OpenTTD Source 20260421-master-gc2fbc6fdeb
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"
24#include "vehicle_func.h"
25#include "sound_func.h"
26#include "ai/ai.hpp"
27#include "game/game.hpp"
28#include "depot_map.h"
29#include "effectvehicle_func.h"
30#include "roadstop_base.h"
31#include "core/random_func.hpp"
32#include "company_base.h"
33#include "core/backup_type.hpp"
34#include "newgrf.h"
35#include "zoom_func.h"
36#include "framerate_type.h"
37#include "roadveh_cmd.h"
38#include "road_cmd.h"
39#include "newgrf_roadstop.h"
40
41#include "table/strings.h"
42
43#include "safeguards.h"
44
45static const uint16_t _roadveh_images[] = {
46 0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
47 0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
48 0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
49 0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
50 0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
51 0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
52 0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
53 0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
54};
55
56static const uint16_t _roadveh_full_adder[] = {
57 0, 88, 0, 0, 0, 0, 48, 48,
58 48, 48, 0, 0, 64, 64, 0, 16,
59 16, 0, 88, 0, 0, 0, 0, 48,
60 48, 48, 48, 0, 0, 64, 64, 0,
61 16, 16, 0, 88, 0, 0, 0, 0,
62 48, 48, 48, 48, 0, 0, 64, 64,
63 0, 16, 16, 0, 8, 8, 8, 8,
64 0, 0, 0, 8, 8, 8, 8
65};
66static_assert(lengthof(_roadveh_images) == lengthof(_roadveh_full_adder));
67
69template <>
70bool IsValidImageIndex<VEH_ROAD>(uint8_t image_index)
71{
72 return image_index < lengthof(_roadveh_images);
73}
74
75static const Trackdir _road_reverse_table[DIAGDIR_END] = {
77};
78
84{
85 assert(this->IsFrontEngine());
87}
88
95{
96 int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
97
98 if (offset != nullptr) {
99 offset->x = ScaleSpriteTrad(reference_width) / 2;
100 offset->y = 0;
101 }
102 return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
103}
104
105static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
106{
107 const Engine *e = Engine::Get(engine);
108 uint8_t spritenum = e->VehInfo<RoadVehicleInfo>().image_index;
109
110 if (IsCustomVehicleSpriteNum(spritenum)) {
111 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
112 if (result->IsValid()) return;
113
114 spritenum = e->original_image_index;
115 }
116
117 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
118 result->Set(DIR_W + _roadveh_images[spritenum]);
119}
120
122{
123 uint8_t spritenum = this->spritenum;
124
125 if (IsCustomVehicleSpriteNum(spritenum)) {
127 GetCustomVehicleSprite(this, direction, image_type, result);
128 if (result->IsValid()) return;
129
131 }
132
134 SpriteID sprite = direction + _roadveh_images[spritenum];
135
136 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
137
138 result->Set(sprite);
139}
140
151void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
152{
154 GetRoadVehIcon(engine, image_type, &seq);
155
156 Rect rect;
157 seq.GetBounds(&rect);
158 preferred_x = Clamp(preferred_x,
159 left - UnScaleGUI(rect.left),
160 right - UnScaleGUI(rect.right));
161
162 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
163}
164
174void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
175{
177 GetRoadVehIcon(engine, image_type, &seq);
178
179 Rect rect;
180 seq.GetBounds(&rect);
181
182 width = UnScaleGUI(rect.Width());
183 height = UnScaleGUI(rect.Height());
184 xoffs = UnScaleGUI(rect.left);
185 yoffs = UnScaleGUI(rect.top);
186}
187
193static uint GetRoadVehLength(const RoadVehicle *v)
194{
195 const Engine *e = v->GetEngine();
196 uint length = VEHICLE_LENGTH;
197
198 uint16_t veh_len = CALLBACK_FAILED;
199 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
200 /* Use callback 36 */
201 veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
202 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
203 } else {
204 /* Use callback 11 */
205 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
206 }
207 if (veh_len == CALLBACK_FAILED) veh_len = e->VehInfo<RoadVehicleInfo>().shorten_factor;
208 if (veh_len != 0) {
209 length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
