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OpenTTD/src/roadveh_cmd.cpp
Peter Nelson fc45bb5a2b Codechange: Replace bitstuffed VehicleEnterTileStatus. (#14027)
VehicleEnterTileStatus was an bitset-style enum, but bitstuffed with a StationID. However the StationID part was only used by trains, and only in two locations.

Instead, return just the enum bitset. The two places which require the StationID just call GetStationIndex() directly.
2025-04-20 21:10:02 +01:00

1772 lines
59 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file roadveh_cmd.cpp Handling of road vehicles. */
#include "stdafx.h"
#include "roadveh.h"
#include "command_func.h"
#include "error_func.h"
#include "news_func.h"
#include "station_base.h"
#include "company_func.h"
#include "articulated_vehicles.h"
#include "newgrf_sound.h"
#include "pathfinder/yapf/yapf.h"
#include "strings_func.h"
#include "tunnelbridge_map.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_economy.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "depot_map.h"
#include "effectvehicle_func.h"
#include "roadstop_base.h"
#include "spritecache.h"
#include "core/random_func.hpp"
#include "company_base.h"
#include "core/backup_type.hpp"
#include "newgrf.h"
#include "zoom_func.h"
#include "framerate_type.h"
#include "roadveh_cmd.h"
#include "road_cmd.h"
#include "newgrf_roadstop.h"
#include "table/strings.h"
#include "safeguards.h"
static const uint16_t _roadveh_images[] = {
0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
};
static const uint16_t _roadveh_full_adder[] = {
0, 88, 0, 0, 0, 0, 48, 48,
48, 48, 0, 0, 64, 64, 0, 16,
16, 0, 88, 0, 0, 0, 0, 48,
48, 48, 48, 0, 0, 64, 64, 0,
16, 16, 0, 88, 0, 0, 0, 0,
48, 48, 48, 48, 0, 0, 64, 64,
0, 16, 16, 0, 8, 8, 8, 8,
0, 0, 0, 8, 8, 8, 8
};
static_assert(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
template <>
bool IsValidImageIndex<VEH_ROAD>(uint8_t image_index)
{
return image_index < lengthof(_roadveh_images);
}
static const Trackdir _road_reverse_table[DIAGDIR_END] = {
TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
};
/**
* Check whether a roadvehicle is a bus
* @return true if bus
*/
bool RoadVehicle::IsBus() const
{
assert(this->IsFrontEngine());
return IsCargoInClass(this->cargo_type, CargoClass::Passengers);
}
/**
* Get the width of a road vehicle image in the GUI.
* @param offset Additional offset for positioning the sprite; set to nullptr if not needed
* @return Width in pixels
*/
int RoadVehicle::GetDisplayImageWidth(Point *offset) const
{
int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
if (offset != nullptr) {
offset->x = ScaleSpriteTrad(reference_width) / 2;
offset->y = 0;
}
return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
}
static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
{
const Engine *e = Engine::Get(engine);
uint8_t spritenum = e->u.road.image_index;
if (IsCustomVehicleSpriteNum(spritenum)) {
GetCustomVehicleIcon(engine, DIR_W, image_type, result);
if (result->IsValid()) return;
spritenum = e->original_image_index;
}
assert(IsValidImageIndex<VEH_ROAD>(spritenum));
result->Set(DIR_W + _roadveh_images[spritenum]);
}
void RoadVehicle::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
{
uint8_t spritenum = this->spritenum;
if (IsCustomVehicleSpriteNum(spritenum)) {
if (spritenum == CUSTOM_VEHICLE_SPRITENUM_REVERSED) direction = ReverseDir(direction);
GetCustomVehicleSprite(this, direction, image_type, result);
if (result->IsValid()) return;
spritenum = this->GetEngine()->original_image_index;
}
assert(IsValidImageIndex<VEH_ROAD>(spritenum));
SpriteID sprite = direction + _roadveh_images[spritenum];
if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
result->Set(sprite);
}
/**
* Draw a road vehicle engine.
* @param left Left edge to draw within.
* @param right Right edge to draw within.
* @param preferred_x Preferred position of the engine.
* @param y Vertical position of the engine.
* @param engine Engine to draw
* @param pal Palette to use.
*/
void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
{
VehicleSpriteSeq seq;
GetRoadVehIcon(engine, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
preferred_x = Clamp(preferred_x,
left - UnScaleGUI(rect.left),
right - UnScaleGUI(rect.right));
seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
}
/**
* Get the size of the sprite of a road vehicle sprite heading west (used for lists).
* @param engine The engine to get the sprite from.
