Rearrange storage of reserved tracks for railway tiles
[openttd/fttd.git] / src / roadveh_cmd.cpp
blob5c8fefa1d459466cc1e582863d40e0efc7ade11d
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file roadveh_cmd.cpp Handling of road vehicles. */
12 #include "stdafx.h"
13 #include "roadveh.h"
14 #include "command_func.h"
15 #include "news_func.h"
16 #include "station_base.h"
17 #include "company_func.h"
18 #include "articulated_vehicles.h"
19 #include "newgrf_sound.h"
20 #include "pathfinder/yapf/yapf.h"
21 #include "strings_func.h"
22 #include "map/road.h"
23 #include "map/depot.h"
24 #include "map/tunnelbridge.h"
25 #include "date_func.h"
26 #include "vehicle_func.h"
27 #include "sound_func.h"
28 #include "ai/ai.hpp"
29 #include "game/game.hpp"
30 #include "effectvehicle_func.h"
31 #include "roadstop_base.h"
32 #include "spritecache.h"
33 #include "core/random_func.hpp"
34 #include "company_base.h"
35 #include "core/backup_type.hpp"
36 #include "newgrf.h"
37 #include "zoom_func.h"
38 #include "bridge.h"
39 #include "station_func.h"
41 #include "table/strings.h"
43 static const uint16 _roadveh_images[] = {
44 0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
45 0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
46 0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
47 0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
48 0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
49 0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
50 0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
51 0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
54 static const uint16 _roadveh_full_adder[] = {
55 0, 88, 0, 0, 0, 0, 48, 48,
56 48, 48, 0, 0, 64, 64, 0, 16,
57 16, 0, 88, 0, 0, 0, 0, 48,
58 48, 48, 48, 0, 0, 64, 64, 0,
59 16, 16, 0, 88, 0, 0, 0, 0,
60 48, 48, 48, 48, 0, 0, 64, 64,
61 0, 16, 16, 0, 8, 8, 8, 8,
62 0, 0, 0, 8, 8, 8, 8
64 assert_compile(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
66 template <>
67 bool IsValidImageIndex<VEH_ROAD>(uint8 image_index)
69 return image_index < lengthof(_roadveh_images);
72 static const Trackdir _road_reverse_table[DIAGDIR_END] = {
73 TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
77 /**
78 * Check whether a roadvehicle is a bus
79 * @return true if bus
81 bool RoadVehicle::IsBus() const
83 assert(this->IsFrontEngine());
84 return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
87 /**
88 * Get the width of a road vehicle image in the GUI.
89 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
90 * @return Width in pixels
92 int RoadVehicle::GetDisplayImageWidth(Point *offset) const
94 int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
96 if (offset != NULL) {
97 offset->x = reference_width / 2;
98 offset->y = 0;
100 return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
103 static SpriteID GetRoadVehIcon(EngineID engine, EngineImageType image_type)
105 const Engine *e = Engine::Get(engine);
106 uint8 spritenum = e->u.road.image_index;
108 if (is_custom_sprite(spritenum)) {
109 SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W, image_type);
110 if (sprite != 0) return sprite;
112 spritenum = e->original_image_index;
115 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
116 return DIR_W + _roadveh_images[spritenum];
119 SpriteID RoadVehicle::GetImage(Direction direction, EngineImageType image_type) const
121 uint8 spritenum = this->spritenum;
122 SpriteID sprite;
124 if (is_custom_sprite(spritenum)) {
125 sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
126 if (sprite != 0) return sprite;
128 spritenum = this->GetEngine()->original_image_index;
131 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
132 sprite = direction + _roadveh_images[spritenum];
134 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
136 return sprite;
140 * Draw a road vehicle engine.
141 * @param left Left edge to draw within.
142 * @param right Right edge to draw within.
143 * @param preferred_x Preferred position of the engine.
144 * @param y Vertical position of the engine.
145 * @param engine Engine to draw
146 * @param pal Palette to use.
148 void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
150 SpriteID sprite = GetRoadVehIcon(engine, image_type);
151 const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
152 preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI), right - UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI));
153 DrawSprite(sprite, pal, preferred_x, y);
157 * Get the size of the sprite of a road vehicle sprite heading west (used for lists).
158 * @param engine The engine to get the sprite from.
159 * @param[out] width The width of the sprite.
160 * @param[out] height The height of the sprite.
161 * @param[out] xoffs Number of pixels to shift the sprite to the right.
162 * @param[out] yoffs Number of pixels to shift the sprite downwards.
163 * @param image_type Context the sprite is used in.
165 void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
167 const Sprite *spr = GetSprite(GetRoadVehIcon(engine, image_type), ST_NORMAL);
169 width = UnScaleByZoom(spr->width, ZOOM_LVL_GUI);
170 height = UnScaleByZoom(spr->height, ZOOM_LVL_GUI);
171 xoffs = UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI);
172 yoffs = UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI);
176 * Get length of a road vehicle.
177 * @param v Road vehicle to query length.
178 * @return Length of the given road vehicle.
180 static uint GetRoadVehLength(const RoadVehicle *v)
182 const Engine *e = v->GetEngine();
183 uint length = VEHICLE_LENGTH;
185 uint16 veh_len = CALLBACK_FAILED;
186 if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
187 /* Use callback 36 */
188 veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
189 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
190 } else {
191 /* Use callback 11 */
192 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
194 if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
195 if (veh_len != 0) {
196 length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
199 return length;
203 * Update the cache of a road vehicle.
204 * @param v Road vehicle needing an update of its cache.
205 * @param same_length should length of vehicles stay the same?
206 * @pre \a v must be first road vehicle.
208 void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
210 assert(v->type == VEH_ROAD);
211 assert(v->IsFrontEngine());
213 v->InvalidateNewGRFCacheOfChain();
215 v->gcache.cached_total_length = 0;
217 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
218 /* Check the v->first cache. */
219 assert(u->First() == v);
221 /* Update the 'first engine' */
222 u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
224 /* Update the length of the vehicle. */
225 uint veh_len = GetRoadVehLength(u);
226 /* Verify length hasn't changed. */
227 if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
229 u->gcache.cached_veh_length = veh_len;
230 v->gcache.cached_total_length += u->gcache.cached_veh_length;
232 /* Update visual effect */
233 u->UpdateVisualEffect();
235 /* Update cargo aging period. */
236 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
239 uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
240 v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
244 * Build a road vehicle.
245 * @param tile tile of the depot where road vehicle is built.
246 * @param flags type of operation.
247 * @param e the engine to build.
248 * @param data unused.
249 * @param ret[out] the vehicle that has been built.
250 * @return the cost of this operation or an error.