210 }
211
212 return length;
213}
214
221void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
222{
223 assert(v->type == VEH_ROAD);
224 assert(v->IsFrontEngine());
225
227
229
230 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
231 /* Check the v->first cache. */
232 assert(u->First() == v);
233
234 /* Update the 'first engine' */
235 u->gcache.first_engine = (v == u) ? EngineID::Invalid() : v->engine_type;
236
237 /* Update the length of the vehicle. */
238 uint veh_len = GetRoadVehLength(u);
239 /* Verify length hasn't changed. */
240 if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
241
242 u->gcache.cached_veh_length = veh_len;
243 v->gcache.cached_total_length += u->gcache.cached_veh_length;
244
245 /* Update visual effect */
246 u->UpdateVisualEffect();
247
248 /* Update cargo aging period. */
249 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
250 }
251
252 uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
253 v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
254}
255
264CommandCost CmdBuildRoadVehicle(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
265{
266 /* Check that the vehicle can drive on the road in question */
267 RoadType rt = e->VehInfo<RoadVehicleInfo>().roadtype;
268 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
269 if (!HasTileAnyRoadType(tile, rti->powered_roadtypes)) return CommandCost(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
270
271 if (flags.Test(DoCommandFlag::Execute)) {
272 const RoadVehicleInfo *rvi = &e->VehInfo<RoadVehicleInfo>();
273
275 *ret = v;
277 v->owner = _current_company;
278
279 v->tile = tile;
280 int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
281 int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
282 v->x_pos = x;
283 v->y_pos = y;
284 v->z_pos = GetSlopePixelZ(x, y, true);
285
286 v->state = RVSB_IN_DEPOT;
288
289 v->spritenum = rvi->image_index;
290 v->cargo_type = e->GetDefaultCargoType();
291 assert(IsValidCargoType(v->cargo_type));
292 v->cargo_cap = rvi->capacity;
293 v->refit_cap = 0;
294
295 v->last_station_visited = StationID::Invalid();
296 v->last_loading_station = StationID::Invalid();
297 v->engine_type = e->index;
298 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
299
300 v->reliability = e->reliability;
301 v->reliability_spd_dec = e->reliability_spd_dec;
302 v->max_age = e->GetLifeLengthInDays();
303
304 v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
305
306 v->date_of_last_service = TimerGameEconomy::date;
307 v->date_of_last_service_newgrf = TimerGameCalendar::date;
308 v->build_year = TimerGameCalendar::year;
309
310 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
311 v->random_bits = Random();
312 v->SetFrontEngine();
313
314 v->roadtype = rt;
315 v->compatible_roadtypes = rti->powered_roadtypes;
316 v->gcache.cached_veh_length = VEHICLE_LENGTH;
317
319 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
320
322 v->InvalidateNewGRFCacheOfChain();
323
324 /* Call various callbacks after the whole consist has been constructed */
325 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
326 u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
327 u->refit_cap = 0;
328 v->InvalidateNewGRFCache();
329 u->InvalidateNewGRFCache();
330 }
332 /* Initialize cached values for realistic acceleration. */
333 if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
334
335 v->UpdatePosition();
336
338 }
339
340 return CommandCost();
341}
342
343static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
344{
345 if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
346
347 return YapfRoadVehicleFindNearestDepot(v, max_distance);
348}
349
351{
352 FindDepotData rfdd = FindClosestRoadDepot(this, 0);
353 if (rfdd.best_length == UINT_MAX) return ClosestDepot();
354
355 return ClosestDepot(rfdd.tile, GetDepotIndex(rfdd.tile));
356}
357
364CommandCost CmdTurnRoadVeh(DoCommandFlags flags, VehicleID veh_id)
365{
367 if (v == nullptr) return CMD_ERROR;
368
369 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
370
372 if (ret.Failed()) return ret;
373
374 if (v->vehstatus.Any({VehState::Stopped, VehState::Crashed}) ||
375 v->breakdown_ctr != 0 ||