* @param[out] width The width of the sprite.
* @param[out] height The height of the sprite.
* @param[out] xoffs Number of pixels to shift the sprite to the right.
* @param[out] yoffs Number of pixels to shift the sprite downwards.
* @param image_type Context the sprite is used in.
*/
void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
{
VehicleSpriteSeq seq;
GetRoadVehIcon(engine, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
width = UnScaleGUI(rect.Width());
height = UnScaleGUI(rect.Height());
xoffs = UnScaleGUI(rect.left);
yoffs = UnScaleGUI(rect.top);
}
/**
* Get length of a road vehicle.
* @param v Road vehicle to query length.
* @return Length of the given road vehicle.
*/
static uint GetRoadVehLength(const RoadVehicle *v)
{
const Engine *e = v->GetEngine();
uint length = VEHICLE_LENGTH;
uint16_t veh_len = CALLBACK_FAILED;
if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
/* Use callback 36 */
veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
} else {
/* Use callback 11 */
veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
}
if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
if (veh_len != 0) {
length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
}
return length;
}
/**
* Update the cache of a road vehicle.
* @param v Road vehicle needing an update of its cache.
* @param same_length should length of vehicles stay the same?
* @pre \a v must be first road vehicle.
*/
void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
{
assert(v->type == VEH_ROAD);
assert(v->IsFrontEngine());
v->InvalidateNewGRFCacheOfChain();
v->gcache.cached_total_length = 0;
for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
/* Check the v->first cache. */
assert(u->First() == v);
/* Update the 'first engine' */
u->gcache.first_engine = (v == u) ? EngineID::Invalid() : v->engine_type;
/* Update the length of the vehicle. */
uint veh_len = GetRoadVehLength(u);
/* Verify length hasn't changed. */
if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
u->gcache.cached_veh_length = veh_len;
v->gcache.cached_total_length += u->gcache.cached_veh_length;
/* Update visual effect */
u->UpdateVisualEffect();
/* Update cargo aging period. */
u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
}
uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
}
/**
* Build a road vehicle.
* @param flags type of operation.
* @param tile tile of the depot where road vehicle is built.
* @param e the engine to build.
* @param[out] ret the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildRoadVehicle(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
{
/* Check that the vehicle can drive on the road in question */
RoadType rt = e->u.road.roadtype;
const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
if (!HasTileAnyRoadType(tile, rti->powered_roadtypes)) return CommandCost(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
if (flags.Test(DoCommandFlag::Execute)) {
const RoadVehicleInfo *rvi = &e->u.road;
RoadVehicle *v = new RoadVehicle();
*ret = v;
v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
v->owner = _current_company;
v->tile = tile;
int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopePixelZ(x, y, true);
v->state = RVSB_IN_DEPOT;
v->vehstatus = {VehState::Hidden, VehState::Stopped, VehState::DefaultPalette};
v->spritenum = rvi->image_index;
v->cargo_type = e->GetDefaultCargoType();
assert(IsValidCargoType(v->cargo_type));
v->cargo_cap = rvi->capacity;
v->refit_cap = 0;
v->last_station_visited = StationID::Invalid();
v->last_loading_station = StationID::Invalid();
v->engine_type = e->index;
v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->GetLifeLengthInDays();
v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
v->date_of_last_service = TimerGameEconomy::date;
v->date_of_last_service_newgrf = TimerGameCalendar::date;
v->build_year = TimerGameCalendar::year;
v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
v->random_bits = Random();
v->SetFrontEngine();
v->roadtype = rt;
v->compatible_roadtypes = rti->powered_roadtypes;
v->gcache.cached_veh_length = VEHICLE_LENGTH;
if (e->flags.Test(EngineFlag::ExclusivePreview)) v->vehicle_flags.Set(VehicleFlag::BuiltAsPrototype);
v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
AddArticulatedParts(v);
v->InvalidateNewGRFCacheOfChain();
/* Call various callbacks after the whole consist has been constructed */
for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
u->refit_cap = 0;
v->InvalidateNewGRFCache();
u->InvalidateNewGRFCache();
}
RoadVehUpdateCache(v);
/* Initialize cached values for realistic acceleration. */
if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
v->UpdatePosition();
CheckConsistencyOfArticulatedVehicle(v);
}
return CommandCost();
}
static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
{
if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
return YapfRoadVehicleFindNearestDepot(v, max_distance);
}
ClosestDepot RoadVehicle::FindClosestDepot()
{
FindDepotData rfdd = FindClosestRoadDepot(this, 0);
if (rfdd.best_length == UINT_MAX) return ClosestDepot();
return ClosestDepot(rfdd.tile, GetDepotIndex(rfdd.tile));
}
/**
* Turn a roadvehicle around.