252 CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
254 if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
256 if (flags & DC_EXEC) {
257 const RoadVehicleInfo *rvi = &e->u.road;
259 RoadVehicle *v = new RoadVehicle();
260 *ret = v;
261 v->direction = DiagDirToDir(GetGroundDepotDirection(tile));
262 v->owner = _current_company;
264 v->tile = tile;
265 int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
266 int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
267 v->x_pos = x;
268 v->y_pos = y;
269 v->z_pos = GetSlopePixelZ(x, y);
271 v->state = RVSB_IN_DEPOT;
272 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
274 v->spritenum = rvi->image_index;
275 v->cargo_type = e->GetDefaultCargoType();
276 v->cargo_cap = rvi->capacity;
277 v->refit_cap = 0;
279 v->last_station_visited = INVALID_STATION;
280 v->last_loading_station = INVALID_STATION;
281 v->engine_type = e->index;
282 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
284 v->reliability = e->reliability;
285 v->reliability_spd_dec = e->reliability_spd_dec;
286 v->max_age = e->GetLifeLengthInDays();
287 _new_vehicle_id = v->index;
289 v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
291 v->date_of_last_service = _date;
292 v->build_year = _cur_year;
294 v->cur_image = SPR_IMG_QUERY;
295 v->random_bits = VehicleRandomBits();
296 v->SetFrontEngine();
298 v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
299 v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
300 v->gcache.cached_veh_length = VEHICLE_LENGTH;
302 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
303 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
305 AddArticulatedParts(v);
306 v->InvalidateNewGRFCacheOfChain();
308 /* Call various callbacks after the whole consist has been constructed */
309 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
310 u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
311 u->refit_cap = 0;
312 v->InvalidateNewGRFCache();
313 u->InvalidateNewGRFCache();
315 RoadVehUpdateCache(v);
316 /* Initialize cached values for realistic acceleration. */
317 if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
319 VehicleUpdatePosition(v);
321 CheckConsistencyOfArticulatedVehicle(v);
324 return CommandCost();
327 static TileIndex FindClosestRoadDepot(const RoadVehicle *v, bool nearby)
329 if (IsRoadDepotTile(v->tile) && v->state == DiagDirToDiagTrackdir(ReverseDiagDir(GetGroundDepotDirection(v->tile)))) {
330 return v->tile;
333 return YapfRoadVehicleFindNearestDepot(v,
334 nearby ? _settings_game.pf.yapf.maximum_go_to_depot_penalty : 0);
337 bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
339 TileIndex rfdd = FindClosestRoadDepot(this, false);
340 if (rfdd == INVALID_TILE) return false;
342 if (location != NULL) *location = rfdd;
343 if (destination != NULL) *destination = GetDepotIndex(rfdd);
345 return true;
349 * Turn a roadvehicle around.
350 * @param tile unused
351 * @param flags operation to perform
352 * @param p1 vehicle ID to turn
353 * @param p2 unused
354 * @param text unused
355 * @return the cost of this operation or an error
357 CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
359 RoadVehicle *v = RoadVehicle::GetIfValid(p1);
360 if (v == NULL) return CMD_ERROR;
362 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
364 CommandCost ret = CheckOwnership(v->owner);
365 if (ret.Failed()) return ret;
367 if ((v->vehstatus & VS_STOPPED) ||
368 (v->vehstatus & VS_CRASHED) ||
369 v->breakdown_ctr != 0 ||
370 v->overtaking != 0 ||
371 v->state == RVSB_WORMHOLE ||
372 v->IsInDepot() ||
373 v->current_order.IsType(OT_LOADING)) {
374 return CMD_ERROR;
377 if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
379 if ((IsTunnelTile(v->tile) || IsBridgeHeadTile(v->tile)) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
381 if (flags & DC_EXEC) v->reverse_ctr = 180;
383 return CommandCost();
387 void RoadVehicle::MarkDirty()
389 for (RoadVehicle *v = this; v != NULL; v = v->Next()) {
390 v->colourmap = PAL_NONE;
391 v->UpdateViewport(true, false);
393 this->CargoChanged();
396 void RoadVehicle::UpdateDeltaXY(Direction direction)
398 static const int8 _delta_xy_table[8][10] = {
399 /* 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 */
400 {3, 3, -1, -1, 0, 0, -1, -1, -1, -1}, // N
401 {3, 7, -1, -3, 0, -1, 0, -1, 0, 0}, // NE
402 {3, 3, -1, -1, 0, 0, 1, -1, 1, -1}, // E
403 {7, 3, -3, -1, -1, 0, 0, 0, 1, 0}, // SE
404 {3, 3, -1, -1, 0, 0, 1, 1, 1, 1}, // S
405 {3, 7, -1, -3, 0, -1, 0, 0, 0, 1}, // SW
406 {3, 3, -1, -1, 0, 0, -1, 1, -1, 1}, // W
407 {7, 3, -3, -1, -1, 0, -1, 0, 0, 0}, // NW
410 int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length;
411 if (!IsDiagonalDirection(direction)) shorten >>= 1;
413 const int8 *bb = _delta_xy_table[direction];
414 this->x_bb_offs = bb[5] + bb[9] * shorten;
415 this->y_bb_offs = bb[4] + bb[8] * shorten;;
416 this->x_offs = bb[3];
417 this->y_offs = bb[2];
418 this->x_extent = bb[1] + bb[7] * shorten;
419 this->y_extent = bb[0] + bb[6] * shorten;
420 this->z_extent = 6;
424 * Calculates the maximum speed of the vehicle under its current conditions.
425 * @return Maximum speed of the vehicle.
427 inline int RoadVehicle::GetCurrentMaxSpeed() const
429 int max_speed = this->vcache.cached_max_speed;
431 /* Limit speed to 50% while reversing, 75% in curves. */
432 for (const RoadVehicle *u = this; u != NULL; u = u->Next()) {
433 if (_settings_game.vehicle.roadveh_acceleration_model == AM_REALISTIC) {
434 if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
435 max_speed = this->vcache.cached_max_speed / 2;
436 break;
437 } else if ((u->direction & 1) == 0) {
438 max_speed = this->vcache.cached_max_speed * 3 / 4;
442 /* Vehicle is on the middle part of a bridge. */
443 if (u->state == RVSB_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
444 max_speed = min(max_speed, GetBridgeSpec(GetRoadBridgeType(u->tile))->speed * 2);
448 return min(max_speed, this->current_order.max_speed * 2);
452 * Delete last vehicle of a chain road vehicles.
453 * @param v First roadvehicle.