376 v->overtaking != 0 ||
377 v->state == RVSB_WORMHOLE ||
378 v->IsInDepot() ||
379 v->current_order.IsType(OT_LOADING)) {
380 return CMD_ERROR;
381 }
382
384
386
387 if (flags.Test(DoCommandFlag::Execute)) {
388 v->reverse_ctr = 180;
389
390 /* Unbunching data is no longer valid. */
392 }
393
394 return CommandCost();
395}
396
397
399{
400 for (RoadVehicle *v = this; v != nullptr; v = v->Next()) {
401 v->colourmap = PAL_NONE;
402 v->UpdateViewport(true, false);
403 }
404 this->CargoChanged();
405}
406
408{
409 /* Set common defaults. */
410 this->bounds = {{-1, -1, 0}, {3, 3, 6}, {}};
411
412 if (!IsDiagonalDirection(this->direction)) {
413 static const Point _sign_table[] = {
414 /* x, y */
415 {-1, -1}, // DIR_N
416 {-1, 1}, // DIR_E
417 { 1, 1}, // DIR_S
418 { 1, -1}, // DIR_W
419 };
420
421 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
422
423 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
424 this->bounds.offset.x -= half_shorten * _sign_table[DirToDiagDir(this->direction)].x;
425 this->bounds.offset.y -= half_shorten * _sign_table[DirToDiagDir(this->direction)].y;
426 } else {
427 /* Unlike trains, road vehicles do not have their offsets moved to the centre. */
428 switch (this->direction) {
429 /* Shorten southern corner of the bounding box according the vehicle length. */
430 case DIR_NE:
431 this->bounds.origin.x = -3;
432 this->bounds.extent.x = this->gcache.cached_veh_length;
433 this->bounds.offset.x = 1;
434 break;
435
436 case DIR_NW:
437 this->bounds.origin.y = -3;
438 this->bounds.extent.y = this->gcache.cached_veh_length;
439 this->bounds.offset.y = 1;
440 break;
441
442 /* Move northern corner of the bounding box down according to vehicle length. */
443 case DIR_SW:
444 this->bounds.origin.x = -3 + (VEHICLE_LENGTH - this->gcache.cached_veh_length);
445 this->bounds.extent.x = this->gcache.cached_veh_length;
446 this->bounds.offset.x = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
447 break;
448
449 case DIR_SE:
450 this->bounds.origin.y = -3 + (VEHICLE_LENGTH - this->gcache.cached_veh_length);
451 this->bounds.extent.y = this->gcache.cached_veh_length;
452 this->bounds.offset.y = 1 - (VEHICLE_LENGTH - this->gcache.cached_veh_length);
453 break;
454
455 default:
456 NOT_REACHED();
457 }
458 }
459}
460
466{
467 int max_speed = this->gcache.cached_max_track_speed;
468
469 /* Limit speed to 50% while reversing, 75% in curves. */
470 for (const RoadVehicle *u = this; u != nullptr; u = u->Next()) {
471 if (_settings_game.vehicle.roadveh_acceleration_model == AM_REALISTIC) {
473 max_speed = this->gcache.cached_max_track_speed / 2;
474 break;
475 } else if ((u->direction & 1) == 0) {
476 max_speed = this->gcache.cached_max_track_speed * 3 / 4;
477 }
478 }
479
480 /* Vehicle is on the middle part of a bridge. */
481 if (u->state == RVSB_WORMHOLE && !u->vehstatus.Test(VehState::Hidden)) {
482 max_speed = std::min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
483 }
484 }
485
486 return std::min(max_speed, this->current_order.GetMaxSpeed() * 2);
487}
488
494{
495 RoadVehicle *first = v->First();
496 Vehicle *u = v;
497 for (; v->Next() != nullptr; v = v->Next()) u = v;
498 u->SetNext(nullptr);
499 v->last_station_visited = first->last_station_visited; // for PreDestructor
500
501 /* Only leave the road stop when we're really gone. */
502 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
503
504 delete v;
505}
506
507static void RoadVehSetRandomDirection(RoadVehicle *v)
508{
509 static const DirDiff delta[] = {
511 };
512
513 do {
514 uint32_t r = Random();
515
516 v->direction = ChangeDir(v->direction, delta[r & 3]);
517 v->UpdateViewport(true, true);
518 } while ((v = v->Next()) != nullptr);
519}
520
527{
528 v->crashed_ctr++;
529 if (v->crashed_ctr == 2) {
531 } else if (v->crashed_ctr <= 45) {
532 if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
533 } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
534 bool ret = v->Next() != nullptr;
536 return ret;
537 }
538
539 return true;
540}
541
542uint RoadVehicle::Crash(bool flooded)
543{
544 uint victims = this->GroundVehicleBase::Crash(flooded);
545 if (this->IsFrontEngine()) {
546 victims += 1; // driver