* @param flags operation to perform
* @param veh_id vehicle ID to turn
* @return the cost of this operation or an error
*/
CommandCost CmdTurnRoadVeh(DoCommandFlags flags, VehicleID veh_id)
{
RoadVehicle *v = RoadVehicle::GetIfValid(veh_id);
if (v == nullptr) return CMD_ERROR;
if (!v->IsPrimaryVehicle()) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (v->vehstatus.Any({VehState::Stopped, VehState::Crashed}) ||
v->breakdown_ctr != 0 ||
v->overtaking != 0 ||
v->state == RVSB_WORMHOLE ||
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.Test(DoCommandFlag::Execute)) {
v->reverse_ctr = 180;
/* Unbunching data is no longer valid. */
v->ResetDepotUnbunching();
}
return CommandCost();
}
void RoadVehicle::MarkDirty()
{
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_t _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
{3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
{3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
{7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
{3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
{3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
{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_t *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.Test(VehState::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_t 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 victims = this->GroundVehicleBase::Crash(flooded);
if (this->IsFrontEngine()) {
victims += 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 victims;
}
static void RoadVehCrash(RoadVehicle *v)
{
uint victims = v->Crash();
AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING, victims, v->owner));
Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING, victims, v->owner));
EncodedString headline = (victims == 1)
? GetEncodedString(STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER)
: GetEncodedString(STR_NEWS_ROAD_VEHICLE_CRASH, victims);
NewsType newstype = v->owner == _local_company ? NewsType::Accident : NewsType::AccidentOther;
AddTileNewsItem(std::move(headline), newstype, 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 = StationID::Invalid();
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 TileIndex{};
}
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_DEPARTURE_OLD_RV_1 && (v->tick_counter & 3) == 0) {
s = SND_1A_DEPARTURE_OLD_RV_2;
}
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_t dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
static const int8_t dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
RoadVehFindData *rvf = (RoadVehFindData*)data;
int x_diff = v->x_pos - rvf->x;
int y_diff = v->y_pos - rvf->y;
/* Not a close Road vehicle when it's not a road vehicle, in the depot, or ourself. */
if (v->type != VEH_ROAD || v->IsInDepot() || rvf->veh->First() == v->First()) return nullptr;
/* Not close when at a different height or when going in a different direction. */
if (abs(v->z_pos - rvf->veh->z_pos) >= 6 || v->direction != rvf->dir) return nullptr;
/* We 'return' the closest vehicle, in distance and then VehicleID as tie-breaker. */
uint diff = abs(x_diff) + abs(y_diff);
if (diff > rvf->best_diff || (diff == rvf->best_diff && v->index > rvf->best->index)) return nullptr;
auto IsCloseOnAxis = [](int dist, int diff) {
if (dist < 0) return diff > dist && diff <= 0;
return diff < dist && diff >= 0;
};
if (IsCloseOnAxis(dist_x[v->direction], x_diff) && IsCloseOnAxis(dist_y[v->direction], y_diff)) {
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;
AddVehicleNewsItem(
GetEncodedString(RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL, st->index),
(v->owner == _local_company) ? NewsType::ArrivalCompany : NewsType::ArrivalOther,
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;
AddVehicleNewsItem(
GetEncodedString(RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL, st->index),
(v->owner == _local_company) ? NewsType::ArrivalCompany : NewsType::ArrivalOther,
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.Test(VehState::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.Test(VehState::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_t 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) && IsBayRoadStopTile(tile)) {
/* Standard road stop (drive-through stops are treated as normal road) */
if (!IsTileOwner(tile, v->owner) || GetBayRoadStopDir(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() ? RoadStopType::Bus : RoadStopType::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 && IsBayRoadStopTile(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.back().tile == tile) {
/* Vehicle expected a choice here, invalidate its path. */
v->path.clear();
}
return_track(FindFirstBit(trackdirs));
}
/* Attempt to follow cached path. */
if (!v->path.empty()) {
if (v->path.back().tile != tile) {
/* Vehicle didn't expect a choice here, invalidate its path. */
v->path.clear();
} else {
Trackdir trackdir = v->path.back().trackdir;
if (HasBit(trackdirs, trackdir)) {
v->path.pop_back();
return_track(trackdir);
}
/* Vehicle expected a choice which is no longer available. */
v->path.clear();
}
}
best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found, v->path);
