OpenTTD Source 20260731-master-g77ba2b244a
roadveh_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#include "stdafx.h"
11#include "roadveh.h"
12#include "command_func.h"
13#include "error_func.h"
14#include "news_func.h"
15#include "station_base.h"
16#include "company_func.h"
18#include "newgrf_sound.h"
20#include "strings_func.h"
21#include "tunnelbridge_map.h"
22#include "script/api/script_event_types.hpp"
25#include "vehicle_func.h"
26#include "sound_func.h"
27#include "ai/ai.hpp"
28#include "game/game.hpp"
29#include "depot_map.h"
30#include "effectvehicle_func.h"
31#include "roadstop_base.h"
32#include "core/random_func.hpp"
33#include "company_base.h"
34#include "core/backup_type.hpp"
35#include "newgrf.h"
36#include "zoom_func.h"
37#include "framerate_type.h"
38#include "roadveh_cmd.h"
39#include "road_cmd.h"
40#include "newgrf_roadstop.h"
41
42#include "table/strings.h"
43
44#include "safeguards.h"
45
46static const uint16_t _roadveh_images[] = {
47 0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
48 0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
49 0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
50 0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
51 0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
52 0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
53 0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
54 0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
55};
56
57static const uint16_t _roadveh_full_adder[] = {
58 0, 88, 0, 0, 0, 0, 48, 48,
59 48, 48, 0, 0, 64, 64, 0, 16,
60 16, 0, 88, 0, 0, 0, 0, 48,
61 48, 48, 48, 0, 0, 64, 64, 0,
62 16, 16, 0, 88, 0, 0, 0, 0,
63 48, 48, 48, 48, 0, 0, 64, 64,
64 0, 16, 16, 0, 8, 8, 8, 8,
65 0, 0, 0, 8, 8, 8, 8
66};
67static_assert(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
68
70template <>
71bool IsValidImageIndex<VehicleType::Road>(uint8_t image_index)
72{
73 return image_index < lengthof(_roadveh_images);
74}
75
80
86{
87 assert(this->IsFrontEngine());
89}
90
97{
98 int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
99
100 if (offset != nullptr) {
101 offset->x = ScaleSpriteTrad(reference_width) / 2;
102 offset->y = 0;
103 }
104 return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
105}
106
107static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
108{
109 const Engine *e = Engine::Get(engine);
110 uint8_t spritenum = e->VehInfo<RoadVehicleInfo>().image_index;
111
112 if (IsCustomVehicleSpriteNum(spritenum)) {
113 GetCustomVehicleIcon(engine, Direction::W, image_type, result);
114 if (result->IsValid()) return;
115
116 spritenum = e->original_image_index;
117 }
118
119 assert(IsValidImageIndex<VehicleType::Road>(spritenum));
120 result->Set(to_underlying(Direction::W) + _roadveh_images[spritenum]);
121}
122
124{
125 uint8_t spritenum = this->spritenum;
126
127 if (IsCustomVehicleSpriteNum(spritenum)) {
129 GetCustomVehicleSprite(this, direction, image_type, result);
130 if (result->IsValid()) return;
131
133 }
134
136 SpriteID sprite = to_underlying(direction) + _roadveh_images[spritenum];
137
138 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
139
140 result->Set(sprite);
141}
142
153void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
154{
156 GetRoadVehIcon(engine, image_type, &seq);
157
158 Rect rect;
159 seq.GetBounds(&rect);
160 preferred_x = Clamp(preferred_x,
161 left - UnScaleGUI(rect.left),
162 right - UnScaleGUI(rect.right));
163
164 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
165}
166
176void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
177{
179 GetRoadVehIcon(engine, image_type, &seq);
180
181 Rect rect;
182 seq.GetBounds(&rect);
183
184 width = UnScaleGUI(rect.Width());
185 height = UnScaleGUI(rect.Height());
186 xoffs = UnScaleGUI(rect.left);
187 yoffs = UnScaleGUI(rect.top);
188}
189
195static uint GetRoadVehLength(const RoadVehicle *v)
196{
197 const Engine *e = v->GetEngine();
198 uint length = VEHICLE_LENGTH;
199
200 uint16_t veh_len = CALLBACK_FAILED;
201 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
202 /* Use callback 36 */
203 veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
204 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
205 } else {
206 /* Use callback 11 */
207 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
208 }
209 if (veh_len == CALLBACK_FAILED) veh_len = e->VehInfo<RoadVehicleInfo>().shorten_factor;
210 if (veh_len != 0) {
211 length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
212 }
213
214 return length;
215}
216
223void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
224{
225 assert(v->type == VehicleType::Road);
226 assert(v->IsFrontEngine());
227
229
231
232 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
233 /* Check the v->first cache. */
234 assert(u->First() == v);
235
236 /* Update the 'first engine' */
237 u->gcache.first_engine = (v == u) ? EngineID::Invalid() : v->engine_type;
238
239 /* Update the length of the vehicle. */
240 uint veh_len = GetRoadVehLength(u);
241 /* Verify length hasn't changed. */
242 if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
243
244 u->gcache.cached_veh_length = veh_len;
245 v->gcache.cached_total_length += u->gcache.cached_veh_length;
246
247 /* Update visual effect */
248 u->UpdateVisualEffect();
249
250 /* Update cargo aging period. */
251 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
252 }
253
254 uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
255 v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
256}
257
267{
268 /* Check that the vehicle can drive on the road in question */
269 RoadType rt = e->VehInfo<RoadVehicleInfo>().roadtype;
270 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
271 if (!HasTileAnyRoadType(tile, rti->powered_roadtypes)) return CommandCost(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
272
273 if (flags.Test(DoCommandFlag::Execute)) {
274 const RoadVehicleInfo *rvi = &e->VehInfo<RoadVehicleInfo>();
275
277 *ret = v;
279 v->owner = _current_company;
280
281 v->tile = tile;
282 int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
283 int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
284 v->x_pos = x;
285 v->y_pos = y;
286 v->z_pos = GetSlopePixelZ(x, y, true);
287
288 v->state = RVSB_IN_DEPOT;
290
291 v->spritenum = rvi->image_index;
292 v->cargo_type = e->GetDefaultCargoType();
293 assert(IsValidCargoType(v->cargo_type));
294 v->cargo_cap = rvi->capacity;
295 v->refit_cap = 0;
296
297 v->last_station_visited = StationID::Invalid();
298 v->last_loading_station = StationID::Invalid();
299 v->engine_type = e->index;
300 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
301
302 v->reliability = e->reliability;
303 v->reliability_spd_dec = e->reliability_spd_dec;
304 v->max_age = e->GetLifeLengthInDays();
305
306 v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
307
308 v->date_of_last_service = TimerGameEconomy::date;
309 v->date_of_last_service_newgrf = TimerGameCalendar::date;
310 v->build_year = TimerGameCalendar::year;
311
312 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
313 v->random_bits = Random();
314 v->SetFrontEngine();
315
316 v->roadtype = rt;
317 v->compatible_roadtypes = rti->powered_roadtypes;
318 v->gcache.cached_veh_length = VEHICLE_LENGTH;
319
321 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
322
324 v->InvalidateNewGRFCacheOfChain();
325
326 /* Call various callbacks after the whole consist has been constructed */
327 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
328 u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
329 u->refit_cap = 0;
330 v->InvalidateNewGRFCache();
331 u->InvalidateNewGRFCache();
332 }
334 /* Initialize cached values for realistic acceleration. */
335 if (_settings_game.vehicle.roadveh_acceleration_model != AccelerationModel::Original) v->CargoChanged();
336
337 v->UpdatePosition();
338
340 }
341
342 return CommandCost();
343}
344
345static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
346{
347 if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
348
349 return YapfRoadVehicleFindNearestDepot(v, max_distance);
350}
351
353{
354 FindDepotData rfdd = FindClosestRoadDepot(this, 0);
355 if (rfdd.best_length == UINT_MAX) return ClosestDepot();
356
357 return ClosestDepot(rfdd.tile, GetDepotIndex(rfdd.tile));
358}
359
367{
369 if (v == nullptr) return CMD_ERROR;
370
371 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
372
374 if (ret.Failed()) return ret;
375
376 if (v->vehstatus.Any({VehState::Stopped, VehState::Crashed}) ||
377 v->breakdown_ctr != 0 ||
378 v->overtaking != 0 ||
379 v->state == RVSB_WORMHOLE ||
380 v->IsInDepot() ||
381 v->current_order.IsType(OT_LOADING)) {
382 return CMD_ERROR;
383 }
384
386
388
389 if (flags.Test(DoCommandFlag::Execute)) {
390 v->reverse_ctr = 180;
391
392 /* Unbunching data is no longer valid. */
394 }
395
396 return CommandCost();
397}
398
399
401{
402 for (RoadVehicle *v = this; v != nullptr; v = v->Next()) {
403 v->colourmap = PAL_NONE;
404 v->UpdateViewport(true, false);
405 }
406 this->CargoChanged();
407}
408
410{
411 /* Set common defaults. */
412 this->bounds = {{-1, -1, 0}, {3, 3, 6}, {}};
413
414 if (!IsDiagonalDirection(this->direction)) {
415 static const DiagDirectionIndexArray<Point> _sign_table{{{
416 /* x, y */
417 {-1, -1}, // Direction::N
418 {-1, 1}, // Direction::E
419 { 1, 1}, // Direction::S
420 { 1, -1}, // Direction::W
421 }}};
422
423 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
424
425 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
426 this->bounds.offset.x -= half_shorten * _sign_table[DirToDiagDir(this->direction)].x;
427 this->bounds.offset.y -= half_shorten * _sign_table[DirToDiagDir(this->direction)].y;
428 } else {
429 /* Unlike trains, road vehicles do not have their offsets moved to the centre. */
430 switch (this->direction) {
431 /* Shorten southern corner of the bounding box according the vehicle length. */
432 case Direction::NE:
433 this->bounds.origin.x = -3;
434 this->bounds.extent.x = this->gcache.cached_veh_length;
435 this->bounds.offset.x = 1;
436 break;
437
438 case Direction::NW:
439 this->bounds.origin.y = -3;
440 this->bounds.extent.y = this->gcache.cached_veh_length;
441 this->bounds.offset.y = 1;
442 break;
443
444 /* Move northern corner of the bounding box down according to vehicle length. */
445 case Direction::SW:
446 this->bounds.origin.x = -3 + (VEHICLE_LENGTH - this->gcache.cached_veh_length);
