
| 	if (tile == this->dest_tile) return;
 | |
| 	this->path.clear();
 | |
| 	this->dest_tile = tile;
 | |
| }
 | |
| 
 | |
| static void CheckIfRoadVehNeedsService(RoadVehicle *v)
 | |
| {
 | |
| 	/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
 | |
| 	if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
 | |
| 	if (v->IsChainInDepot()) {
 | |
| 		VehicleServiceInDepot(v);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	uint max_penalty;
 | |
| 	switch (_settings_game.pf.pathfinder_for_roadvehs) {
 | |
| 		case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
 | |
| 		case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
 | |
| 		default: NOT_REACHED();
 | |
| 	}
 | |
| 
 | |
| 	FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
 | |
| 	/* Only go to the depot if it is not too far out of our way. */
 | |
| 	if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
 | |
| 		if (v->current_order.IsType(OT_GOTO_DEPOT)) {
 | |
| 			/* If we were already heading for a depot but it has
 | |
| 			 * suddenly moved farther away, we continue our normal
 | |
| 			 * schedule? */
 | |
| 			v->current_order.MakeDummy();
 | |
| 			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | |
| 		}
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	DepotID depot = GetDepotIndex(rfdd.tile);
 | |
| 
 | |
| 	if (v->current_order.IsType(OT_GOTO_DEPOT) &&
 | |
| 			v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
 | |
| 			!Chance16(1, 20)) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
 | |
| 	v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
 | |
| 	v->SetDestTile(rfdd.tile);
 | |
| 	SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | |
| }
 | |
| 
 | |
| void RoadVehicle::OnNewDay()
 | |
| {
 | |
| 	AgeVehicle(this);
 | |
| 
 | |
| 	if (!this->IsFrontEngine()) return;
 | |
| 
 | |
| 	if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
 | |
| 	if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
 | |
| 
 | |
| 	CheckIfRoadVehNeedsService(this);
 | |
| 
 | |
| 	CheckOrders(this);
 | |
| 
 | |
| 	if (this->running_ticks == 0) return;
 | |
| 
 | |
| 	CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
 | |
| 
 | |
| 	this->profit_this_year -= cost.GetCost();
 | |
| 	this->running_ticks = 0;
 | |
| 
 | |
| 	SubtractMoneyFromCompanyFract(this->owner, cost);
 | |
| 
 | |
| 	SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
 | |
| 	SetWindowClassesDirty(WC_ROADVEH_LIST);
 | |
| }
 | |
| 
 | |
| Trackdir RoadVehicle::GetVehicleTrackdir() const
 | |
| {
 | |
| 	if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
 | |
| 
 | |
| 	if (this->IsInDepot()) {
 | |
| 		/* We'll assume the road vehicle is facing outwards */
 | |
| 		return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
 | |
| 	}
 | |
| 
 | |
| 	if (IsStandardRoadStopTile(this->tile)) {
 | |
| 		/* We'll assume the road vehicle is facing outwards */
 | |
| 		return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
 | |
| 	}
 | |
| 
 | |
| 	/* Drive through road stops / wormholes (tunnels) */
 | |
| 	if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
 | |
| 
 | |
| 	/* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
 | |
| 	 * otherwise transform it into a valid track direction */
 | |
| 	return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);
 | |
| }
 | 