v->HandlePathfindingResult(path_found);
found_best_track:;
if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
return best_track;
}
struct RoadDriveEntry {
uint8_t x, y;
};
#include "table/roadveh_movement.h"
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);
v->LeaveUnbunchingDepot();
StartRoadVehSound(v);
/* Vehicle is about to leave a depot */
v->cur_speed = 0;
}
v->vehstatus.Reset(VehState::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];
}
uint8_t 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);
CommandCost ret = Command<CMD_BUILD_ROAD>::Do(DoCommandFlag::NoWater, t, r, rt, DRD_NONE, TownID::Invalid());
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) && VehicleEnterTile(v, gp.new_tile, gp.x, gp.y).Test(VehicleEnterTileState::EnteredWormhole)) {
/* 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.Test(VehState::Hidden)) 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()) FatalError("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 they do. */
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()) {
const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
if (u != nullptr) {
v->cur_speed = u->First()->cur_speed;
/* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
v->path.emplace_back(dir, tile);
return false;
}
}
auto vets = VehicleEnterTile(v, tile, x, y);
if (vets.Test(VehicleEnterTileState::CannotEnter)) {
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 (IsStationRoadStop(v->tile)) {
/* We're not continuing our drive through road stop, so leave. */
RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
}
}
if (!vets.Test(VehicleEnterTileState::EnteredWormhole)) {
TileIndex old_tile = v->tile;
v->tile = tile;
v->state = (uint8_t)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()) {
const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
if (u != nullptr) {
v->cur_speed = u->First()->cur_speed;
/* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
v->path.emplace_back(dir, v->tile);
return false;
}
}
auto vets = VehicleEnterTile(v, v->tile, x, y);
if (vets.Test(VehicleEnterTileState::CannotEnter)) {
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() ? RoadStopType::Bus : RoadStopType::Truck)) {
Station *st = Station::GetByTile(v->tile);
v->last_station_visited = st->index;
RoadVehArrivesAt(v, st);
v->BeginLoading();
TriggerRoadStopRandomisation(st, v->tile, RSRT_VEH_ARRIVES);
TriggerRoadStopAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
}
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->UpdateViewport(true, 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() ? RoadStopType::Bus : RoadStopType::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();
TriggerRoadStopRandomisation(st, v->tile, RSRT_VEH_ARRIVES);
TriggerRoadStopAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
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 (IsBayRoadStopTile(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 */
auto vets = VehicleEnterTile(v, v->tile, x, y);
if (vets.Test(VehicleEnterTileState::CannotEnter)) {
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 (!vets.Test(VehicleEnterTileState::EnteredWormhole)) 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.Test(VehState::Crashed) || RoadVehCheckTrainCrash(v)) {
return RoadVehIsCrashed(v);
}
/* road vehicle has broken down? */
if (v->HandleBreakdown()) return true;
if (v->vehstatus.Test(VehState::Stopped)) {
v->SetLastSpeed();
return true;
}
ProcessOrders(v);
v->HandleLoading();
if (v->current_order.IsType(OT_LOADING)) return true;
if (v->IsInDepot()) {
/* Check if we should wait here for unbunching. */
if (v->IsWaitingForUnbunching()) return true;
if (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.Test(VehState::Hidden)) 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.Test(VehState::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 = _settings_game.pf.yapf.maximum_go_to_depot_penalty;
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);
}
/** Calandar day handler */
void RoadVehicle::OnNewCalendarDay()
{
if (!this->IsFrontEngine()) return;
AgeVehicle(this);
}
/** Economy day handler. */
void RoadVehicle::OnNewEconomyDay()
{
if (!this->IsFrontEngine()) return;
EconomyAgeVehicle(this);
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 / (CalendarTime::DAYS_IN_YEAR * Ticks::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.Test(VehState::Crashed)) return INVALID_TRACKDIR;
if (this->IsInDepot()) {
/* We'll assume the road vehicle is facing outwards */
return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
}
if (IsBayRoadStopTile(this->tile)) {
/* We'll assume the road vehicle is facing outwards */
return DiagDirToDiagTrackdir(GetBayRoadStopDir(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);
}
uint16_t RoadVehicle::GetMaxWeight() const
{
uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnits(this->GetEngine()->DetermineCapacity(this));
/* Vehicle weight is not added for articulated parts. */
if (!this->IsArticulatedPart()) {
/* Road vehicle weight is in units of 1/4 t. */
weight += GetVehicleProperty(this, PROP_ROADVEH_WEIGHT, RoadVehInfo(this->engine_type)->weight) / 4;
}
return weight;
}