447 this->bounds.extent.x = this->gcache.cached_veh_length;
448 this->bounds.offset.x = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
449 break;
450
451 case Direction::SE:
452 this->bounds.origin.y = -3 + (VEHICLE_LENGTH - this->gcache.cached_veh_length);
453 this->bounds.extent.y = this->gcache.cached_veh_length;
454 this->bounds.offset.y = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
455 break;
456
457 default:
458 NOT_REACHED();
459 }
460 }
461}
462
468{
469 int max_speed = this->gcache.cached_max_track_speed;
470
471 /* Limit speed to 50% while reversing, 75% in curves. */
472 for (const RoadVehicle *u = this; u != nullptr; u = u->Next()) {
473 if (_settings_game.vehicle.roadveh_acceleration_model == AccelerationModel::Realistic) {
474 if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir(static_cast<Trackdir>(this->state))) {
475 max_speed = this->gcache.cached_max_track_speed / 2;
476 break;
477 } else if (!IsDiagonalDirection(u->direction)) {
478 max_speed = this->gcache.cached_max_track_speed * 3 / 4;
479 }
480 }
481
482 /* Vehicle is on the middle part of a bridge. */
483 if (u->state == RVSB_WORMHOLE && !u->vehstatus.Test(VehState::Hidden)) {
484 max_speed = std::min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
485 }
486 }
487
488 return std::min(max_speed, this->current_order.GetMaxSpeed() * 2);
489}
490
496{
497 RoadVehicle *first = v->First();
498 Vehicle *u = v;
499 for (; v->Next() != nullptr; v = v->Next()) u = v;
500 u->SetNext(nullptr);
501 v->last_station_visited = first->last_station_visited; // for PreDestructor
502
503 /* Only leave the road stop when we're really gone. */
504 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
505
506 delete v;
507}
508
509static void RoadVehSetRandomDirection(RoadVehicle *v)
510{
511 static const DirDiff delta[] = {
513 };
514
515 do {
516 uint32_t r = Random();
517
518 v->direction = ChangeDir(v->direction, delta[r & 3]);
519 v->UpdateViewport(true, true);
520 } while ((v = v->Next()) != nullptr);
521}
522
529{
530 v->crashed_ctr++;
531 if (v->crashed_ctr == 2) {
533 } else if (v->crashed_ctr <= 45) {
534 if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
535 } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
536 bool ret = v->Next() != nullptr;
538 return ret;
539 }
540
541 return true;
542}
543
544uint RoadVehicle::Crash(bool flooded)
545{
546 uint victims = this->GroundVehicleBase::Crash(flooded);
547 if (this->IsFrontEngine()) {
548 victims += 1; // driver
549
550 /* If we're in a drive through road stop we ought to leave it */
551 if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
552 RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
553 }
554 }
555 this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
556 return victims;
557}
558
559static void RoadVehCrash(RoadVehicle *v)
560{
561 uint victims = v->Crash();
562
563 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING, victims, v->owner));
564 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING, victims, v->owner));
565
566 EncodedString headline = (victims == 1)
567 ? GetEncodedString(STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER)
568 : GetEncodedString(STR_NEWS_ROAD_VEHICLE_CRASH, victims);
570
571 AddTileNewsItem(std::move(headline), newstype, v->tile);
572
573 ModifyStationRatingAround(v->tile, v->owner, -160, 22);
574 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
575}
576
577static bool RoadVehCheckTrainCrash(RoadVehicle *v)
578{
579 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
580 if (u->state == RVSB_WORMHOLE) continue;
581
582 TileIndex tile = u->tile;
583
584 if (!IsLevelCrossingTile(tile)) continue;
585
586 if (HasVehicleNearTileXY(v->x_pos, v->y_pos, 4, [&u](const Vehicle *t) {
587 return t->type == VehicleType::Train && abs(t->z_pos - u->z_pos) <= 6;
588 })) {
589 RoadVehCrash(v);
590 return true;
591 }
592 }
593
594 return false;
595}
596
598{
599 if (station == this->last_station_visited) this->last_station_visited = StationID::Invalid();
600
601 const Station *st = Station::Get(station);
602 if (!CanVehicleUseStation(this, st)) {
603 /* There is no stop left at the station, so don't even TRY to go there */
605 return TileIndex{};
606 }
607
608 return st->xy;
609}
610
611static void StartRoadVehSound(const RoadVehicle *v)
612{
613 if (!PlayVehicleSound(v, VSE_START)) {
614 SoundID s = RoadVehInfo(v->engine_type)->sfx;
615 if (s == SND_19_DEPARTURE_OLD_RV_1 && (v->tick_counter & 3) == 0) {
617 }
618 SndPlayVehicleFx(s, v);
619 }
620}
621
623 int x;
624 int y;
625 const Vehicle *veh;
626 Vehicle *best;
627 uint best_diff;
628 Direction dir;
629};
630
631static void FindClosestBlockingRoadVeh(Vehicle *v, RoadVehFindData *rvf)
632{
633 static constexpr DirectionIndexArray<int8_t> dist_x{-4, -8, -4, -1, 4, 8, 4, 1};
634 static constexpr DirectionIndexArray<int8_t> dist_y{-4, -1, 4, 8, 4, 1, -4, -8};
635
636 int x_diff = v->x_pos - rvf->x;
637 int y_diff = v->y_pos - rvf->y;
638
639 /* Not a close Road vehicle when it's not a road vehicle, in the depot, or ourself. */
640 if (v->type != VehicleType::Road || v->IsInDepot() || rvf->veh->First() == v->First()) return;
641
642 /* Not close when at a different height or when going in a different direction. */
643 if (abs(v->z_pos - rvf->veh->z_pos) >= 6 || v->direction != rvf->dir) return;
644
645 /* We 'return' the closest vehicle, in distance and then VehicleID as tie-breaker. */
646 uint diff = abs(x_diff) + abs(y_diff);
647 if (diff > rvf->best_diff || (diff == rvf->best_diff && v->index > rvf->best->index)) return;
648
649 auto IsCloseOnAxis = [](int dist, int diff) {
650 if (dist < 0) return diff > dist && diff <= 0;
651 return diff < dist && diff >= 0;
652 };
653
654 if (IsCloseOnAxis(dist_x[v->direction], x_diff) && IsCloseOnAxis(dist_y[v->direction], y_diff)) {
655 rvf->best = v;
656 rvf->best_diff = diff;
657 }
658}
659
660static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
661{
662 RoadVehFindData rvf;
663 RoadVehicle *front = v->First();
664
665 if (front->reverse_ctr != 0) return nullptr;
666
667 rvf.x = x;
668 rvf.y = y;
669 rvf.dir = dir;
670 rvf.veh = v;
671 rvf.best_diff = UINT_MAX;
672
673 if (front->state == RVSB_WORMHOLE) {
674 for (Vehicle *u : VehiclesOnTile(v->tile)) {
675 FindClosestBlockingRoadVeh(u, &rvf);
676 }
678 FindClosestBlockingRoadVeh(u, &rvf);
679 }
680 } else {
681 for (Vehicle *u : VehiclesNearTileXY(x, y, 8)) {
682 FindClosestBlockingRoadVeh(u, &rvf);
683 }
684 }
685
686 /* This code protects a roadvehicle from being blocked for ever
687 * If more than 1480 / 74 days a road vehicle is blocked, it will
688 * drive just through it. The ultimate backup-code of TTD.
689 * It can be disabled. */
690 if (rvf.best_diff == UINT_MAX) {
691 front->blocked_ctr = 0;
692 return nullptr;
693 }
694
695 if (update_blocked_ctr && ++front->blocked_ctr > 1480) return nullptr;
696
697 return RoadVehicle::From(rvf.best);
698}
699
705static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
706{
707 if (v->IsBus()) {
708 /* Check if station was ever visited before */
709 if (!st->had_vehicle_of_type.Test(StationVehicleType::Bus)) {
710 st->had_vehicle_of_type.Set(StationVehicleType::Bus);
712 GetEncodedString(RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL, st->index),
714 v->index,
715 st->index
716 );
717 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
718 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
719 }
720 } else {
721 /* Check if station was ever visited before */
722 if (!st->had_vehicle_of_type.Test(StationVehicleType::Truck)) {
723 st->had_vehicle_of_type.Set(StationVehicleType::Truck);
725 GetEncodedString(RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL, st->index),
727 v->index,
728 st->index
729 );
730 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
731 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
732 }
733 }
734}
735
744{
745 switch (_settings_game.vehicle.roadveh_acceleration_model) {
746 default: NOT_REACHED();
748 return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
749
751 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
752 }
753}
754
755static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
756{
757 static const Direction _roadveh_new_dir[] = {
761 };
762
763 x = x - v->x_pos + 1;
764 y = y - v->y_pos + 1;
765
766 if ((uint)x > 2 || (uint)y > 2) return v->direction;
767 return _roadveh_new_dir[y * 4 + x];
768}
769
770static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
771{
772 Direction new_dir = RoadVehGetNewDirection(v, x, y);
773 Direction old_dir = v->direction;
774
775 if (new_dir == old_dir) return old_dir;
776 DirDiff dirdiff = DirDifference(new_dir, old_dir);
777 return ChangeDir(old_dir, LimitDirDiff(dirdiff));
778}
779
781 const RoadVehicle *u;
782 const RoadVehicle *v;
783 TileIndex tile;
784 Trackdir trackdir;
785};
786
794{
795 if (!HasTileAnyRoadType(od->tile, od->v->compatible_roadtypes)) return true;
796 TrackStatus ts = GetTileTrackStatus(od->tile, TransportType::Road, GetRoadTramType(od->v->roadtype));
798
799 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
800 if (!ts.trackdirs.Test(od->trackdir) || trackbits.Any({Track::Upper, Track::Lower, Track::Left, Track::Right}) || ts.signals.Any()) return true;
801
802 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
803 return HasVehicleOnTile(od->tile, [&](const Vehicle *v) {
804 return v->type == VehicleType::Road && v->First() == v && v != od->u && v != od->v;
805 });
806}
807
808static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
809{
810 OvertakeData od;
811
812 od.v = v;
813 od.u = u;
814
815 /* Trams can't overtake other trams */
816 if (RoadTypeIsTram(v->roadtype)) return;
817
818 /* Don't overtake in stations */
820
821 /* For now, articulated road vehicles can't overtake anything. */
822 if (v->HasArticulatedPart()) return;
823
824 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
825 if (v->direction != u->direction || !IsDiagonalDirection(v->direction)) return;
826
827 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
828 if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir(static_cast<Trackdir>(v->state & RVSB_TRACKDIR_MASK))) return;
829
830 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
831 * accelerating, take the maximum speed for the comparison, else the current speed.