455 static void DeleteLastRoadVeh(RoadVehicle *v)
457 RoadVehicle *first = v->First();
458 Vehicle *u = v;
459 for (; v->Next() != NULL; v = v->Next()) u = v;
460 u->SetNext(NULL);
461 v->last_station_visited = first->last_station_visited; // for PreDestructor
463 /* Only leave the road stop when we're really gone. */
464 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
466 delete v;
469 static void RoadVehSetRandomDirection(RoadVehicle *v)
471 static const DirDiff delta[] = {
472 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
475 do {
476 uint32 r = Random();
478 v->direction = ChangeDir(v->direction, delta[r & 3]);
479 v->UpdateViewport(true, true);
480 } while ((v = v->Next()) != NULL);
484 * Road vehicle chain has crashed.
485 * @param v First roadvehicle.
486 * @return whether the chain still exists.
488 static bool RoadVehIsCrashed(RoadVehicle *v)
490 v->crashed_ctr++;
491 if (v->crashed_ctr == 2) {
492 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
493 } else if (v->crashed_ctr <= 45) {
494 if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
495 } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
496 bool ret = v->Next() != NULL;
497 DeleteLastRoadVeh(v);
498 return ret;
501 return true;
505 * Check routine whether a road and a train vehicle have collided.
506 * @param v %Train vehicle to test.
507 * @param data Road vehicle to test.
508 * @return %Train vehicle if the vehicles collided, else \c NULL.
510 static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
512 const Vehicle *u = (Vehicle*)data;
514 return (v->type == VEH_TRAIN &&
515 abs(v->z_pos - u->z_pos) <= 6 &&
516 abs(v->x_pos - u->x_pos) <= 4 &&
517 abs(v->y_pos - u->y_pos) <= 4) ? v : NULL;
520 uint RoadVehicle::Crash(bool flooded)
522 uint pass = this->GroundVehicleBase::Crash(flooded);
523 if (this->IsFrontEngine()) {
524 pass += 1; // driver
526 /* If we're in a drive through road stop we ought to leave it */
527 if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
528 RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
531 this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
532 return pass;
535 static void RoadVehCrash(RoadVehicle *v)
537 uint pass = v->Crash();
539 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
540 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
542 SetDParam(0, pass);
543 AddVehicleNewsItem(
544 (pass == 1) ?
545 STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH,
546 NT_ACCIDENT,
547 v->index
550 ModifyStationRatingAround(v->tile, v->owner, -160, 22);
551 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
554 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
556 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
557 if (u->state == RVSB_WORMHOLE) continue;
559 TileIndex tile = u->tile;
561 if (!IsLevelCrossingTile(tile)) continue;
563 if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
564 RoadVehCrash(v);
565 return true;
569 return false;
572 TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
574 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
576 const Station *st = Station::Get(station);
577 if (!CanVehicleUseStation(this, st)) {
578 /* There is no stop left at the station, so don't even TRY to go there */
579 this->IncrementRealOrderIndex();
580 return 0;
583 return st->xy;
586 static void StartRoadVehSound(const RoadVehicle *v)
588 if (!PlayVehicleSound(v, VSE_START)) {
589 SoundID s = RoadVehInfo(v->engine_type)->sfx;
590 if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) {
591 s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
593 SndPlayVehicleFx(s, v);
597 struct RoadVehFindData {
598 int x;
599 int y;
600 const Vehicle *veh;
601 Vehicle *best;
602 uint best_diff;
603 Direction dir;
606 static void RoadVehFindCloseToCheck (RoadVehFindData *rvf, Vehicle *v)
608 static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
609 static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
611 if (v->type == VEH_ROAD &&
612 !v->IsInDepot() &&
613 abs(v->z_pos - rvf->veh->z_pos) < 6 &&
614 v->direction == rvf->dir &&
615 rvf->veh->First() != v->First()) {
617 short x_diff = v->x_pos - rvf->x;
618 short y_diff = v->y_pos - rvf->y;
620 if ((dist_x[v->direction] > 0 ?
621 (x_diff >= 0 && x_diff < dist_x[v->direction]) :
622 (x_diff <= 0 && x_diff > dist_x[v->direction])) &&
623 (dist_y[v->direction] > 0 ?
624 (y_diff >= 0 && y_diff < dist_y[v->direction]) :
625 (y_diff <= 0 && y_diff > dist_y[v->direction]))) {
626 uint diff = abs(x_diff) + abs(y_diff);
628 if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
629 rvf->best = v;
630 rvf->best_diff = diff;
636 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
638 RoadVehFindCloseToCheck ((RoadVehFindData*)data, v);
640 return NULL;
643 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
645 RoadVehFindData rvf;
646 RoadVehicle *front = v->First();
648 if (front->reverse_ctr != 0) return NULL;
650 rvf.x = x;
651 rvf.y = y;
652 rvf.dir = dir;
653 rvf.veh = v;
654 rvf.best_diff = UINT_MAX;
656 if (front->state == RVSB_WORMHOLE) {
657 VehicleTileIterator iter1 (v->tile);
658 while (!iter1.finished()) {
659 RoadVehFindCloseToCheck (&rvf, iter1.next());
661 VehicleTileIterator iter2 (GetOtherTunnelBridgeEnd(v->tile));
662 while (!iter2.finished()) {
663 RoadVehFindCloseToCheck (&rvf, iter2.next());
665 } else {
666 FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
669 /* This code protects a roadvehicle from being blocked for ever
670 * If more than 1480 / 74 days a road vehicle is blocked, it will
671 * drive just through it. The ultimate backup-code of TTD.
672 * It can be disabled. */
673 if (rvf.best_diff == UINT_MAX) {
674 front->blocked_ctr = 0;
675 return NULL;
678 if (update_blocked_ctr && ++front->blocked_ctr > 1480) return NULL;
680 return RoadVehicle::From(rvf.best);
684 * A road vehicle arrives at a station. If it is the first time, create a news item.
685 * @param v Road vehicle that arrived.
686 * @param st Station where the road vehicle arrived.
688 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
690 if (v->IsBus()) {
691 /* Check if station was ever visited before */
692 if (!(st->had_vehicle_of_type & HVOT_BUS)) {
693 st->had_vehicle_of_type |= HVOT_BUS;
694 SetDParam(0, st->index);
695 AddVehicleNewsItem(
696 v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
697 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
698 v->index,
699 st->index
701 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
702 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
704 } else {
705 /* Check if station was ever visited before */
706 if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
707 st->had_vehicle_of_type |= HVOT_TRUCK;
708 SetDParam(0, st->index);
709 AddVehicleNewsItem(
710 v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
711 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
712 v->index,
713 st->index
715 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
716 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
722 * This function looks at the vehicle and updates its speed (cur_speed
723 * and subspeed) variables. Furthermore, it returns the distance that
724 * the vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
725 * the distance to drive before moving a step on the map.
726 * @return distance to drive.