547
548 /* If we're in a drive through road stop we ought to leave it */
549 if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
550 RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
551 }
552 }
553 this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
554 return victims;
555}
556
557static void RoadVehCrash(RoadVehicle *v)
558{
559 uint victims = v->Crash();
560
561 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING, victims, v->owner));
562 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING, victims, v->owner));
563
564 EncodedString headline = (victims == 1)
565 ? GetEncodedString(STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER)
566 : GetEncodedString(STR_NEWS_ROAD_VEHICLE_CRASH, victims);
568
569 AddTileNewsItem(std::move(headline), newstype, v->tile);
570
571 ModifyStationRatingAround(v->tile, v->owner, -160, 22);
572 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
573}
574
575static bool RoadVehCheckTrainCrash(RoadVehicle *v)
576{
577 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
578 if (u->state == RVSB_WORMHOLE) continue;
579
580 TileIndex tile = u->tile;
581
582 if (!IsLevelCrossingTile(tile)) continue;
583
584 if (HasVehicleNearTileXY(v->x_pos, v->y_pos, 4, [&u](const Vehicle *t) {
585 return t->type == VEH_TRAIN && abs(t->z_pos - u->z_pos) <= 6;
586 })) {
587 RoadVehCrash(v);
588 return true;
589 }
590 }
591
592 return false;
593}
594
596{
597 if (station == this->last_station_visited) this->last_station_visited = StationID::Invalid();
598
599 const Station *st = Station::Get(station);
600 if (!CanVehicleUseStation(this, st)) {
601 /* There is no stop left at the station, so don't even TRY to go there */
603 return TileIndex{};
604 }
605
606 return st->xy;
607}
608
609static void StartRoadVehSound(const RoadVehicle *v)
610{
611 if (!PlayVehicleSound(v, VSE_START)) {
612 SoundID s = RoadVehInfo(v->engine_type)->sfx;
613 if (s == SND_19_DEPARTURE_OLD_RV_1 && (v->tick_counter & 3) == 0) {
615 }
616 SndPlayVehicleFx(s, v);
617 }
618}
619
621 int x;
622 int y;
623 const Vehicle *veh;
624 Vehicle *best;
625 uint best_diff;
626 Direction dir;
627};
628
629static void FindClosestBlockingRoadVeh(Vehicle *v, RoadVehFindData *rvf)
630{
631 static const int8_t dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
632 static const int8_t dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
633
634 int x_diff = v->x_pos - rvf->x;
635 int y_diff = v->y_pos - rvf->y;
636
637 /* Not a close Road vehicle when it's not a road vehicle, in the depot, or ourself. */
638 if (v->type != VEH_ROAD || v->IsInDepot() || rvf->veh->First() == v->First()) return;
639
640 /* Not close when at a different height or when going in a different direction. */
641 if (abs(v->z_pos - rvf->veh->z_pos) >= 6 || v->direction != rvf->dir) return;
642
643 /* We 'return' the closest vehicle, in distance and then VehicleID as tie-breaker. */
644 uint diff = abs(x_diff) + abs(y_diff);
645 if (diff > rvf->best_diff || (diff == rvf->best_diff && v->index > rvf->best->index)) return;
646
647 auto IsCloseOnAxis = [](int dist, int diff) {
648 if (dist < 0) return diff > dist && diff <= 0;
649 return diff < dist && diff >= 0;
650 };
651
652 if (IsCloseOnAxis(dist_x[v->direction], x_diff) && IsCloseOnAxis(dist_y[v->direction], y_diff)) {
653 rvf->best = v;
654 rvf->best_diff = diff;
655 }
656}
657
658static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
659{
660 RoadVehFindData rvf;
661 RoadVehicle *front = v->First();
662
663 if (front->reverse_ctr != 0) return nullptr;
664
665 rvf.x = x;
666 rvf.y = y;
667 rvf.dir = dir;
668 rvf.veh = v;
669 rvf.best_diff = UINT_MAX;
670
671 if (front->state == RVSB_WORMHOLE) {
672 for (Vehicle *u : VehiclesOnTile(v->tile)) {
673 FindClosestBlockingRoadVeh(u, &rvf);
674 }
676 FindClosestBlockingRoadVeh(u, &rvf);
677 }
678 } else {
679 for (Vehicle *u : VehiclesNearTileXY(x, y, 8)) {
680 FindClosestBlockingRoadVeh(u, &rvf);
681 }
682 }
683
684 /* This code protects a roadvehicle from being blocked for ever
685 * If more than 1480 / 74 days a road vehicle is blocked, it will
686 * drive just through it. The ultimate backup-code of TTD.