832 * Original acceleration always accelerates, so always use the maximum speed. */
833 int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AccelerationModel::Original || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
834 if (u_speed >= v->GetCurrentMaxSpeed() &&
836 u->cur_speed != 0) {
837 return;
838 }
839
841
842 /* Are the current and the next tile suitable for overtaking?
843 * - Does the track continue along od.trackdir
844 * - No junctions
845 * - No barred levelcrossing
846 * - No other vehicles in the way
847 */
848 od.tile = v->tile;
849 if (CheckRoadBlockedForOvertaking(&od)) return;
850
851 od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
852 if (CheckRoadBlockedForOvertaking(&od)) return;
853
854 /* When the vehicle in front of us is stopped we may only take
855 * half the time to pass it than when the vehicle is moving. */
856 v->overtaking_ctr = (od.u->cur_speed == 0 || od.u->vehstatus.Test(VehState::Stopped)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
858}
859
860static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
861{
862 if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AccelerationModel::Original) return;
863
864 if (old_z < v->z_pos) {
865 v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
866 } else {
867 uint16_t spd = v->cur_speed + 2;
868 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
869 }
870}
871
881{
882 bool path_found = true;
883
884 TrackStatus ts = GetTileTrackStatus(tile, TransportType::Road, GetRoadTramType(v->roadtype));
885
886 /* Replaces the given trackdir with Trackdir::Invalid when there is red signal for that trackdir. */
887 auto FilterRedSignal = [&ts](Trackdir trackdir) {
888 if (ts.signals.Test(trackdir)) return Trackdir::Invalid;
889 return trackdir;
890 };
891
892 if (IsTileType(tile, TileType::Road)) {
893 if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir)) {
894 /* Road depot owned by another company or with the wrong orientation */
895 ts.trackdirs.Reset();
896 }
897 } else if (IsTileType(tile, TileType::Station) && IsBayRoadStopTile(tile)) {
898 /* Standard road stop (drive-through stops are treated as normal road) */
899
900 if (!IsTileOwner(tile, v->owner) || GetBayRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
901 /* different station owner or wrong orientation or the vehicle has articulated parts */
902 ts.trackdirs.Reset();
903 } else {
904 /* Our station */
906
907 if (GetRoadStopType(tile) != rstype) {
908 /* Wrong station type */
909 ts.trackdirs.Reset();
910 } else {
911 /* Proper station type, check if there is free loading bay */
912 if (!_settings_game.pf.roadveh_queue && IsBayRoadStopTile(tile) &&
913 !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
914 /* Station is full and RV queuing is off */
915 ts.trackdirs.Reset();
916 }
917 }
918 }
919 }
920 /* The above lookups should be moved to GetTileTrackStatus in the
921 * future, but that requires more changes to the pathfinder and other
922 * stuff, probably even more arguments to GTTS.
923 */
924
925 /* Remove tracks unreachable from the enter dir */
926 ts.trackdirs &= DiagdirReachesTrackdirs(enterdir);
927 if (ts.trackdirs.None()) {
928 /* If vehicle expected a path, it no longer exists, so invalidate it. */
929 if (!v->path.empty()) v->path.clear();
930 /* No reachable tracks, so we'll reverse */
931 return FilterRedSignal(_road_reverse_table[enterdir]);
932 }
933
934 if (v->reverse_ctr != 0) {
935 bool reverse = true;
936 if (RoadTypeIsTram(v->roadtype)) {
937 /* Trams may only reverse on a tile if it contains at least the straight
938 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
940 RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
941 reverse = rb.All(straight) ||
942 rb == DiagDirToRoadBits(enterdir);
943 }
944 if (reverse) {
945 v->reverse_ctr = 0;
946 if (v->tile != tile) {
947 return FilterRedSignal(_road_reverse_table[enterdir]);
948 }
949 }
950 }
951
952 if (v->dest_tile == INVALID_TILE) {
953 /* We've got no destination, pick a random track */
954 return FilterRedSignal(ts.trackdirs.GetNthSetBit(RandomRange(ts.trackdirs.Count())).value());
955 }
956
957 /* Only one track to choose between? */
958 if (ts.trackdirs.Count() == 1) {
959 if (!v->path.empty() && v->path.back().tile == tile) {
960 /* Vehicle expected a choice here, invalidate its path. */
961 v->path.clear();
962 }
963 return FilterRedSignal(ts.trackdirs.GetNthSetBit(0).value());
964 }
965
966 /* Attempt to follow cached path. */
967 if (!v->path.empty()) {
968 if (v->path.back().tile != tile) {
969 /* Vehicle didn't expect a choice here, invalidate its path. */
970 v->path.clear();
971 } else {
972 Trackdir trackdir = v->path.back().trackdir;
973
974 if (ts.trackdirs.Test(trackdir)) {
975 v->path.pop_back();
976 return FilterRedSignal(trackdir);
977 }
978
979 /* Vehicle expected a choice which is no longer available. */
980 v->path.clear();
981 }
982 }
983
984 Trackdir best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, ts.trackdirs, path_found, v->path);
985
986 v->HandlePathfindingResult(path_found);
987
988 return FilterRedSignal(best_track);
989}
990
992 uint8_t x, y;
993};
994
996
997bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
998{
999 /* Don't leave unless v and following wagons are in the depot. */
1000 for (const RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1001 if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
1002 }
1003
1005 v->direction = DiagDirToDir(dir);
1006
1007 Trackdir tdir = DiagDirToDiagTrackdir(dir);
1008 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(to_underlying(_settings_game.vehicle.road_side) << RVS_DRIVE_SIDE) + to_underlying(tdir)];
1009
1010 int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
1011 int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
1012
1013 if (first) {
1014 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1015 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
1017 return true;
1018 }
1019
1020 if (RoadVehFindCloseTo(v, x, y, v->direction, false) != nullptr) return true;
1021
1024
1025 StartRoadVehSound(v);
1026
1027 /* Vehicle is about to leave a depot */
1028 v->cur_speed = 0;
1029 }
1030
1032 v->state = to_underlying(tdir);
1033 v->frame = RVC_DEPOT_START_FRAME;
1034
1035 v->x_pos = x;
1036 v->y_pos = y;
1037 v->UpdatePosition();
1038 v->UpdateInclination(true, true);
1039
1040 InvalidateWindowData(WindowClass::VehicleDepot, v->tile);
1041
1042 return true;
1043}
1044
1045static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
1046{
1047 if (prev->tile == v->tile && !already_reversed) {
1048 /* If the previous vehicle is on the same tile as this vehicle is
1049 * then it must have reversed. */
1050 return _road_reverse_table[entry_dir];
1051 }
1052
1053 uint8_t prev_state = prev->state;
1054 Trackdir dir;
1055
1056 if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
1058
1060 diag_dir = GetTunnelBridgeDirection(tile);
1061 } else if (IsRoadDepotTile(tile)) {
1062 diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
1063 }
1064
1065 if (diag_dir == DiagDirection::Invalid) return Trackdir::Invalid;
1066 dir = DiagDirToDiagTrackdir(diag_dir);
1067 } else {
1068 if (already_reversed && (prev->tile != tile || (static_cast<Trackdir>(prev_state) < Trackdir::End && IsReversingRoadTrackdir(static_cast<Trackdir>(prev_state))))) {
1069 /*
1070 * The vehicle has reversed, but did not go straight back.
1071 * It immediately turn onto another tile. This means that
1072 * the roadstate of the previous vehicle cannot be used
1073 * as the direction we have to go with this vehicle.
1074 *
1075 * Next table is build in the following way:
1076 * - first row for when the vehicle in front went to the northern or
1077 * western tile, second for southern and eastern.
1078 * - columns represent the entry direction.
1079 * - cell values are determined by the Trackdir one has to take from
1080 * the entry dir (column) to the tile in north or south by only
1081 * going over the trackdirs used for turning 90 degrees, i.e.
1082 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1083 */
1084 bool north;
1085 if (prev->tile != tile) {
1086 north = prev->tile < tile;
1087 } else {
1088 north = static_cast<Trackdir>(prev_state) == Trackdir::RvRev_NW || static_cast<Trackdir>(prev_state) == Trackdir::RvRev_NE;
1089 }
1090 static const DiagDirectionIndexArray<Trackdir> reversed_turn_lookup[2] = {
1093 dir = reversed_turn_lookup[north ? 0 : 1][ReverseDiagDir(entry_dir)];
1094 } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1095 dir = static_cast<Trackdir>(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1096 } else if (static_cast<Trackdir>(prev_state) < Trackdir::End) {
1097 dir = static_cast<Trackdir>(prev_state);
1098 } else {
1099 return Trackdir::Invalid;
1100 }
1101 }
1102
1103 /* Do some sanity checking. */
1104 static const RoadBits required_roadbits[] = {
1105 ROAD_X,
1106 ROAD_Y,
1111 ROAD_X,
1112 ROAD_Y,
1113 };
1114 RoadBits required = required_roadbits[to_underlying(dir) & 0x07];
1115
1116 if (!required.Any(GetAnyRoadBits(tile, GetRoadTramType(v->roadtype), true))) {
1117 dir = Trackdir::Invalid;
1118 }
1119
1120 return dir;
1121}
1122
1131static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadType rt, RoadBits r)
1132{
1133 /* The 'current' company is not necessarily the owner of the vehicle. */
1134 AutoRestoreBackup cur_company(_current_company, c);
1135 return Command<Commands::BuildRoad>::Do(DoCommandFlag::NoWater, t, r, rt, {}, TownID::Invalid()).Succeeded();
1136}
1137
1138bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1139{
1140 if (v->overtaking != 0) {
1142 /* Force us to be not overtaking! */
1143 v->overtaking = 0;
1144 } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1145 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1146 * if the vehicle started a corner. To protect that, only allow an abort of
1147 * overtake if we are on straight roads */
1148 if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir(static_cast<Trackdir>(v->state))) {
1149 v->overtaking = 0;
1150 }
1151 }
1152 }
1153
1154 /* If this vehicle is in a depot and we've reached this point it must be
1155 * one of the articulated parts. It will stay in the depot until activated
1156 * by the previous vehicle in the chain when it gets to the right place. */
1157 if (v->IsInDepot()) return true;
1158
1159 if (v->state == RVSB_WORMHOLE) {
1160 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1162
1163 if (v->IsFrontEngine()) {
1164 const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1165 if (u != nullptr) {
1166 v->cur_speed = u->First()->cur_speed;
1167 return false;
1168 }
1169 }
1170
1172 /* Vehicle has just entered a bridge or tunnel */
1173 v->x_pos = gp.x;
1174 v->y_pos = gp.y;
1175 v->UpdatePosition();
1176 v->UpdateInclination(true, true);
1177 return true;
1178 }
1179
1180 v->x_pos = gp.x;
1181 v->y_pos = gp.y;
1182 v->UpdatePosition();
1183 if (!v->vehstatus.Test(VehState::Hidden)) v->Vehicle::UpdateViewport(true);
1184 return true;
1185 }
1186
1187 /* Get move position data for next frame.