728 int RoadVehicle::UpdateSpeed()
730 switch (_settings_game.vehicle.roadveh_acceleration_model) {
731 default: NOT_REACHED();
732 case AM_ORIGINAL:
733 return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
735 case AM_REALISTIC:
736 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
741 /** The returned bits of VehicleEnterTile. */
742 enum VehicleEnterTileStatus {
743 VETS_CONTINUE = 0, ///< The vehicle can continue normally
744 VETS_ENTERED_WORMHOLE = 1, ///< The vehicle either entered a bridge, tunnel or depot tile
745 VETS_CANNOT_ENTER = 2, ///< The vehicle cannot enter the tile
747 DECLARE_ENUM_AS_BIT_SET(VehicleEnterTileStatus)
749 static VehicleEnterTileStatus RoadVehEnter_Road(RoadVehicle *v, TileIndex tile, int x, int y)
751 if (IsTileSubtype(tile, TT_TRACK)) return VETS_CONTINUE;
753 assert(abs((int)(GetSlopePixelZ(x, y) - v->z_pos)) < 3);
755 /* modify speed of vehicle */
756 uint16 spd = GetBridgeSpec(GetRoadBridgeType(tile))->speed * 2;
757 Vehicle *first = v->First();
758 first->cur_speed = min(first->cur_speed, spd);
760 return VETS_CONTINUE;
763 extern const byte _tunnel_visibility_frame[DIAGDIR_END];
765 static VehicleEnterTileStatus RoadVehEnter_Misc(RoadVehicle *u, TileIndex tile, int x, int y)
767 switch (GetTileSubtype(tile)) {
768 default: break;
770 case TT_MISC_TUNNEL: {
771 assert(abs((int)GetSlopePixelZ(x, y) - u->z_pos) < 3);
773 /* Direction into the wormhole */
774 const DiagDirection dir = GetTunnelBridgeDirection(tile);
776 if (u->direction == DiagDirToDir(dir)) {
777 uint frame = DistanceFromTileEdge(ReverseDiagDir(dir), x & 0xF, y & 0xF);
778 if (frame == _tunnel_visibility_frame[dir]) {
779 /* Frame should be equal to the next frame number in the RV's movement */
780 assert((int)frame == u->frame + 1);
781 u->vehstatus |= VS_HIDDEN;
783 } else if (u->direction == ReverseDir(DiagDirToDir(dir))) {
784 uint frame = DistanceFromTileEdge(dir, x & 0xF, y & 0xF);
785 if (frame == TILE_SIZE - _tunnel_visibility_frame[dir]) {
786 assert((int)frame == u->frame + 1);
787 u->vehstatus &= ~VS_HIDDEN;
791 break;
794 case TT_MISC_DEPOT:
795 if (!IsRoadDepot(tile)) break;
797 if (u->frame == RVC_DEPOT_STOP_FRAME &&
798 u->state == DiagDirToDiagTrackdir(ReverseDiagDir(GetGroundDepotDirection(tile)))) {
799 u->state = RVSB_IN_DEPOT;
800 u->vehstatus |= VS_HIDDEN;
801 u->direction = ReverseDir(u->direction);
802 if (u->Next() == NULL) VehicleEnterDepot(u->First());
803 u->tile = tile;
805 InvalidateWindowData(WC_VEHICLE_DEPOT, u->tile);
806 return VETS_ENTERED_WORMHOLE;
809 break;
812 return VETS_CONTINUE;
815 static VehicleEnterTileStatus RoadVehEnter_Station(RoadVehicle *v, TileIndex tile, int x, int y)
817 if (v->state < RVSB_IN_ROAD_STOP && !IsReversingRoadTrackdir((Trackdir)v->state) && v->frame == 0) {
818 if (IsRoadStop(tile) && v->IsFrontEngine()) {
819 /* Attempt to allocate a parking bay in a road stop */
820 return RoadStop::GetByTile(tile, GetRoadStopType(tile))->Enter(v) ? VETS_CONTINUE : VETS_CANNOT_ENTER;
824 return VETS_CONTINUE;
828 * Call the tile callback function for a road vehicle entering a tile
829 * @param v Road vehicle entering the tile
830 * @param tile Tile entered
831 * @param x X position
832 * @param y Y position
833 * @return Some meta-data over the to be entered tile.
834 * @see VehicleEnterTileStatus to see what the bits in the return value mean.
836 static VehicleEnterTileStatus RoadVehEnterTile(RoadVehicle *v, TileIndex tile, int x, int y)
838 switch (GetTileType(tile)) {
839 default: NOT_REACHED();
841 case TT_ROAD:
842 return RoadVehEnter_Road(v, tile, x, y);
844 case TT_MISC:
845 return RoadVehEnter_Misc(v, tile, x, y);
847 case TT_STATION:
848 return RoadVehEnter_Station(v, tile, x, y);
852 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
854 static const Direction _roadveh_new_dir[] = {
855 DIR_N , DIR_NW, DIR_W , INVALID_DIR,
856 DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
857 DIR_E , DIR_SE, DIR_S
860 x = x - v->x_pos + 1;
861 y = y - v->y_pos + 1;
863 if ((uint)x > 2 || (uint)y > 2) return v->direction;
864 return _roadveh_new_dir[y * 4 + x];
867 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
869 Direction new_dir = RoadVehGetNewDirection(v, x, y);
870 Direction old_dir = v->direction;
871 DirDiff delta;
873 if (new_dir == old_dir) return old_dir;
874 delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
875 return ChangeDir(old_dir, delta);
878 struct OvertakeData {
879 const RoadVehicle *u;
880 const RoadVehicle *v;
881 TileIndex tile;
882 Trackdir trackdir;
886 * Check if overtaking is possible on a piece of track
888 * @param od Information about the tile and the involved vehicles
889 * @return true if we have to abort overtaking
891 static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
893 TrackStatus ts = GetTileRoadStatus(od->tile, od->v->compatible_roadtypes);
894 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
895 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
896 TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
898 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
899 if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
901 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
902 VehicleTileFinder iter (od->tile);
903 while (!iter.finished()) {
904 Vehicle *v = iter.next();
905 if (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) {
906 iter.set_found();
909 return iter.was_found();
912 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
914 OvertakeData od;
916 od.v = v;
917 od.u = u;
919 if (u->vcache.cached_max_speed >= v->vcache.cached_max_speed &&
920 !(u->vehstatus & VS_STOPPED) &&
921 u->cur_speed != 0) {
922 return;
925 /* Trams can't overtake other trams */
926 if (v->roadtype == ROADTYPE_TRAM) return;
928 /* Don't overtake in stations */
929 if (IsStationTile(v->tile) || IsStationTile(u->tile)) return;
931 /* For now, articulated road vehicles can't overtake anything. */
932 if (v->HasArticulatedPart()) return;
934 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
935 if (v->direction != u->direction || !(v->direction & 1)) return;
937 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
938 if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
940 od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
942 /* Are the current and the next tile suitable for overtaking?