687 * It can be disabled. */
688 if (rvf.best_diff == UINT_MAX) {
689 front->blocked_ctr = 0;
690 return nullptr;
691 }
692
693 if (update_blocked_ctr && ++front->blocked_ctr > 1480) return nullptr;
694
695 return RoadVehicle::From(rvf.best);
696}
697
703static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
704{
705 if (v->IsBus()) {
706 /* Check if station was ever visited before */
707 if (!(st->had_vehicle_of_type & HVOT_BUS)) {
708 st->had_vehicle_of_type |= HVOT_BUS;
710 GetEncodedString(RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL, st->index),
712 v->index,
713 st->index
714 );
715 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
716 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
717 }
718 } else {
719 /* Check if station was ever visited before */
720 if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
721 st->had_vehicle_of_type |= HVOT_TRUCK;
723 GetEncodedString(RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL, st->index),
725 v->index,
726 st->index
727 );
728 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
729 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
730 }
731 }
732}
733
742{
743 switch (_settings_game.vehicle.roadveh_acceleration_model) {
744 default: NOT_REACHED();
745 case AM_ORIGINAL:
746 return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
747
748 case AM_REALISTIC:
749 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
750 }
751}
752
753static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
754{
755 static const Direction _roadveh_new_dir[] = {
759 };
760
761 x = x - v->x_pos + 1;
762 y = y - v->y_pos + 1;
763
764 if ((uint)x > 2 || (uint)y > 2) return v->direction;
765 return _roadveh_new_dir[y * 4 + x];
766}
767
768static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
769{
770 Direction new_dir = RoadVehGetNewDirection(v, x, y);
771 Direction old_dir = v->direction;
772 DirDiff delta;
773
774 if (new_dir == old_dir) return old_dir;
775 delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
776 return ChangeDir(old_dir, delta);
777}
778
780 const RoadVehicle *u;
781 const RoadVehicle *v;
782 TileIndex tile;
783 Trackdir trackdir;
784};
785
793{
794 if (!HasTileAnyRoadType(od->tile, od->v->compatible_roadtypes)) return true;
795 TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, GetRoadTramType(od->v->roadtype));
796 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
797 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
798 TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
799
800 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
801 if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
802
803 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
804 return HasVehicleOnTile(od->tile, [&](const Vehicle *v) {
805 return v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v;
806 });
807}
808
809static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
810{
811 OvertakeData od;
812
813 od.v = v;
814 od.u = u;
815
816 /* Trams can't overtake other trams */
817 if (RoadTypeIsTram(v->roadtype)) return;
818
819 /* Don't overtake in stations */
821
822 /* For now, articulated road vehicles can't overtake anything. */
823 if (v->HasArticulatedPart()) return;
824
825 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
826 if (v->direction != u->direction || !(v->direction & 1)) return;
827
828 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
830
831 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
832 * accelerating, take the maximum speed for the comparison, else the current speed.
833 * Original acceleration always accelerates, so always use the maximum speed. */
834 int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
835 if (u_speed >= v->GetCurrentMaxSpeed() &&
837 u->cur_speed != 0) {
838 return;
839 }
840
842
843 /* Are the current and the next tile suitable for overtaking?
844 * - Does the track continue along od.trackdir
845 * - No junctions
846 * - No barred levelcrossing
847 * - No other vehicles in the way
848 */
849 od.tile = v->tile;
850 if (CheckRoadBlockedForOvertaking(&od)) return;
851
852 od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
853 if (CheckRoadBlockedForOvertaking(&od)) return;
854
855 /* When the vehicle in front of us is stopped we may only take
856 * half the time to pass it than when the vehicle is moving. */
857 v->overtaking_ctr = (od.u->cur_speed == 0 || od.u->vehstatus.Test(VehState::Stopped)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
859}
860
861static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
862{
863 if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
864
865 if (old_z < v->z_pos) {
866 v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
867 } else {
868 uint16_t spd = v->cur_speed + 2;
869 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
870 }
871}
872
873static int PickRandomBit(uint bits)
874{
875 uint i;
876 uint num = RandomRange(CountBits(bits));
877
878 for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
879 return i;
880}
881
891{
892 bool path_found = true;
893
894 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, GetRoadTramType(v->roadtype));
895 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
897
898 /* Replaces the given track with INVALID_TRACK when there is red signal for that track. */
899 auto FilterRedSignal = [&red_signals](auto track) {
900 if (HasBit(red_signals, track)) return INVALID_TRACKDIR;
901 return static_cast<Trackdir>(track);
902 };
903
904 if (IsTileType(tile, TileType::Road)) {
905 if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir)) {
906 /* Road depot owned by another company or with the wrong orientation */
907 trackdirs = TRACKDIR_BIT_NONE;
908 }
909 } else if (IsTileType(tile, TileType::Station) && IsBayRoadStopTile(tile)) {
910 /* Standard road stop (drive-through stops are treated as normal road) */
911
912 if (!IsTileOwner(tile, v->owner) || GetBayRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
913 /* different station owner or wrong orientation or the vehicle has articulated parts */
914 trackdirs = TRACKDIR_BIT_NONE;
915 } else {
916 /* Our station */
918
919 if (GetRoadStopType(tile) != rstype) {
920 /* Wrong station type */
921 trackdirs = TRACKDIR_BIT_NONE;
922 } else {
923 /* Proper station type, check if there is free loading bay */
924 if (!_settings_game.pf.roadveh_queue && IsBayRoadStopTile(tile) &&
925 !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
926 /* Station is full and RV queuing is off */
927 trackdirs = TRACKDIR_BIT_NONE;
928 }
929 }
930 }
931 }
932 /* The above lookups should be moved to GetTileTrackStatus in the
933 * future, but that requires more changes to the pathfinder and other
934 * stuff, probably even more arguments to GTTS.