1188 * For a drive-through road stop use 'straight road' move data.
1189 * In this case v->state is masked to give the road stop entry direction. */
1190 RoadDriveEntry rd = _road_drive_data[GetRoadTramType(v->roadtype)][(
1192 (to_underlying(_settings_game.vehicle.road_side) << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
1193
1194 if (rd.x & RDE_NEXT_TILE) {
1195 DiagDirection diagdir = static_cast<DiagDirection>(rd.x & 3);
1196 TileIndex tile = v->tile + TileOffsByDiagDir(diagdir);
1197 Trackdir dir;
1198
1199 if (v->IsFrontEngine()) {
1200 /* If this is the front engine, look for the right path. */
1202 dir = RoadFindPathToDest(v, tile, diagdir);
1203 } else {
1204 dir = _road_reverse_table[diagdir];
1205 }
1206 } else {
1207 dir = FollowPreviousRoadVehicle(v, prev, tile, diagdir, false);
1208 }
1209
1210 if (dir == Trackdir::Invalid) {
1211 if (!v->IsFrontEngine()) FatalError("Disconnecting road vehicle.");
1212 v->cur_speed = 0;
1213 return false;
1214 }
1215
1216again:
1217 uint start_frame = RVC_DEFAULT_START_FRAME;
1218 if (IsReversingRoadTrackdir(dir)) {
1219 /* When turning around we can't be overtaking. */
1220 v->overtaking = 0;
1221
1222 /* Turning around */
1223 if (RoadTypeIsTram(v->roadtype)) {
1224 /* Determine the road bits the tram needs to be able to turn around
1225 * using the 'big' corner loop. */
1226 RoadBit needed;
1227 switch (dir) {
1228 default: NOT_REACHED();
1229 case Trackdir::RvRev_NE: needed = RoadBit::SW; break;
1230 case Trackdir::RvRev_SE: needed = RoadBit::NW; break;
1231 case Trackdir::RvRev_SW: needed = RoadBit::NE; break;
1232 case Trackdir::RvRev_NW: needed = RoadBit::SE; break;
1233 }
1234 if ((v->Previous() != nullptr && v->Previous()->tile == tile) ||
1235 (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1237 GetRoadBits(tile, RoadTramType::Tram).Test(needed))) {
1238 /*
1239 * Taking the 'big' corner for trams only happens when:
1240 * - The previous vehicle in this (articulated) tram chain is
1241 * already on the 'next' tile, we just follow them regardless of
1242 * anything. When it is NOT on the 'next' tile, the tram started
1243 * doing a reversing turn when the piece of tram track on the next
1244 * tile did not exist yet. Do not use the big tram loop as that is
1245 * going to cause the tram to split up.
1246 * - Or the front of the tram can drive over the next tile.
1247 */
1248 } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, v->roadtype, needed) || GetAnyRoadBits(v->tile, RoadTramType::Tram, false).Reset(needed).Any()) {
1249 /*
1250 * Taking the 'small' corner for trams only happens when:
1251 * - We are not the from vehicle of an articulated tram.
1252 * - Or when the company cannot build on the next tile.
1253 *
1254 * The 'small' corner means that the vehicle is on the end of a
1255 * tram track and needs to start turning there. To do this properly
1256 * the tram needs to start at an offset in the tram turning 'code'
1257 * for 'big' corners. It furthermore does not go to the next tile,
1258 * so that needs to be fixed too.
1259 */
1260 tile = v->tile;
1261 start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
1262 } else {
1263 /* The company can build on the next tile, so wait till they do. */
1264 v->cur_speed = 0;
1265 return false;
1266 }
1267 } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile).Any()) {
1268 v->cur_speed = 0;
1269 return false;
1270 } else {
1271 tile = v->tile;
1272 }
1273 }
1274
1275 /* Get position data for first frame on the new tile */
1276 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(to_underlying(dir) + (to_underlying(_settings_game.vehicle.road_side) << RVS_DRIVE_SIDE)) ^ v->overtaking];
1277
1278 int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1279 int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1280
1281 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1282 if (v->IsFrontEngine()) {
1283 const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1284 if (u != nullptr) {
1285 v->cur_speed = u->First()->cur_speed;
1286 /* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
1287 v->path.emplace_back(dir, tile);
1288 return false;
1289 }
1290 }
1291
1292 auto vets = VehicleEnterTile(v, tile, x, y);
1293 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1294 if (!IsTileType(tile, TileType::TunnelBridge)) {
1295 v->cur_speed = 0;
1296 return false;
1297 }
1298 /* Try an about turn to re-enter the previous tile */
1299 dir = _road_reverse_table[static_cast<DiagDirection>(rd.x & 3)];
1300 goto again;
1301 }
1302
1303 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, TileType::Station)) {
1304 if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1305 /* New direction is trying to turn vehicle around.
1306 * We can't turn at the exit of a road stop so wait.*/
1307 v->cur_speed = 0;
1308 return false;
1309 }
1310
1311 /* If we are a drive through road stop and the next tile is of
1312 * the same road stop and the next tile isn't this one (i.e. we
1313 * are not reversing), then keep the reservation and state.
1314 * This way we will not be shortly unregister from the road
1315 * stop. It also makes it possible to load when on the edge of
1316 * two road stops; otherwise you could get vehicles that should
1317 * be loading but are not actually loading. */
1318 if (IsDriveThroughStopTile(v->tile) &&
1320 v->tile != tile) {
1321 /* So, keep 'our' state */
1322 dir = static_cast<Trackdir>(v->state);
1323 } else if (IsStationRoadStop(v->tile)) {
1324 /* We're not continuing our drive through road stop, so leave. */
1326 }
1327 }
1328
1330 TileIndex old_tile = v->tile;
1331
1332 v->tile = tile;
1333 v->state = (uint8_t)dir;
1334 v->frame = start_frame;
1335 RoadTramType rtt = GetRoadTramType(v->roadtype);
1336 if (GetRoadType(old_tile, rtt) != GetRoadType(tile, rtt)) {
1337 if (v->IsFrontEngine()) {
1339 }
1340 v->First()->CargoChanged();
1341 }
1342 }
1343 if (new_dir != v->direction) {
1344 v->direction = new_dir;
1345 if (_settings_game.vehicle.roadveh_acceleration_model == AccelerationModel::Original) v->cur_speed -= v->cur_speed >> 2;
1346 }
1347 v->x_pos = x;
1348 v->y_pos = y;
1349 v->UpdatePosition();
1350 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1351 return true;
1352 }
1353
1354 if (rd.x & RDE_TURNED) {
1355 /* Vehicle has finished turning around, it will now head back onto the same tile */
1356 Trackdir dir;
1357 uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
1358
1359 if (RoadTypeIsTram(v->roadtype) && !IsRoadDepotTile(v->tile) && GetAnyRoadBits(v->tile, RoadTramType::Tram, true).Count() == 1) {
1360 /*
1361 * The tram is turning around with one tram 'roadbit'. This means that
1362 * it is using the 'big' corner 'drive data'. However, to support the
1363 * trams to take a small corner, there is a 'turned' marker in the middle
1364 * of the turning 'drive data'. When the tram took the long corner, we
1365 * will still use the 'big' corner drive data, but we advance it one
1366 * frame. We furthermore set the driving direction so the turning is
1367 * going to be properly shown.
1368 */
1369 turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
1370 switch (static_cast<DiagDirection>(rd.x & 0x3)) {
1371 default: NOT_REACHED();
1372 case DiagDirection::NW: dir = Trackdir::RvRev_SE; break;
1373 case DiagDirection::NE: dir = Trackdir::RvRev_SW; break;
1374 case DiagDirection::SE: dir = Trackdir::RvRev_NW; break;
1375 case DiagDirection::SW: dir = Trackdir::RvRev_NE; break;
1376 }
1377 } else {
1378 if (v->IsFrontEngine()) {
1379 /* If this is the front engine, look for the right path. */
1380 dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
1381 } else {
1382 dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
1383 }
1384 }
1385
1386 if (dir == Trackdir::Invalid) {
1387 v->cur_speed = 0;
1388 return false;
1389 }
1390
1391 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(to_underlying(_settings_game.vehicle.road_side) << RVS_DRIVE_SIDE) + to_underlying(dir)];
1392
1393 int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
1394 int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
1395
1396 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1397 if (v->IsFrontEngine()) {
1398 const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1399 if (u != nullptr) {
1400 v->cur_speed = u->First()->cur_speed;
1401 /* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
1402 v->path.emplace_back(dir, v->tile);
1403 return false;
1404 }
1405 }
1406
1407 auto vets = VehicleEnterTile(v, v->tile, x, y);
1408 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1409 v->cur_speed = 0;
1410 return false;
1411 }
1412
1413 v->state = to_underlying(dir);
1414 v->frame = turn_around_start_frame;
1415
1416 if (new_dir != v->direction) {
1417 v->direction = new_dir;
1418 if (_settings_game.vehicle.roadveh_acceleration_model == AccelerationModel::Original) v->cur_speed -= v->cur_speed >> 2;
1419 }
1420
1421 v->x_pos = x;
1422 v->y_pos = y;
1423 v->UpdatePosition();
1424 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1425 return true;
1426 }
1427
1428 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1429 * it's on a depot tile, check if it's time to activate the next vehicle in
1430 * the chain yet. */
1431 if (v->Next() != nullptr && IsRoadDepotTile(v->tile)) {
1432 if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1433 RoadVehLeaveDepot(v->Next(), false);
1434 }
1435 }
1436
1437 /* Calculate new position for the vehicle */
1438 int x = (v->x_pos & ~15) + (rd.x & 15);
1439 int y = (v->y_pos & ~15) + (rd.y & 15);
1440
1441 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1442
1443 if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1444 /* Vehicle is not in a road stop.