943 * - Does the track continue along od.trackdir
944 * - No junctions
945 * - No barred levelcrossing
946 * - No other vehicles in the way
948 od.tile = v->tile;
949 if (CheckRoadBlockedForOvertaking(&od)) return;
951 od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
952 if (CheckRoadBlockedForOvertaking(&od)) return;
954 /* When the vehicle in front of us is stopped we may only take
955 * half the time to pass it than when the vehicle is moving. */
956 v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
957 v->overtaking = 1;
960 static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z)
962 if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
964 if (old_z < v->z_pos) {
965 v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
966 } else {
967 uint16 spd = v->cur_speed + 2;
968 if (spd <= v->vcache.cached_max_speed) v->cur_speed = spd;
972 static int PickRandomBit(uint bits)
974 uint i;
975 uint num = RandomRange(CountBits(bits));
977 for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
978 return i;
982 * Returns direction to for a road vehicle to take or
983 * INVALID_TRACKDIR if the direction is currently blocked
984 * @param v the Vehicle to do the pathfinding for
985 * @param tile the where to start the pathfinding
986 * @param enterdir the direction the vehicle enters the tile from
987 * @return the Trackdir to take
989 static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
991 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
993 TileIndex desttile;
994 Trackdir best_track;
995 bool path_found = true;
997 TrackStatus ts = GetTileRoadStatus(tile, v->compatible_roadtypes);
998 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
999 TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
1001 if (IsRoadDepotTile(tile)) {
1002 if ((!IsTileOwner(tile, v->owner) || GetGroundDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->compatible_roadtypes) == 0)) {
1003 /* Road depot owned by another company or with the wrong orientation */
1004 trackdirs = TRACKDIR_BIT_NONE;
1006 } else if (IsStationTile(tile) && IsStandardRoadStopTile(tile)) {
1007 /* Standard road stop (drive-through stops are treated as normal road) */
1009 if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
1010 /* different station owner or wrong orientation or the vehicle has articulated parts */
1011 trackdirs = TRACKDIR_BIT_NONE;
1012 } else {
1013 /* Our station */
1014 RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
1016 if (GetRoadStopType(tile) != rstype) {
1017 /* Wrong station type */
1018 trackdirs = TRACKDIR_BIT_NONE;
1019 } else {
1020 /* Proper station type, check if there is free loading bay */
1021 if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
1022 !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
1023 /* Station is full and RV queuing is off */
1024 trackdirs = TRACKDIR_BIT_NONE;
1029 /* The above lookups should be moved to GetTileTrackStatus in the
1030 * future, but that requires more changes to the pathfinder and other
1031 * stuff, probably even more arguments to GTTS.
1034 /* Remove tracks unreachable from the enter dir */
1035 trackdirs &= DiagdirReachesTrackdirs(enterdir);
1036 if (trackdirs == TRACKDIR_BIT_NONE) {
1037 /* No reachable tracks, so we'll reverse */
1038 return_track(_road_reverse_table[enterdir]);
1041 if (v->reverse_ctr != 0) {
1042 bool reverse = true;
1043 if (v->roadtype == ROADTYPE_TRAM) {
1044 /* Trams may only reverse on a tile if it contains at least the straight
1045 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
1046 RoadBits rb = GetAnyRoadBits(tile, ROADTYPE_TRAM);
1047 RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
1048 reverse = ((rb & straight) == straight) ||
1049 (rb == DiagDirToRoadBits(enterdir));
1051 if (reverse) {
1052 v->reverse_ctr = 0;
1053 if (v->tile != tile) {
1054 return_track(_road_reverse_table[enterdir]);
1059 desttile = v->dest_tile;
1060 if (desttile == 0) {
1061 /* We've got no destination, pick a random track */
1062 return_track(PickRandomBit(trackdirs));
1065 /* Only one track to choose between? */
1066 if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
1067 return_track(FindFirstBit2x64(trackdirs));
1070 best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found);
1071 v->HandlePathfindingResult(path_found);
1073 found_best_track:;
1075 if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
1077 return best_track;
1080 struct RoadDriveEntry {
1081 byte x, y;
1084 #include "table/roadveh_movement.h"
1086 static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
1088 /* Don't leave unless v and following wagons are in the depot. */
1089 for (const RoadVehicle *u = v; u != NULL; u = u->Next()) {
1090 if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
1093 DiagDirection dir = GetGroundDepotDirection(v->tile);
1094 v->direction = DiagDirToDir(dir);
1096 Trackdir tdir = DiagDirToDiagTrackdir(dir);
1097 const RoadDriveEntry *rdp = _road_drive_data[_settings_game.vehicle.road_side][tdir];
1099 int x = TileX(v->tile) * TILE_SIZE + rdp[RVC_DEPOT_START_FRAME].x;
1100 int y = TileY(v->tile) * TILE_SIZE + rdp[RVC_DEPOT_START_FRAME].y;
1102 if (first) {
1103 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1104 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
1105 VehicleEnterDepot(v);
1106 return true;
1109 if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true;
1111 VehicleServiceInDepot(v);
1113 StartRoadVehSound(v);
1115 /* Vehicle is about to leave a depot */
1116 v->cur_speed = 0;
1119 v->vehstatus &= ~VS_HIDDEN;
1120 v->state = tdir;
1121 v->frame = RVC_DEPOT_START_FRAME;
1123 v->x_pos = x;
1124 v->y_pos = y;
1125 VehicleUpdatePosition(v);
1126 v->UpdateInclination(true, true);
1128 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1130 return true;
1133 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir)
1135 Trackdir dir;
1136 if (prev->tile != tile) {
1138 * The previous vehicle has already left the tile; follow
1139 * the trackdir that heads in its direction.
1141 DiagDirection exitdir = DiagdirBetweenTiles(tile, prev->tile);
1142 assert(IsValidDiagDirection(exitdir));
1143 dir = EnterdirExitdirToTrackdir(entry_dir, exitdir);
1144 } else {
1145 byte prev_state = prev->state;
1147 assert(prev_state != RVSB_WORMHOLE);
1149 if (prev_state == RVSB_IN_DEPOT) {
1150 dir = DiagDirToDiagTrackdir(ReverseDiagDir(GetGroundDepotDirection(tile)));
1151 } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1152 dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1153 } else {
1154 assert(prev_state < TRACKDIR_END);
1155 dir = (Trackdir)prev_state;
1157 /* Some bends are so short that the vehicle ahead has
1158 * already left the tile when we reach it; this is
1159 * caught by the conditional prev->tile != tile above.