935 */
936
937 /* Remove tracks unreachable from the enter dir */
938 trackdirs &= DiagdirReachesTrackdirs(enterdir);
939 if (trackdirs == TRACKDIR_BIT_NONE) {
940 /* If vehicle expected a path, it no longer exists, so invalidate it. */
941 if (!v->path.empty()) v->path.clear();
942 /* No reachable tracks, so we'll reverse */
943 return FilterRedSignal(_road_reverse_table[enterdir]);
944 }
945
946 if (v->reverse_ctr != 0) {
947 bool reverse = true;
948 if (RoadTypeIsTram(v->roadtype)) {
949 /* Trams may only reverse on a tile if it contains at least the straight
950 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
952 RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
953 reverse = rb.All(straight) ||
954 rb == DiagDirToRoadBits(enterdir);
955 }
956 if (reverse) {
957 v->reverse_ctr = 0;
958 if (v->tile != tile) {
959 return FilterRedSignal(_road_reverse_table[enterdir]);
960 }
961 }
962 }
963
964 if (v->dest_tile == INVALID_TILE) {
965 /* We've got no destination, pick a random track */
966 return FilterRedSignal(PickRandomBit(trackdirs));
967 }
968
969 /* Only one track to choose between? */
970 if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
971 if (!v->path.empty() && v->path.back().tile == tile) {
972 /* Vehicle expected a choice here, invalidate its path. */
973 v->path.clear();
974 }
975 return FilterRedSignal(FindFirstBit(trackdirs));
976 }
977
978 /* Attempt to follow cached path. */
979 if (!v->path.empty()) {
980 if (v->path.back().tile != tile) {
981 /* Vehicle didn't expect a choice here, invalidate its path. */
982 v->path.clear();
983 } else {
984 Trackdir trackdir = v->path.back().trackdir;
985
986 if (HasBit(trackdirs, trackdir)) {
987 v->path.pop_back();
988 return FilterRedSignal(trackdir);
989 }
990
991 /* Vehicle expected a choice which is no longer available. */
992 v->path.clear();
993 }
994 }
995
996 Trackdir best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found, v->path);
997
998 v->HandlePathfindingResult(path_found);
999
1000 return FilterRedSignal(best_track);
1001}
1002
1004 uint8_t x, y;
1005};
1006
1007#include "table/roadveh_movement.h"
1008
1009bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
1010{
1011 /* Don't leave unless v and following wagons are in the depot. */
1012 for (const RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1013 if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
1014 }
1015
1017 v->direction = DiagDirToDir(dir);
1018
1019 Trackdir tdir = DiagDirToDiagTrackdir(dir);
1020 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
1021
1022 int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
1023 int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
1024
1025 if (first) {
1026 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1027 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
1029 return true;
1030 }
1031
1032 if (RoadVehFindCloseTo(v, x, y, v->direction, false) != nullptr) return true;
1033
1036
1037 StartRoadVehSound(v);
1038
1039 /* Vehicle is about to leave a depot */
1040 v->cur_speed = 0;
1041 }
1042
1044 v->state = tdir;
1045 v->frame = RVC_DEPOT_START_FRAME;
1046
1047 v->x_pos = x;
1048 v->y_pos = y;
1049 v->UpdatePosition();
1050 v->UpdateInclination(true, true);
1051
1053
1054 return true;
1055}
1056
1057static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
1058{
1059 if (prev->tile == v->tile && !already_reversed) {
1060 /* If the previous vehicle is on the same tile as this vehicle is
1061 * then it must have reversed. */
1062 return _road_reverse_table[entry_dir];
1063 }
1064
1065 uint8_t prev_state = prev->state;
1066 Trackdir dir;
1067
1068 if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
1069 DiagDirection diag_dir = INVALID_DIAGDIR;
1070
1072 diag_dir = GetTunnelBridgeDirection(tile);
1073 } else if (IsRoadDepotTile(tile)) {
1074 diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
1075 }
1076
1077 if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
1078 dir = DiagDirToDiagTrackdir(diag_dir);
1079 } else {
1080 if (already_reversed && (prev->tile != tile || (prev_state < TRACKDIR_END && IsReversingRoadTrackdir(static_cast<Trackdir>(prev_state))))) {
1081 /*
1082 * The vehicle has reversed, but did not go straight back.
1083 * It immediately turn onto another tile. This means that
1084 * the roadstate of the previous vehicle cannot be used
1085 * as the direction we have to go with this vehicle.
1086 *
1087 * Next table is build in the following way:
1088 * - first row for when the vehicle in front went to the northern or
1089 * western tile, second for southern and eastern.
1090 * - columns represent the entry direction.
1091 * - cell values are determined by the Trackdir one has to take from
1092 * the entry dir (column) to the tile in north or south by only
1093 * going over the trackdirs used for turning 90 degrees, i.e.