1445 * Check for another vehicle to overtake */
1446 RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1447
1448 if (u != nullptr) {
1449 u = u->First();
1450 /* There is a vehicle in front overtake it if possible */
1451 if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1452 if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1453
1454 /* In case an RV is stopped in a road stop, why not try to load? */
1455 if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1457 v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1460 v->last_station_visited = st->index;
1461 RoadVehArrivesAt(v, st);
1462 v->BeginLoading();
1464 TriggerRoadStopAnimation(st, v->tile, StationAnimationTrigger::VehicleArrives);
1465 }
1466 return false;
1467 }
1468 }
1469
1470 Direction old_dir = v->direction;
1471 if (new_dir != old_dir) {
1472 v->direction = new_dir;
1473 if (_settings_game.vehicle.roadveh_acceleration_model == AccelerationModel::Original) v->cur_speed -= v->cur_speed >> 2;
1474
1475 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1476 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1477 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1478 * The short (inner) curve has 8 frames, this elongates it to 10. */
1479 v->UpdateViewport(true, true);
1480 return true;
1481 }
1482
1483 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1484 * if the vehicle is in a drive-through road stop and this is the destination station
1485 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1486 * (the station test and stop type test ensure that other vehicles, using the road stop as
1487 * a through route, do not stop) */
1488 if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
1489 _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (to_underlying(_settings_game.vehicle.road_side) << RVS_DRIVE_SIDE)] == v->frame) ||
1490 (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1492 v->owner == GetTileOwner(v->tile) &&
1494 v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1495
1498
1499 /* Vehicle is at the stop position (at a bay) in a road stop.
1500 * Note, if vehicle is loading/unloading it has already been handled,
1501 * so if we get here the vehicle has just arrived or is just ready to leave. */
1502 if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1503 /* Vehicle has arrived at a bay in a road stop */
1504
1505 if (IsDriveThroughStopTile(v->tile)) {
1506 TileIndex next_tile = TileAddByDir(v->tile, v->direction);
1507
1508 /* Check if next inline bay is free and has compatible road. */
1510 v->frame++;
1511 v->x_pos = x;
1512 v->y_pos = y;
1513 v->UpdatePosition();
1514 RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1515 return true;
1516 }
1517 }
1518
1519 rs->SetEntranceBusy(false);
1521
1522 v->last_station_visited = st->index;
1523
1524 if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1525 RoadVehArrivesAt(v, st);
1526 v->BeginLoading();
1528 TriggerRoadStopAnimation(st, v->tile, StationAnimationTrigger::VehicleArrives);
1529 return false;
1530 }
1531 } else {
1532 /* Vehicle is ready to leave a bay in a road stop */
1533 if (rs->IsEntranceBusy()) {
1534 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1535 v->cur_speed = 0;
1536 return false;
1537 }
1538 if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1539 }
1540
1541 if (IsBayRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1542
1543 StartRoadVehSound(v);
1544 SetWindowWidgetDirty(WindowClass::VehicleView, v->index, WID_VV_START_STOP);
1545 }
1546
1547 /* Check tile position conditions - i.e. stop position in depot,
1548 * entry onto bridge or into tunnel */
1549 auto vets = VehicleEnterTile(v, v->tile, x, y);
1550 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1551 v->cur_speed = 0;
1552 return false;
1553 }
1554
1555 if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1556 v->current_order.Free();
1557 }
1558
1559 /* Move to next frame unless vehicle arrived at a stop position
1560 * in a depot or entered a tunnel/bridge */
1561 if (!vets.Test(VehicleEnterTileState::EnteredWormhole)) v->frame++;
1562 v->x_pos = x;
1563 v->y_pos = y;
1564 v->UpdatePosition();
1565 RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1566 return true;
1567}
1568
1569static bool RoadVehController(RoadVehicle *v)
1570{
1571 /* decrease counters */
1572 v->current_order_time++;
1573 if (v->reverse_ctr != 0) v->reverse_ctr--;
1574
1575 /* handle crashed */
1576 if (v->vehstatus.Test(VehState::Crashed) || RoadVehCheckTrainCrash(v)) {
1577 return RoadVehIsCrashed(v);
1578 }
1579
1580 /* road vehicle has broken down? */
1581 if (v->HandleBreakdown()) return true;
1583 v->SetLastSpeed();
1584 return true;
1585 }
1586
1587 ProcessOrders(v);
1588 v->HandleLoading();
1589
1590 if (v->current_order.IsType(OT_LOADING)) return true;
1591
1592 if (v->IsInDepot()) {
1593 /* Check if we should wait here for unbunching. */
1594 if (v->IsWaitingForUnbunching()) return true;
1595 if (RoadVehLeaveDepot(v, true)) return true;
1596 }
1597
1598 v->ShowVisualEffect();
1599
1600 /* Check how far the vehicle needs to proceed */
1601 int j = v->UpdateSpeed();
1602
1603 int adv_spd = v->GetAdvanceDistance();
1604 bool blocked = false;
1605 while (j >= adv_spd) {
1606 j -= adv_spd;
1607
1608 RoadVehicle *u = v;
1609 for (RoadVehicle *prev = nullptr; u != nullptr; prev = u, u = u->Next()) {
1610 if (!IndividualRoadVehicleController(u, prev)) {
1611 blocked = true;
1612 break;
1613 }
1614 }
1615 if (blocked) break;
1616
1617 /* Determine distance to next map position */
1618 adv_spd = v->GetAdvanceDistance();
1619
1620 /* Test for a collision, but only if another movement will occur. */
1621 if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1622 }
1623
1624 v->SetLastSpeed();
1625
1626 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1627 if (u->vehstatus.Test(VehState::Hidden)) continue;
1628
1629 u->UpdateViewport(false, false);
1630 }
1631
1632 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1633 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1634 * on next tick to discover whether it is still blocked. */
1635 if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1636
1637 return true;
1638}
1639
1641{
1642 const Engine *e = this->GetEngine();
1643 if (e->VehInfo<RoadVehicleInfo>().running_cost_class == Price::Invalid) return 0;
1644
1645 uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->VehInfo<RoadVehicleInfo>().running_cost);
1646 if (cost_factor == 0) return 0;
1647
1648 return GetPrice(e->VehInfo<RoadVehicleInfo>().running_cost_class, cost_factor, e->GetGRF());
1649}
1650
1652{
1654
1655 this->tick_counter++;
1656
1657 if (this->IsFrontEngine()) {
1658 if (!this->vehstatus.Test(VehState::Stopped)) this->running_ticks++;
1659 return RoadVehController(this);
1660 }
1661
1662 return true;
1663}
1664
1666{
1667 if (tile == this->dest_tile) return;
1668 this->path.clear();
1669 this->dest_tile = tile;
1670}
1671
1672static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1673{
1674 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1675 if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1676 if (v->IsChainInDepot()) {
1678 return;
1679 }
1680
1681 uint max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty;
1682
1683 FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
1684 /* Only go to the depot if it is not too far out of our way. */
1685 if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
1686 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1687 /* If we were already heading for a depot but it has
1688 * suddenly moved farther away, we continue our normal
1689 * schedule? */
1691 SetWindowWidgetDirty(WindowClass::VehicleView, v->index, WID_VV_START_STOP);
1692 }
1693 return;
1694 }
1695
1696 DepotID depot = GetDepotIndex(rfdd.tile);
1697
1698 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1700 !Chance16(1, 20)) {
1701 return;
1702 }
1703
1706 v->SetDestTile(rfdd.tile);
1707 SetWindowWidgetDirty(WindowClass::VehicleView, v->index, WID_VV_START_STOP);
1708}
1709
1712{
1713 if (!this->IsFrontEngine()) return;
1714 AgeVehicle(this);
1715}
1716
1719{
1720 if (!this->IsFrontEngine()) return;
1721 EconomyAgeVehicle(this);
1722
1723 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1724 if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1725
1726 CheckIfRoadVehNeedsService(this);
1727
1728 CheckOrders(this);
1729
1730 if (this->running_ticks == 0) return;
1731
1733
1734 this->profit_this_year -= cost.GetCost();
1735 this->running_ticks = 0;
1736
1738
1739 SetWindowDirty(WindowClass::VehicleDetails, this->index);
1740 SetWindowClassesDirty(WindowClass::RoadVehicleList);
1741}
1742
1744{
1745 if (this->vehstatus.Test(VehState::Crashed)) return Trackdir::Invalid;
1746
1747 if (this->IsInDepot()) {
1748 /* We'll assume the road vehicle is facing outwards */
1749 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
1750 }
1751
1752 if (IsBayRoadStopTile(this->tile)) {
1753 /* We'll assume the road vehicle is facing outwards */
1754 return DiagDirToDiagTrackdir(GetBayRoadStopDir(this->tile)); // Road vehicle in a station
1755 }
1756
1757 /* Drive through road stops / wormholes (tunnels) */
1759
1760 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1761 * otherwise transform it into a valid track direction */
1762 return static_cast<Trackdir>(IsReversingRoadTrackdir(static_cast<Trackdir>(this->state)) ? (this->state - 6) : this->state);
1763}
1764
1766{
1767 uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnits(this->GetEngine()->DetermineCapacity(this));
1768
1769 /* Vehicle weight is not added for articulated parts. */
1770 if (!this->IsArticulatedPart()) {
1771 /* Road vehicle weight is in units of 1/4 t. */
1772 weight += GetVehicleProperty(this, PROP_ROADVEH_WEIGHT, RoadVehInfo(this->engine_type)->weight) / 4;
1773 }
1774
1775 return weight;
1776}
Base functions for all AIs.
void AddArticulatedParts(Vehicle *first)
Add the remaining articulated parts to the given vehicle.
void CheckConsistencyOfArticulatedVehicle(const Vehicle *v)
Checks whether the specs of freshly build articulated vehicles are consistent with the information sp...
Functions related to articulated vehicles.
Class for backupping variables and making sure they are restored later.
@ BuiltAsPrototype
Vehicle is a prototype (accepted as exclusive preview).
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
const BridgeSpec * GetBridgeSpec(BridgeType i)
Get the specification of a bridge type.
Definition bridge.h:62
BridgeType GetBridgeType(Tile t)
Determines the type of bridge on a tile.
Definition bridge_map.h:56
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:110
@ Passengers
Passengers.