1160 * However, if the vehicle ahead turned around at the
1161 * tile edge instead of moving forward, it is still
1162 * in this tile but has switched to a reversing
1163 * trackdir. In such a case, we must not use its
1164 * trackdir, but head in the direction of the tile
1165 * side at which it is reversing. */
1166 if (IsReversingRoadTrackdir(dir)) {
1167 DiagDirection side = TrackdirToExitdir(dir);
1168 assert (entry_dir != side);
1169 side = ReverseDiagDir(side);
1170 if (entry_dir != side) dir = EnterdirExitdirToTrackdir(entry_dir, side);
1175 /* Do some sanity checking. */
1176 if (!IsReversingRoadTrackdir(dir)) {
1177 static const RoadBits required_roadbits[TRACK_END] = {
1178 ROAD_X, ROAD_Y, ROAD_N, ROAD_S, ROAD_W, ROAD_E,
1181 RoadBits required = required_roadbits[TrackdirToTrack(dir)];
1183 assert((required & GetAnyRoadBits(tile, v->roadtype, true)) != ROAD_NONE);
1186 return dir;
1190 * Can a tram track build without destruction on the given tile?
1191 * @param c the company that would be building the tram tracks
1192 * @param t the tile to build on.
1193 * @param r the road bits needed.
1194 * @return true when a track track can be build on 't'
1196 static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadBits r)
1198 /* The 'current' company is not necessarily the owner of the vehicle. */
1199 Backup<CompanyByte> cur_company(_current_company, c, FILE_LINE);
1201 CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, DC_NO_WATER, CMD_BUILD_ROAD);
1203 cur_company.Restore();
1204 return ret.Succeeded();
1208 * Make a road vehicle enter a wormhole.
1209 * @param v The road vehicle
1210 * @param end The other wormhole end
1211 * @param is_bridge Whether the wormhole is a bridge (as opposed to a tunnel)
1212 * @return Whether the vehicle moved at all
1213 * @pre The vehicle must be at the last frame of a wormhole head tile
1215 static bool IndividualRoadVehicleControllerEnterWormhole(RoadVehicle *v, TileIndex end, bool is_bridge)
1217 VehiclePos gp = GetNewVehiclePos(v);
1219 /* this should really bring us to a new virtual tile */
1220 assert(gp.new_tile != v->tile);
1222 if (v->IsFrontEngine()) {
1223 const Vehicle *u = RoadVehFindCloseTo (v, gp.x, gp.y, v->direction);
1224 if (u != NULL) {
1225 v->cur_speed = u->First()->cur_speed;
1226 return false;
1230 v->tile = end;
1231 v->state = RVSB_WORMHOLE;
1232 v->x_pos = gp.x;
1233 v->y_pos = gp.y;
1235 if (is_bridge) {
1236 ClrBit(v->gv_flags, GVF_GOINGUP_BIT);
1237 ClrBit(v->gv_flags, GVF_GOINGDOWN_BIT);
1239 RoadVehicle *first = v->First();
1240 first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetRoadBridgeType(end))->speed * 2);
1242 VehicleUpdatePositionAndViewport(v);
1243 } else {
1244 VehicleUpdatePosition(v);
1247 return true;
1250 static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1252 if (v->overtaking != 0) {
1253 if (IsStationTile(v->tile)) {
1254 /* Force us to be not overtaking! */
1255 v->overtaking = 0;
1256 } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1257 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1258 * if the vehicle started a corner. To protect that, only allow an abort of
1259 * overtake if we are on straight roads */
1260 if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
1261 v->overtaking = 0;
1266 /* If this vehicle is in a depot and we've reached this point it must be
1267 * one of the articulated parts. It will stay in the depot until activated
1268 * by the previous vehicle in the chain when it gets to the right place. */
1269 if (v->IsInDepot()) return true;
1271 RoadDriveEntry rd;
1272 TileIndex tile; // only used when entering a new tile
1274 if (v->state == RVSB_WORMHOLE) {
1275 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1276 VehiclePos gp = GetNewVehiclePos(v);
1278 if (v->IsFrontEngine()) {
1279 const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1280 if (u != NULL) {
1281 v->cur_speed = u->First()->cur_speed;
1282 return false;
1286 if (gp.new_tile != v->tile) {
1287 /* Still in the wormhole */
1288 v->x_pos = gp.x;
1289 v->y_pos = gp.y;
1290 VehicleUpdatePosition(v);
1291 if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
1292 return true;
1295 /* Vehicle has just exited a bridge or tunnel */
1296 rd.x = RDE_NEXT_TILE;
1297 rd.y = ReverseDiagDir(GetTunnelBridgeDirection(gp.new_tile));
1298 tile = gp.new_tile;
1299 } else {
1300 /* Get move position data for next frame.
1301 * For a drive-through road stop use 'straight road' move data.
1302 * In this case v->state is masked to give the road stop entry direction. */
1303 rd = _road_drive_data[_settings_game.vehicle.road_side ^ v->overtaking]
1304 [HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? (v->state & RVSB_ROAD_STOP_TRACKDIR_MASK) : v->state]
1305 [v->frame + 1];
1307 if (rd.x == RDE_NEXT_TILE) {
1308 DiagDirection enterdir = (DiagDirection)(rd.y);
1309 tile = v->tile + TileOffsByDiagDir(enterdir);
1311 if (IsTunnelTile(v->tile) && GetTunnelBridgeDirection(v->tile) == enterdir) {
1312 TileIndex end_tile = GetOtherTunnelEnd(v->tile);
1313 if (end_tile != tile) {
1314 /* Entering a tunnel */
1315 return IndividualRoadVehicleControllerEnterWormhole (v, end_tile, false);
1317 } else if (IsRoadBridgeTile(v->tile) && GetTunnelBridgeDirection(v->tile) == enterdir) {
1318 TileIndex end_tile = GetOtherBridgeEnd(v->tile);
1319 if (end_tile != tile) {
1320 /* Entering a bridge */
1321 return IndividualRoadVehicleControllerEnterWormhole (v, end_tile, true);
1327 if (rd.x == RDE_NEXT_TILE) {
1328 DiagDirection enterdir = (DiagDirection)(rd.y);
1330 Trackdir dir;
1332 if (v->IsFrontEngine()) {
1333 /* If this is the front engine, look for the right path. */
1334 dir = RoadFindPathToDest(v, tile, enterdir);
1336 if (dir == INVALID_TRACKDIR) {
1337 v->cur_speed = 0;
1338 return false;
1340 } else {
1341 dir = FollowPreviousRoadVehicle(v, prev, tile, enterdir);
1344 uint start_frame = RVC_DEFAULT_START_FRAME;
1345 if (IsReversingRoadTrackdir(dir)) {
1346 /* When turning around we can't be overtaking. */
1347 v->overtaking = 0;
1348 bool use_long_corner;
1350 /* Turning around */
1351 if (v->roadtype == ROADTYPE_ROAD) {
1352 /* Not a tram. */
1353 if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
1354 v->cur_speed = 0;
1355 return false;
1357 use_long_corner = false;
1358 } else if (v->IsFrontEngine()) {
1359 /* Tram front vehicle. */
1361 /* Determine the road bits the tram needs to be able to turn around
1362 * using the 'big' corner loop. */
1363 RoadBits needed;
1364 switch (dir) {
1365 default: NOT_REACHED();
1366 case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
1367 case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
1368 case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
1369 case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
1371 if (IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1372 (needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE) {
1374 * Taking the 'big' corner for trams only happens when
1375 * the front of the tram can drive over the next tile.