1094 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1095 */
1096 bool north;
1097 if (prev->tile != tile) {
1098 north = prev->tile < tile;
1099 } else {
1100 north = (prev_state == TRACKDIR_RVREV_NW || prev_state == TRACKDIR_RVREV_NE);
1101 }
1102 static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
1105 dir = reversed_turn_lookup[north ? 0 : 1][ReverseDiagDir(entry_dir)];
1106 } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1107 dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1108 } else if (prev_state < TRACKDIR_END) {
1109 dir = (Trackdir)prev_state;
1110 } else {
1111 return INVALID_TRACKDIR;
1112 }
1113 }
1114
1115 /* Do some sanity checking. */
1116 static const RoadBits required_roadbits[] = {
1117 ROAD_X,
1118 ROAD_Y,
1123 ROAD_X,
1124 ROAD_Y,
1125 };
1126 RoadBits required = required_roadbits[dir & 0x07];
1127
1128 if (!required.Any(GetAnyRoadBits(tile, GetRoadTramType(v->roadtype), true))) {
1129 dir = INVALID_TRACKDIR;
1130 }
1131
1132 return dir;
1133}
1134
1143static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadType rt, RoadBits r)
1144{
1145 /* The 'current' company is not necessarily the owner of the vehicle. */
1146 Backup<CompanyID> cur_company(_current_company, c);
1147
1148 CommandCost ret = Command<Commands::BuildRoad>::Do(DoCommandFlag::NoWater, t, r, rt, {}, TownID::Invalid());
1149
1150 cur_company.Restore();
1151 return ret.Succeeded();
1152}
1153
1154bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1155{
1156 if (v->overtaking != 0) {
1158 /* Force us to be not overtaking! */
1159 v->overtaking = 0;
1160 } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1161 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1162 * if the vehicle started a corner. To protect that, only allow an abort of
1163 * overtake if we are on straight roads */
1165 v->overtaking = 0;
1166 }
1167 }
1168 }
1169
1170 /* If this vehicle is in a depot and we've reached this point it must be
1171 * one of the articulated parts. It will stay in the depot until activated
1172 * by the previous vehicle in the chain when it gets to the right place. */
1173 if (v->IsInDepot()) return true;
1174
1175 if (v->state == RVSB_WORMHOLE) {
1176 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1178
1179 if (v->IsFrontEngine()) {
1180 const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1181 if (u != nullptr) {
1182 v->cur_speed = u->First()->cur_speed;
1183 return false;
1184 }
1185 }
1186
1188 /* Vehicle has just entered a bridge or tunnel */
1189 v->x_pos = gp.x;
1190 v->y_pos = gp.y;
1191 v->UpdatePosition();
1192 v->UpdateInclination(true, true);
1193 return true;
1194 }
1195
1196 v->x_pos = gp.x;
1197 v->y_pos = gp.y;
1198 v->UpdatePosition();
1199 if (!v->vehstatus.Test(VehState::Hidden)) v->Vehicle::UpdateViewport(true);
1200 return true;
1201 }
1202
1203 /* Get move position data for next frame.
1204 * For a drive-through road stop use 'straight road' move data.
1205 * In this case v->state is masked to give the road stop entry direction. */
1206 RoadDriveEntry rd = _road_drive_data[GetRoadTramType(v->roadtype)][(
1208 (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
1209
1210 if (rd.x & RDE_NEXT_TILE) {
1211 TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
1212 Trackdir dir;
1213
1214 if (v->IsFrontEngine()) {
1215 /* If this is the front engine, look for the right path. */
1217 dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
1218 } else {
1219 dir = _road_reverse_table[(DiagDirection)(rd.x & 3)];
1220 }
1221 } else {
1222 dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
1223 }
1224
1225 if (dir == INVALID_TRACKDIR) {
1226 if (!v->IsFrontEngine()) FatalError("Disconnecting road vehicle.");
1227 v->cur_speed = 0;
1228 return false;
1229 }
1230
1231again:
1232 uint start_frame = RVC_DEFAULT_START_FRAME;
1233 if (IsReversingRoadTrackdir(dir)) {
1234 /* When turning around we can't be overtaking. */
1235 v->overtaking = 0;
1236
1237 /* Turning around */
1238 if (RoadTypeIsTram(v->roadtype)) {
1239 /* Determine the road bits the tram needs to be able to turn around
1240 * using the 'big' corner loop. */
1241 RoadBit needed;
1242 switch (dir) {
1243 default: NOT_REACHED();
1244 case TRACKDIR_RVREV_NE: needed = RoadBit::SW; break;
1245 case TRACKDIR_RVREV_SE: needed = RoadBit::NW; break;
1246 case TRACKDIR_RVREV_SW: needed = RoadBit::NE; break;
1247 case TRACKDIR_RVREV_NW: needed = RoadBit::SE; break;
1248 }
1249 if ((v->Previous() != nullptr && v->Previous()->tile == tile) ||
1250 (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1252 GetRoadBits(tile, RoadTramType::Tram).Test(needed))) {
1253 /*
1254 * Taking the 'big' corner for trams only happens when:
1255 * - The previous vehicle in this (articulated) tram chain is
1256 * already on the 'next' tile, we just follow them regardless of
1257 * anything. When it is NOT on the 'next' tile, the tram started
1258 * doing a reversing turn when the piece of tram track on the next
1259 * tile did not exist yet. Do not use the big tram loop as that is
1260 * going to cause the tram to split up.