Definition cargotype.h:51
bool IsCargoInClass(CargoType cargo, CargoClasses cc)
Does cargo c have cargo class cc?
Definition cargotype.h:238
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:231
uint Count() const
Count the number of set bits.
constexpr bool All(const Timpl &other) const
Test if all of the values are set.
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr bool None() const
Test if none of the values are set.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
std::optional< Tvalue_type > GetNthSetBit(uint n) const
Get the value of the Nth set bit.
Common return value for all commands.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
Container for an encoded string, created by GetEncodedString.
uint16_t reliability_spd_dec
Speed of reliability decay between services (per day).
Definition engine_base.h:52
const GRFFile * GetGRF() const
Retrieve the NewGRF the engine is tied to.
GrfID GetGRFID() const
Retrieve the GRF ID of the NewGRF the engine is tied to.
Definition engine.cpp:183
EngineFlags flags
Flags of the engine.
Definition engine_base.h:59
uint8_t original_image_index
Original vehicle image index, thus the image index of the overridden vehicle.
Definition engine_base.h:63
TimerGameCalendar::Date GetLifeLengthInDays() const
Returns the vehicle's (not model's!) life length in days.
Definition engine.cpp:469
CargoType GetDefaultCargoType() const
Determines the default cargo type of an engine.
Definition engine_base.h:96
uint16_t reliability
Current reliability of the engine.
Definition engine_base.h:51
static void NewEvent(class ScriptEvent *event)
Queue a new event for the game script.
RAII class for measuring multi-step elements of performance.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static Date date
Current date in days (day counter).
Iterate over all vehicles near a given world coordinate.
Iterate over all vehicles on a tile.
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ NoWater
don't allow building on water
@ Execute
execute the given command
EnumBitSet< DoCommandFlag, uint16_t > DoCommandFlags
Bitset of DoCommandFlag elements.
Definition of stuff that is very close to a company, like the company struct itself.
CommandCost CheckOwnership(Owner owner, TileIndex tile)
Check whether the current owner owns something.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
CompanyID _current_company
Company currently doing an action.
void SubtractMoneyFromCompanyFract(CompanyID company, const CommandCost &cst)
Subtract money from a company, including the money fraction.
Functions related to companies.
Map related accessors for depots.
DepotID GetDepotIndex(Tile t)
Get the index of which depot is attached to the tile.
Definition depot_map.h:56
PoolID< uint16_t, struct DepotIDTag, 64000, 0xFFFF > DepotID
Type for the unique identifier of depots.
Definition depot_type.h:15
DirDiff DirDifference(Direction d0, Direction d1)
Calculate the difference between two directions.
Direction DiagDirToDir(DiagDirection dir)
Convert a DiagDirection to a Direction.
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Direction ReverseDir(Direction d)
Return the reverse of a direction.
Direction ChangeDir(Direction d, DirDiff delta)
Change a direction by a given difference.
bool IsDiagonalDirection(Direction dir)
Checks if a given Direction is diagonal.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
DirDiff LimitDirDiff(DirDiff d)
Limit a direction difference to up to 45 degrees.
DiagDirection DirToDiagDir(Direction dir)
Convert a Direction to a DiagDirection.
DirDiff
Enumeration for the difference between two directions.
@ Left45
Angle of 45 degrees left.
@ Same
Both directions faces to the same direction.
@ Right45
Angle of 45 degrees right.
EnumIndexArray< T, DiagDirection, DiagDirection::End > DiagDirectionIndexArray
Array with DiagDirection as index.
Direction
Defines the 8 directions on the map.
@ Invalid
Flag for an invalid direction.
@ SW
Southwest.
@ NW
Northwest.
@ NE
Northeast.
@ SE
Southeast.
EnumIndexArray< T, Direction, Direction::End > DirectionIndexArray
Array with Direction as index.
DiagDirection
Enumeration for diagonal directions.
@ Invalid
Flag for an invalid DiagDirection.
@ SW
Southwest.
@ NW
Northwest.
@ NE
Northeast, upper right on your monitor.
@ SE
Southeast.
Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
Determine a certain price.
Definition economy.cpp:937
@ RoadVehRun
Running costs road vehicles.
@ Invalid
Invalid base price.
EffectVehicle * CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular vehicle.
Functions related to effect vehicles.
@ EV_EXPLOSION_LARGE
Various explosions.
PoolID< uint16_t, struct EngineIDTag, 64000, 0xFFFF > EngineID
Unique identification number of an engine.
Definition engine_type.h:26
@ ExclusivePreview
This vehicle is in the exclusive preview stage, either being used or being offered to a company.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23).
Definition enum_type.hpp:21
Error reporting related functions.
fluid_settings_t * settings
FluidSynth settings handle.
Types for recording game performance data.
@ GameLoopRoadVehicles
Time spend processing road vehicles.
Base functions for all Games.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint32_t PaletteID
The number of the palette.
Definition gfx_type.h:18
@ AS_BRAKE
We want to stop.
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, RoadTramType sub_mode, DiagDirection side)
Returns information about trackdirs and signal states.
int GetSlopePixelZ(int x, int y, bool ground_vehicle)
Return world Z coordinate of a given point of a tile.
#define Rect
Macro that prevents name conflicts between included headers.
#define Point
Macro that prevents name conflicts between included headers.
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:603
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:429
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:419
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:574
constexpr bool IsInsideMM(const size_t x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
Base for the NewGRF implementation.
@ CBID_VEHICLE_LENGTH
Vehicle length, returns the amount of 1/8's the vehicle is shorter for trains and RVs.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
void ErrorUnknownCallbackResult(GrfID grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
uint16_t GetVehicleCallback(CallbackID callback, uint32_t param1, uint32_t param2, EngineID engine, const Vehicle *v, std::span< int32_t > regs100)
Evaluate a newgrf callback for vehicles.
@ PROP_ROADVEH_CARGO_AGE_PERIOD
Number of ticks before carried cargo is aged.
@ PROP_ROADVEH_WEIGHT
Weight in 1/4 t.
@ PROP_ROADVEH_RUNNING_COST_FACTOR
Yearly runningcost.
@ PROP_ROADVEH_SHORTEN_FACTOR
Shorter vehicles.
@ PROP_ROADVEH_SPEED
Max. speed: 1 unit = 1/0.8 mph = 2 km-ish/h.
void TriggerRoadStopRandomisation(BaseStation *st, TileIndex tile, StationRandomTrigger trigger, CargoType cargo_type)
Trigger road stop randomisation.
NewGRF definitions and structures for road stops.
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
Checks whether a NewGRF wants to play a different vehicle sound effect.
Functions related to NewGRF provided sounds.
@ VSE_START
Vehicle starting, i.e. leaving, the station.
Functions related to news.
void AddVehicleNewsItem(EncodedString &&headline, NewsType type, VehicleID vehicle, StationID station=StationID::Invalid())
Adds a newsitem referencing a vehicle.
Definition news_func.h:32
NewsType
Type of news.
Definition news_type.h:29
@ ArrivalCompany
First vehicle arrived for company.
Definition news_type.h:30
@ AccidentOther
An accident or disaster has occurred.
Definition news_type.h:33
@ ArrivalOther
First vehicle arrived for competitor.
Definition news_type.h:31
@ Accident
An accident or disaster has occurred.
Definition news_type.h:32
bool ProcessOrders(Vehicle *v)
Handle the orders of a vehicle and determine the next place to go to if needed.
void CheckOrders(const Vehicle *v)
Check the orders of a vehicle, to see if there are invalid orders and stuff.
@ NonStop
The vehicle will not stop at any stations it passes except the destination, aka non-stop.
Definition order_type.h:88
@ Service
This depot order is because of the servicing limit.
Definition order_type.h:109
Pseudo random number generator.
uint32_t RandomRange(uint32_t limit, const std::source_location location=std::source_location::current())
Pick a random number between 0 and limit - 1, inclusive.
bool Chance16(const uint32_t a, const uint32_t b, const std::source_location location=std::source_location::current())
Flips a coin with given probability.
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition road.h:217
Road related functions.
RoadBits AxisToRoadBits(Axis a)
Create the road-part which belongs to the given Axis.
Definition road_func.h:93
RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition road_func.h:78
RoadBits GetAnyRoadBits(Tile tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
Returns the RoadBits on an arbitrary tile Special behaviour:
Definition road_map.cpp:54
bool IsLevelCrossingTile(Tile t)
Return whether a tile is a level crossing tile.
Definition road_map.h:79
RoadBits GetRoadBits(Tile t, RoadTramType rtt)
Get the present road bits for a specific road type.
Definition road_map.h:112
static bool IsRoadDepotTile(Tile t)
Return whether a tile is a road depot tile.
Definition road_map.h:100
bool HasTileAnyRoadType(Tile t, RoadTypes rts)
Check if a tile has one of the specified road types.
Definition road_map.h:232
DisallowedRoadDirections GetDisallowedRoadDirections(Tile t)
Gets the disallowed directions.
Definition road_map.h:311
DiagDirection GetRoadDepotDirection(Tile t)
Get the direction of the exit of a road depot.
Definition road_map.h:565
static bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
RoadType GetRoadType(Tile t, RoadTramType rtt)
Get the road type for the given RoadTramType.
Definition road_map.h:175
static bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition road_map.h:58
bool HasRoadWorks(Tile t)
Check if a tile has road works.
Definition road_map.h:508
static constexpr RoadBits ROAD_X
Full road along the x-axis (south-west + north-east).
Definition road_type.h:67
EnumBitSet< RoadBit, uint8_t > RoadBits
Bitset of RoadBit elements.
Definition road_type.h:65
RoadBit
Enumeration for the road parts on a tile.
Definition road_type.h:57
@ SW
South-west part.
Definition road_type.h:59
@ NW
North-west part.
Definition road_type.h:58
@ NE
North-east part.
Definition road_type.h:61
@ SE
South-east part.
Definition road_type.h:60
static constexpr RoadBits ROAD_Y
Full road along the y-axis (north-west + south-east).
Definition road_type.h:68
RoadType
The different roadtypes we support.
Definition road_type.h:24
RoadTramType
The different types of road type.
Definition road_type.h:38
@ Tram
Tram type.
Definition road_type.h:40
Base class for roadstops.
Road vehicle states.
@ RVSB_IN_DT_ROAD_STOP
The vehicle is in a drive-through road stop.
Definition roadveh.h:51
@ RVS_ENTERED_STOP
Only set when a vehicle has entered the stop.