1377 use_long_corner = true;
1378 } else if (!CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
1380 * Taking the 'small' corner for trams only happens when
1381 * the company cannot build on the next tile.
1383 use_long_corner = false;
1384 } else {
1385 /* The company can build on the next tile, so wait till (s)he does. */
1386 v->cur_speed = 0;
1387 return false;
1389 } else {
1390 /* Tram, not front vehicle. Just follow the previous vehicle. */
1391 use_long_corner = (v->Previous()->tile == tile);
1394 if (use_long_corner) {
1395 start_frame = RVC_LONG_TURN_START_FRAME;
1396 } else {
1398 * The 'small' corner means that the vehicle is on the end of a
1399 * tram track and needs to start turning there. It therefore
1400 * does not go to the next tile, so that needs to be fixed.
1402 tile = v->tile;
1403 start_frame = RVC_SHORT_TURN_START_FRAME;
1407 /* Get position data for first frame on the new tile */
1408 const RoadDriveEntry *rdp = _road_drive_data[_settings_game.vehicle.road_side ^ v->overtaking][dir];
1410 int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1411 int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1413 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1414 if (v->IsFrontEngine()) {
1415 Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1416 if (u != NULL) {
1417 v->cur_speed = u->First()->cur_speed;
1418 return false;
1422 uint32 r = RoadVehEnterTile(v, tile, x, y);
1423 if (r == VETS_CANNOT_ENTER) {
1424 assert(IsRoadStopTile(tile));
1425 v->cur_speed = 0;
1426 return false;
1429 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsStationTile(v->tile)) {
1430 if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1431 /* New direction is trying to turn vehicle around.
1432 * We can't turn at the exit of a road stop so wait.*/
1433 v->cur_speed = 0;
1434 return false;
1437 /* If we are a drive through road stop and the next tile is of
1438 * the same road stop and the next tile isn't this one (i.e. we
1439 * are not reversing), then keep the reservation and state.
1440 * This way we will not be shortly unregister from the road
1441 * stop. It also makes it possible to load when on the edge of
1442 * two road stops; otherwise you could get vehicles that should
1443 * be loading but are not actually loading. */
1444 if (IsDriveThroughStopTile(v->tile) &&
1445 RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
1446 v->tile != tile) {
1447 /* So, keep 'our' state */
1448 dir = (Trackdir)v->state;
1449 } else if (IsRoadStop(v->tile)) {
1450 /* We're not continuing our drive through road stop, so leave. */
1451 RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
1455 if (r != VETS_ENTERED_WORMHOLE) {
1456 v->tile = tile;
1457 v->state = (byte)dir;
1458 v->frame = start_frame;
1460 if (new_dir != v->direction) {
1461 v->direction = new_dir;
1462 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1464 v->x_pos = x;
1465 v->y_pos = y;
1466 VehicleUpdatePosition(v);
1467 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1468 return true;
1471 if (rd.x == RDE_TURNED) {
1472 /* Vehicle has finished turning around, it will now head back onto the same tile */
1473 DiagDirection enterdir = (DiagDirection)(rd.y);
1474 Trackdir dir;
1476 if (v->roadtype == ROADTYPE_TRAM && IsNormalRoadTile(v->tile) && HasExactlyOneBit(GetRoadBits(v->tile, ROADTYPE_TRAM))) {
1478 * The tram is turning around with one tram 'roadbit'. This means that
1479 * it is using the 'big' corner 'drive data'. When the tram reaches the
1480 * 'turned' marker, we switch it to the corresponding straight drive data.
1482 dir = DiagDirToDiagTrackdir(enterdir);
1483 } else {
1484 if (v->IsFrontEngine()) {
1485 /* If this is the front engine, look for the right path. */
1486 dir = RoadFindPathToDest(v, v->tile, enterdir);
1488 if (dir == INVALID_TRACKDIR) {
1489 v->cur_speed = 0;
1490 return false;
1492 } else {
1493 dir = FollowPreviousRoadVehicle(v, prev, v->tile, enterdir);
1497 const RoadDriveEntry *rdp = _road_drive_data[_settings_game.vehicle.road_side][dir];
1499 int x = TileX(v->tile) * TILE_SIZE + rdp[RVC_AFTER_TURN_START_FRAME].x;
1500 int y = TileY(v->tile) * TILE_SIZE + rdp[RVC_AFTER_TURN_START_FRAME].y;
1502 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1503 if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
1505 uint32 r = RoadVehEnterTile(v, v->tile, x, y);
1506 if (r == VETS_CANNOT_ENTER) {
1507 v->cur_speed = 0;
1508 return false;
1511 v->state = dir;
1512 v->frame = RVC_AFTER_TURN_START_FRAME;
1514 if (new_dir != v->direction) {
1515 v->direction = new_dir;
1516 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1519 v->x_pos = x;
1520 v->y_pos = y;
1521 VehicleUpdatePosition(v);
1522 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1523 return true;
1526 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1527 * it's on a depot tile, check if it's time to activate the next vehicle in
1528 * the chain yet. */
1529 if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
1530 if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1531 RoadVehLeaveDepot(v->Next(), false);
1535 /* Calculate new position for the vehicle */
1536 int x = (v->x_pos & ~15) + rd.x;
1537 int y = (v->y_pos & ~15) + rd.y;
1539 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1541 if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1542 /* Vehicle is not in a road stop.