Definition roadveh.h:43
@ RVSB_IN_ROAD_STOP
The vehicle is in a road stop.
Definition roadveh.h:49
@ RVSB_ROAD_STOP_TRACKDIR_MASK
Only bits 0 and 3 are used to encode the trackdir for road stops.
Definition roadveh.h:57
@ RVS_IN_DT_ROAD_STOP
The vehicle is in a drive-through road stop.
Definition roadveh.h:46
@ RVSB_TRACKDIR_MASK
The mask used to extract track dirs.
Definition roadveh.h:56
@ RVSB_DRIVE_SIDE
The vehicle is at the opposite side of the road.
Definition roadveh.h:54
@ RVSB_IN_DEPOT
The vehicle is in a depot.
Definition roadveh.h:38
@ RVSB_WORMHOLE
The vehicle is in a tunnel and/or bridge.
Definition roadveh.h:39
@ RVS_DRIVE_SIDE
Only used when retrieving move data.
Definition roadveh.h:44
static const uint RDE_TURNED
We just finished turning.
Definition roadveh.h:63
static const uint RVC_DRIVE_THROUGH_STOP_FRAME
Stop frame for a vehicle in a drive-through stop.
Definition roadveh.h:82
static const uint8_t RV_OVERTAKE_TIMEOUT
The number of ticks a vehicle has for overtaking.
Definition roadveh.h:86
static const uint RDE_NEXT_TILE
We should enter the next tile.
Definition roadveh.h:62
bool IsValidImageIndex< VehicleType::Road >(uint8_t image_index)
Helper to check whether an image index is valid for a particular vehicle.
static constexpr DiagDirectionIndexArray< Trackdir > _road_reverse_table
Track direction to use when reversing for each diagonal direction.
static bool RoadVehIsCrashed(RoadVehicle *v)
Road vehicle chain has crashed.
static uint GetRoadVehLength(const RoadVehicle *v)
Get length of a road vehicle.
static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
A road vehicle arrives at a station.
static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
Check if overtaking is possible on a piece of track.
void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
Update the cache of a road vehicle.
static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadType rt, RoadBits r)
Can a tram track build without destruction on the given tile?
void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
Get the size of the sprite of a road vehicle sprite heading west (used for lists).
CommandCost CmdBuildRoadVehicle(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
Build a road vehicle.
CommandCost CmdTurnRoadVeh(DoCommandFlags flags, VehicleID veh_id)
Turn a roadvehicle around.
void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
Draw a road vehicle engine.
static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
Returns direction to for a road vehicle to take or Trackdir::Invalid if the direction is currently bl...
static void DeleteLastRoadVeh(RoadVehicle *v)
Delete last vehicle of a chain road vehicles.
Command definitions related to road vehicles.
Data about how a road vehicle must drive on a tile.
static const EnumIndexArray< const RoadDriveEntry *const *, RoadTramType, RoadTramType::End > _road_drive_data
Road drive data for all RoadTramTypes.
const uint8_t _road_stop_stop_frame[]
Table of road stop stop frames, when to stop at a road stop.
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
Functions related to sound.
@ SND_19_DEPARTURE_OLD_RV_1
23 == 0x17 Station departure: truck and old bus (1) (non-toyland)
Definition sound_type.h:71
@ SND_12_EXPLOSION
16 == 0x10 Destruction, crashes, disasters, ...
Definition sound_type.h:64
@ SND_1A_DEPARTURE_OLD_RV_2
24 == 0x18 Station departure: truck and old bus (2) (random variation of SND_19_DEPARTURE_OLD_RV_1) (...
Definition sound_type.h:72
static const PaletteID PALETTE_CRASH
Recolour sprite greying of crashed vehicles.
Definition sprites.h:1793
static const SpriteID SPR_IMG_QUERY
Definition sprites.h:1274
Base classes/functions for stations.
void ModifyStationRatingAround(TileIndex tile, Owner owner, int amount, uint radius)
Forcibly modify station ratings near a given tile.
bool IsBayRoadStopTile(Tile t)
Is tile t a bay (non-drive through) road stop station?
bool IsDriveThroughStopTile(Tile t)
Is tile t a drive through road stop station or waypoint?
StationID GetStationIndex(Tile t)
Get StationID from a tile.
Definition station_map.h:28
bool IsStationRoadStop(Tile t)
Is the station at t a road station?
DiagDirection GetBayRoadStopDir(Tile t)
Gets the direction the bay road stop entrance points towards.
RoadStopType GetRoadStopType(Tile t)
Get the road stop type of this tile.
Definition station_map.h:56
RoadStopType
Types of RoadStops.
@ Bus
A standard stop for buses.
@ Truck
A standard stop for trucks.
@ VehicleArrives
Trigger platform when train arrives.
@ VehicleArrives
Trigger platform when train arrives.
@ Bus
Station has seen a bus.
@ Truck
Station has seen a truck.
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:261
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
Functions related to OTTD's strings.
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
TimerGameTick::Ticks current_order_time
How many ticks have passed since this order started.
void ResetDepotUnbunching()
Resets all the data used for depot unbunching.
TileIndex xy
Base tile of the station.
static BaseStation * GetByTile(TileIndex tile)
Get the base station belonging to a specific tile.
VehicleType type
Type of vehicle.
uint16_t speed
maximum travel speed (1 unit = 1/1.6 mph = 1 km-ish/h)
Definition bridge.h:41
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo type.
Definition cargotype.h:141
Structure to return information about the closest depot location, and whether it could be found.
T y
Y coordinate.
T x
X coordinate.
Helper container to find a depot.
uint best_length
The distance towards the depot in penalty, or UINT_MAX if not found.
TileIndex tile
The tile of the depot.
Position information of a vehicle after it moved.
TileIndex new_tile
Tile of the vehicle after moving.
int y
x and y position of the vehicle after moving
uint16_t cached_total_length
Length of the whole vehicle (valid only for the first engine).
uint8_t cached_veh_length
Length of this vehicle in units of 1/VEHICLE_LENGTH of normal length. It is cached because this can b...
bool IsChainInDepot() const override
Check whether the whole vehicle chain is in the depot.
int UpdateInclination(bool new_tile, bool update_delta)
Checks if the vehicle is in a slope and sets the required flags in that case.
GroundVehicleFlags gv_flags
uint Crash(bool flooded) override
Common code executed for crashed ground vehicles.
uint DoUpdateSpeed(uint accel, int min_speed, int max_speed)
void SetLastSpeed()
Update the GUI variant of the current speed of the vehicle.
DestinationID GetDestination() const
Gets the destination of this order.
Definition order_base.h:100
bool IsType(OrderType type) const
Check whether this order is of the given type.
Definition order_base.h:67
void MakeDummy()
Makes this order a Dummy order.
void Free()
'Free' the order
Definition order_cmd.cpp:48
bool ShouldStopAtStation(const Vehicle *v, StationID station) const
Check whether the given vehicle should stop at the given station based on this order and the non-stop...
void MakeGoToDepot(DestinationID destination, OrderDepotTypeFlags order, OrderNonStopFlags non_stop_type=OrderNonStopFlag::NonStop, OrderDepotActionFlags action={}, CargoType cargo=CARGO_NO_REFIT)
Makes this order a Go To Depot order.
Definition order_cmd.cpp:74
OrderNonStopFlags GetNonStopType() const
At which stations must we stop?
Definition order_base.h:158
static T * Create(Targs &&... args)
static Engine * Get(auto index)
static Vehicle * GetIfValid(auto index)
int Width() const
Get width of Rect.
int Height() const
Get height of Rect.
A Stop for a Road Vehicle.
void SetEntranceBusy(bool busy)
Makes an entrance occupied or free.
void Leave(RoadVehicle *rv)
Leave the road stop.
Definition roadstop.cpp:203
bool IsEntranceBusy() const
Checks whether the entrance of the road stop is occupied by a vehicle.
static bool IsDriveThroughRoadStopContinuation(TileIndex rs, TileIndex next)
Checks whether the 'next' tile is still part of the road same drive through stop 'rs' in the same dir...
Definition roadstop.cpp:292
static RoadStop * GetByTile(TileIndex tile, RoadStopType type)
Find a roadstop at given tile.
Definition roadstop.cpp:253
Information about a road vehicle.
Buses, trucks and trams belong to this class.
Definition roadveh.h:105
uint Crash(bool flooded=false) override
Common code executed for crashed ground vehicles.
TileIndex GetOrderStationLocation(StationID station) override
Determine the location for the station where the vehicle goes to next.
void OnNewEconomyDay() override
Economy day handler.
uint8_t state
Definition roadveh.h:107
void SetDestTile(TileIndex tile) override
Set the destination of this vehicle.
int GetDisplayImageWidth(Point *offset=nullptr) const
Get the width of a road vehicle image in the GUI.
Money GetRunningCost() const override
Gets the running cost of a vehicle.
bool IsPrimaryVehicle() const override
Whether this is the primary vehicle in the chain.
Definition roadveh.h:128
uint16_t GetMaxWeight() const override
Calculates the weight value that this vehicle will have when fully loaded with its current cargo.
RoadTypes compatible_roadtypes
NOSAVE: Roadtypes this consist is powered on.
Definition roadveh.h:117
AccelStatus GetAccelerationStatus() const
Checks the current acceleration status of this vehicle.
Definition roadveh.h:229
void UpdateDeltaXY() override
Updates the x and y offsets and the size of the sprite used for this vehicle.
uint16_t crashed_ctr
Animation counter when the vehicle has crashed.
Definition roadveh.h:112
bool IsBus() const
Check whether a roadvehicle is a bus.
uint8_t overtaking_ctr
The length of the current overtake attempt.
Definition roadveh.h:111
void OnNewCalendarDay() override
Calender day handler.
bool IsInDepot() const override
Check whether the vehicle is in the depot.
Definition roadveh.h:134
void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const override
Gets the sprite to show for the given direction.
RoadVehPathCache path
Cached path.
Definition roadveh.h:106
Trackdir GetVehicleTrackdir() const override
Returns the Trackdir on which the vehicle is currently located.
int GetCurrentMaxSpeed() const override
Calculates the maximum speed of the vehicle under its current conditions.
RoadType roadtype
NOSAVE: Roadtype of this vehicle.
Definition roadveh.h:115
uint8_t overtaking
Set to RVSB_DRIVE_SIDE when overtaking, otherwise 0.
Definition roadveh.h:110
int UpdateSpeed()
This function looks at the vehicle and updates its speed (cur_speed and subspeed) variables.
bool Tick() override
Calls the tick handler of the vehicle.