1543 * Check for another vehicle to overtake */
1544 RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1546 if (u != NULL) {
1547 u = u->First();
1548 /* There is a vehicle in front overtake it if possible */
1549 if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1550 if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1552 /* In case an RV is stopped in a road stop, why not try to load? */
1553 if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1554 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1555 v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1556 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
1557 Station *st = Station::GetByTile(v->tile);
1558 v->last_station_visited = st->index;
1559 RoadVehArrivesAt(v, st);
1560 v->BeginLoading();
1562 return false;
1566 Direction old_dir = v->direction;
1567 if (new_dir != old_dir) {
1568 v->direction = new_dir;
1569 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1570 if (HasBit(v->state, RVS_IN_ROAD_STOP) && _road_stop_stop_frame[_settings_game.vehicle.road_side][v->state & RVSB_TRACKDIR_MASK] == v->frame) {
1571 /* The vehicle is in a road stop, and at its stopping
1572 * frame. Make a delay here until the vehicle has
1573 * turned around. */
1574 v->UpdateInclination(false, true);
1575 return true;
1579 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1580 * if the vehicle is in a drive-through road stop and this is the destination station
1581 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1582 * (the station test and stop type test ensure that other vehicles, using the road stop as
1583 * a through route, do not stop) */
1584 if (v->IsFrontEngine() && ((HasBit(v->state, RVS_IN_ROAD_STOP) &&
1585 _road_stop_stop_frame[_settings_game.vehicle.road_side][v->state & RVSB_TRACKDIR_MASK] == v->frame) ||
1586 (HasBit(v->state, RVS_IN_DT_ROAD_STOP) &&
1587 v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
1588 v->owner == GetTileOwner(v->tile) &&
1589 GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
1590 v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1592 RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
1593 Station *st = Station::GetByTile(v->tile);
1595 /* Vehicle is at the stop position (at a bay) in a road stop.
1596 * Note, if vehicle is loading/unloading it has already been handled,
1597 * so if we get here the vehicle has just arrived or is just ready to leave. */
1598 if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1599 /* Vehicle has arrived at a bay in a road stop */
1601 if (IsDriveThroughStopTile(v->tile)) {
1602 TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
1604 /* Check if next inline bay is free and has compatible road. */
1605 if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) {
1606 v->frame++;
1607 v->x_pos = x;
1608 v->y_pos = y;
1609 VehicleUpdatePosition(v);
1610 RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1611 return true;
1615 rs->SetEntranceBusy(false);
1616 SetBit(v->state, RVS_ENTERED_STOP);
1618 v->last_station_visited = st->index;
1620 if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1621 RoadVehArrivesAt(v, st);
1622 v->BeginLoading();
1623 return false;
1625 } else {
1626 /* Vehicle is ready to leave a bay in a road stop */
1627 if (rs->IsEntranceBusy()) {
1628 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1629 v->cur_speed = 0;
1630 return false;
1632 if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1635 if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1637 StartRoadVehSound(v);
1638 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1641 /* Check tile position conditions - i.e. stop position in depot,
1642 * entry onto bridge or into tunnel */
1643 uint32 r = RoadVehEnterTile(v, v->tile, x, y);
1644 if (r == VETS_CANNOT_ENTER) {
1645 v->cur_speed = 0;
1646 return false;
1649 if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1650 v->current_order.Free();
1653 /* Move to next frame unless vehicle arrived at a stop position
1654 * in a depot or entered a tunnel/bridge */
1655 if (r != VETS_ENTERED_WORMHOLE) v->frame++;
1656 v->x_pos = x;
1657 v->y_pos = y;
1658 VehicleUpdatePosition(v);
1659 RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1660 return true;
1663 static bool RoadVehController(RoadVehicle *v)
1665 /* decrease counters */
1666 v->current_order_time++;
1667 if (v->reverse_ctr != 0) v->reverse_ctr--;
1669 /* handle crashed */
1670 if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
1671 return RoadVehIsCrashed(v);
1674 /* road vehicle has broken down? */
1675 if (v->HandleBreakdown()) return true;
1676 if (v->vehstatus & VS_STOPPED) return true;
1678 ProcessOrders(v);
1679 v->HandleLoading();
1681 if (v->current_order.IsType(OT_LOADING)) return true;
1683 if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
1685 v->ShowVisualEffect();
1687 /* Check how far the vehicle needs to proceed */
1688 int j = v->UpdateSpeed();
1690 int adv_spd = v->GetAdvanceDistance();
1691 bool blocked = false;
1692 while (j >= adv_spd) {
1693 j -= adv_spd;
1695 RoadVehicle *u = v;
1696 for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
1697 if (!IndividualRoadVehicleController(u, prev)) {
1698 blocked = true;
1699 break;
1702 if (blocked) break;
1704 /* Determine distance to next map position */
1705 adv_spd = v->GetAdvanceDistance();
1707 /* Test for a collision, but only if another movement will occur. */
1708 if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1711 v->SetLastSpeed();
1713 for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
1714 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
1716 u->UpdateViewport(false, false);
1719 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1720 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1721 * on next tick to discover whether it is still blocked. */
1722 if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1724 return true;
1727 Money RoadVehicle::GetRunningCost() const
1729 const Engine *e = this->GetEngine();
1730 if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
1732 uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
1733 if (cost_factor == 0) return 0;
1735 return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
1738 bool RoadVehicle::Tick()
1740 this->tick_counter++;
1742 if (this->IsFrontEngine()) {
1743 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
1744 return RoadVehController(this);
1747 return true;
1750 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1752 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1753 if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1754 if (v->IsChainInDepot()) {
1755 VehicleServiceInDepot(v);
1756 return;
1759 /* Only go to the depot if it is not too far out of our way. */
1760 TileIndex rfdd = FindClosestRoadDepot(v, true);
1761 if (rfdd == INVALID_TILE) {
1762 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1763 /* If we were already heading for a depot but it has
1764 * suddenly moved farther away, we continue our normal
1765 * schedule? */
1766 v->current_order.MakeDummy();
1767 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1769 return;
1772 DepotID depot = GetDepotIndex(rfdd);
1774 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1775 v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
1776 !Chance16(1, 20)) {
1777 return;
1780 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
1781 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
1782 v->dest_tile = rfdd;
1783 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1786 void RoadVehicle::OnNewDay()
1788 AgeVehicle(this);
1790 if (!this->IsFrontEngine()) return;
1792 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1793 if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1795 CheckIfRoadVehNeedsService(this);
1797 CheckOrders(this);
1799 if (this->running_ticks == 0) return;
1801 CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
1803 this->profit_this_year -= cost.GetCost();
1804 this->running_ticks = 0;
1806 SubtractMoneyFromCompanyFract(this->owner, cost);
1808 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
1809 SetWindowClassesDirty(WC_ROADVEH_LIST);
1812 RoadPathPos RoadVehicle::GetPos() const
1814 if (this->vehstatus & VS_CRASHED) return RoadPathPos();
1816 Trackdir td;
1818 if (this->IsInDepot()) {
1819 /* We'll assume the road vehicle is facing outwards */
1820 td = DiagDirToDiagTrackdir(GetGroundDepotDirection(this->tile));
1821 } else if (IsStandardRoadStopTile(this->tile)) {
1822 /* We'll assume the road vehicle is facing outwards */
1823 td = DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
1824 } else if (this->state > RVSB_TRACKDIR_MASK) {
1825 /* Drive through road stops / wormholes (tunnels) */
1826 td = DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
1827 } else {
1828 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1829 * otherwise transform it into a valid track direction */
1830 td = (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);
1833 return RoadPathPos(this->tile, td);