ClosestDepot FindClosestDepot() override
Find the closest depot for this vehicle and tell us the location, DestinationID and whether we should...
void MarkDirty() override
Marks the vehicles to be redrawn and updates cached variables.
static Station * Get(auto index)
T * Next() const
Get next vehicle in the chain.
T * Previous() const
Get previous vehicle in the chain.
static RoadVehicle * From(Vehicle *v)
T * First() const
Get the first vehicle in the chain.
void UpdateViewport(bool force_update, bool update_delta)
Update vehicle sprite- and position caches.
Station data structure.
Track status of a tile.
Definition track_type.h:105
TrackdirBits signals
Red signals on the tile.
Definition track_type.h:107
TrackdirBits trackdirs
Trackdirs present on the tile.
Definition track_type.h:106
uint16_t cached_max_speed
Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
Sprite sequence for a vehicle part.
bool IsValid() const
Check whether the sequence contains any sprites.
void GetBounds(Rect *bounds) const
Determine shared bounds of all sprites.
Definition vehicle.cpp:124
void Set(SpriteID sprite)
Assign a single sprite to the sequence.
void Draw(int x, int y, PaletteID default_pal, bool force_pal) const
Draw the sprite sequence.
Definition vehicle.cpp:152
Vehicle data structure.
EngineID engine_type
The type of engine used for this vehicle.
int32_t z_pos
z coordinate.
Direction direction
facing
const Engine * GetEngine() const
Retrieves the engine of the vehicle.
Definition vehicle.cpp:749
void IncrementRealOrderIndex()
Advanced cur_real_order_index to the next real order, keeps care of the wrap-around and invalidates t...
VehicleCargoList cargo
The cargo this vehicle is carrying.
uint8_t day_counter
Increased by one for each day.
void HandleLoading(bool mode=false)
Handle the loading of the vehicle; when not it skips through dummy orders and does nothing in all oth...
Definition vehicle.cpp:2453
Money profit_this_year
Profit this year << 8, low 8 bits are fract.
bool HasArticulatedPart() const
Check if an engine has an articulated part.
SpriteID colourmap
NOSAVE: cached colour mapping.
uint8_t breakdown_ctr
Counter for managing breakdown events.
uint GetAdvanceDistance()
Determines the vehicle "progress" needed for moving a step.
VehStates vehstatus
Status.
bool IsArticulatedPart() const
Check if the vehicle is an articulated part of an engine.
void LeaveUnbunchingDepot()
Leave an unbunching depot and calculate the next departure time for shared order vehicles.
Definition vehicle.cpp:2533
CargoType cargo_type
type of cargo this vehicle is carrying
Vehicle * First() const
Get the first vehicle of this vehicle chain.
Order current_order
The current order (+ status, like: loading).
void HandlePathfindingResult(bool path_found)
Handle the pathfinding result, especially the lost status.
Definition vehicle.cpp:793
int32_t y_pos
y coordinate.
int32_t x_pos
x coordinate.
VehicleCache vcache
Cache of often used vehicle values.
SpriteBounds bounds
Bounding box of vehicle.
void BeginLoading()
Prepare everything to begin the loading when arriving at a station.
Definition vehicle.cpp:2228
uint8_t spritenum
currently displayed sprite index 0xfd == custom sprite, 0xfe == custom second head sprite 0xff == res...
uint16_t cur_speed
current speed
bool IsFrontEngine() const
Check if the vehicle is a front engine.
bool IsWaitingForUnbunching() const
Check whether a vehicle inside a depot is waiting for unbunching.
Definition vehicle.cpp:2580
void SetNext(Vehicle *next)
Set the next vehicle of this vehicle.
Definition vehicle.cpp:2985
bool HandleBreakdown()
Handle all of the aspects of a vehicle breakdown This includes adding smoke and sounds,...
Definition vehicle.cpp:1375
uint8_t progress
The percentage (if divided by 256) this vehicle already crossed the tile unit.
uint8_t tick_counter
Increased by one for each tick.
virtual bool IsInDepot() const
Check whether the vehicle is in the depot.
TileIndex tile
Current tile index.
TileIndex dest_tile
Heading for this tile.
void UpdatePosition()
Update the position of the vehicle.
Definition vehicle.cpp:1700
StationID last_station_visited
The last station we stopped at.
void InvalidateNewGRFCacheOfChain()
Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle).
void ShowVisualEffect() const
Draw visual effects (smoke and/or sparks) for a vehicle chain.
Definition vehicle.cpp:2834
Owner owner
Which company owns the vehicle?
bool NeedsAutomaticServicing() const
Checks if the current order should be interrupted for a service-in-depot order.
Definition vehicle.cpp:293
uint8_t running_ticks
Number of ticks this vehicle was not stopped this day.
@ CannotEnter
The vehicle cannot enter the tile.
Definition tile_cmd.h:27
@ EnteredWormhole
The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/...
Definition tile_cmd.h:26
VehicleEnterTileStates VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
Call the tile callback function for a vehicle entering a tile.
Definition vehicle.cpp:1864
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:92
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ TunnelBridge
Tunnel entry/exit and bridge heads.
Definition tile_type.h:58
@ Station
A tile of a station or airport.
Definition tile_type.h:54
@ Road
A tile with road and/or tram tracks.
Definition tile_type.h:51
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
bool IsReversingRoadTrackdir(Trackdir dir)
Checks whether the trackdir means that we are reversing.
Definition track_func.h:568
TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir)
Returns all trackdirs that can be reached when entering a tile from a given (diagonal) direction.
Definition track_func.h:450
bool IsStraightRoadTrackdir(Trackdir dir)
Checks whether the given trackdir is a straight road.
Definition track_func.h:579
Trackdir DiagDirToDiagTrackdir(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal trackdir that runs in that direction.
Definition track_func.h:432
TrackBits TrackdirBitsToTrackBits(TrackdirBits bits)
Discards all directional information from a TrackdirBits value.
Definition track_func.h:281
EnumBitSet< Track, uint8_t > TrackBits
Bitset of Track elements.
Definition track_type.h:43
Trackdir
Enumeration for tracks and directions.
Definition track_type.h:63
@ Right_N
Right track and direction to north.
Definition track_type.h:77
@ Right_S
Right track and direction to south.
Definition track_type.h:69
@ Left_S
Left track and direction to south.
Definition track_type.h:68
@ Lower_E
Lower track and direction to east.
Definition track_type.h:67
@ Invalid
Flag for an invalid trackdir.
Definition track_type.h:82
@ RvRev_NW
(Road vehicle) reverse direction north-west
Definition track_type.h:79
@ Upper_W
Upper track and direction to west.
Definition track_type.h:74
@ End
End marker.
Definition track_type.h:81
@ RvRev_NE
(Road vehicle) reverse direction north-east
Definition track_type.h:70
@ Upper_E
Upper track and direction to east.
Definition track_type.h:66
@ RvRev_SW
(Road vehicle) reverse direction south-west
Definition track_type.h:78
@ Left_N
Left track and direction to north.
Definition track_type.h:76
@ Lower_W
Lower track and direction to west.
Definition track_type.h:75
@ RvRev_SE
(Road vehicle) reverse direction south-east
Definition track_type.h:71
@ Road
Transport by road vehicle.
Functions that have tunnels and bridges in common.
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
void VehicleEnterDepot(Vehicle *v)
Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it,...
Definition vehicle.cpp:1563
void VehicleLengthChanged(const Vehicle *u)
Logs a bug in GRF and shows a warning message if this is for the first time this happened.
Definition vehicle.cpp:364
void VehicleServiceInDepot(Vehicle *v)
Service a vehicle and all subsequent vehicles in the consist.
Definition vehicle.cpp:188
void CheckVehicleBreakdown(Vehicle *v)
Periodic check for a vehicle to maybe break down.
Definition vehicle.cpp:1319
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1803
void DecreaseVehicleValue(Vehicle *v)
Decrease the value of a vehicle.
Definition vehicle.cpp:1298
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1441
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
Can this station be used by the given engine type?
Definition vehicle.cpp:3112
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1453
@ Crashed
Vehicle is crashed.
@ Hidden
Vehicle is not visible.
@ DefaultPalette
Use default vehicle palette.
@ Stopped
Vehicle is stopped by the player.
Functions related to vehicles.
bool HasVehicleNearTileXY(int32_t x, int32_t y, uint max_dist, UnaryPred &&predicate)
Loop over vehicles near a given world coordinate, and check whether a predicate is true for any of th...
bool IsValidImageIndex(uint8_t image_index)
Helper to check whether an image index is valid for a particular vehicle.
@ CUSTOM_VEHICLE_SPRITENUM_REVERSED
Vehicle sprite from NewGRF with reverse driving direction (from articulation callback).
bool HasVehicleOnTile(TileIndex tile, UnaryPred &&predicate)
Loop over vehicles on a tile, and check whether a predicate is true for any of them.
EngineImageType
Visualisation contexts of vehicles and engines.
PoolID< uint32_t, struct VehicleIDTag, 0xFF000, 0xFFFFF > VehicleID
The type all our vehicle IDs have.
@ Road
Road vehicle type.
@ Original
Original acceleration model.
@ Realistic
"Realistic" acceleration model.
@ SuppressImplicitOrders
Disable insertion and removal of automatic orders until the vehicle completes the real order.
static const uint VEHICLE_LENGTH
The length of a vehicle in tile units.
@ WID_VV_START_STOP
Start or stop this vehicle, and show information about the current state.
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting).
Definition window.cpp:3226
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition window.cpp:3318
void SetWindowWidgetDirty(WindowClass cls, WindowNumber number, WidgetID widget_index)
Mark a particular widget in a particular window as dirty (in need of repainting).
Definition window.cpp:3212
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3196
Entry point for OpenTTD to YAPF.
Trackdir YapfRoadVehicleChooseTrack(const RoadVehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs, bool &path_found, RoadVehPathCache &path_cache)
Finds the best path for given road vehicle using YAPF.
FindDepotData YapfRoadVehicleFindNearestDepot(const RoadVehicle *v, int max_penalty)
Used when user sends road vehicle to the nearest depot or if road vehicle needs servicing using YAPF.
Functions related to zooming.
int ScaleSpriteTrad(int value)
Scale traditional pixel dimensions to GUI zoom level, for drawing sprites.
Definition zoom_func.h:107
int UnScaleGUI(int value)
Short-hand to apply GUI zoom level.
Definition zoom_func.h:77