1261 * - Or the front of the tram can drive over the next tile.
1262 */
1263 } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, v->roadtype, needed) || GetAnyRoadBits(v->tile, RoadTramType::Tram, false).Reset(needed).Any()) {
1264 /*
1265 * Taking the 'small' corner for trams only happens when:
1266 * - We are not the from vehicle of an articulated tram.
1267 * - Or when the company cannot build on the next tile.
1268 *
1269 * The 'small' corner means that the vehicle is on the end of a
1270 * tram track and needs to start turning there. To do this properly
1271 * the tram needs to start at an offset in the tram turning 'code'
1272 * for 'big' corners. It furthermore does not go to the next tile,
1273 * so that needs to be fixed too.
1274 */
1275 tile = v->tile;
1276 start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
1277 } else {
1278 /* The company can build on the next tile, so wait till they do. */
1279 v->cur_speed = 0;
1280 return false;
1281 }
1282 } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile).Any()) {
1283 v->cur_speed = 0;
1284 return false;
1285 } else {
1286 tile = v->tile;
1287 }
1288 }
1289
1290 /* Get position data for first frame on the new tile */
1291 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
1292
1293 int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1294 int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1295
1296 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1297 if (v->IsFrontEngine()) {
1298 const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1299 if (u != nullptr) {
1300 v->cur_speed = u->First()->cur_speed;
1301 /* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
1302 v->path.emplace_back(dir, tile);
1303 return false;
1304 }
1305 }
1306
1307 auto vets = VehicleEnterTile(v, tile, x, y);
1308 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1309 if (!IsTileType(tile, TileType::TunnelBridge)) {
1310 v->cur_speed = 0;
1311 return false;
1312 }
1313 /* Try an about turn to re-enter the previous tile */
1314 dir = _road_reverse_table[rd.x & 3];
1315 goto again;
1316 }
1317
1318 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, TileType::Station)) {
1319 if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1320 /* New direction is trying to turn vehicle around.
1321 * We can't turn at the exit of a road stop so wait.*/
1322 v->cur_speed = 0;
1323 return false;
1324 }
1325
1326 /* If we are a drive through road stop and the next tile is of
1327 * the same road stop and the next tile isn't this one (i.e. we
1328 * are not reversing), then keep the reservation and state.
1329 * This way we will not be shortly unregister from the road
1330 * stop. It also makes it possible to load when on the edge of
1331 * two road stops; otherwise you could get vehicles that should
1332 * be loading but are not actually loading. */
1333 if (IsDriveThroughStopTile(v->tile) &&
1335 v->tile != tile) {
1336 /* So, keep 'our' state */
1337 dir = (Trackdir)v->state;
1338 } else if (IsStationRoadStop(v->tile)) {
1339 /* We're not continuing our drive through road stop, so leave. */
1341 }
1342 }
1343
1345 TileIndex old_tile = v->tile;
1346
1347 v->tile = tile;
1348 v->state = (uint8_t)dir;
1349 v->frame = start_frame;
1350 RoadTramType rtt = GetRoadTramType(v->roadtype);
1351 if (GetRoadType(old_tile, rtt) != GetRoadType(tile, rtt)) {
1352 if (v->IsFrontEngine()) {
1354 }
1355 v->First()->CargoChanged();
1356 }
1357 }
1358 if (new_dir != v->direction) {
1359 v->direction = new_dir;
1360 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1361 }
1362 v->x_pos = x;
1363 v->y_pos = y;
1364 v->UpdatePosition();
1365 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1366 return true;
1367 }
1368
1369 if (rd.x & RDE_TURNED) {
1370 /* Vehicle has finished turning around, it will now head back onto the same tile */
1371 Trackdir dir;
1372 uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
1373
1374 if (RoadTypeIsTram(v->roadtype) && !IsRoadDepotTile(v->tile) && GetAnyRoadBits(v->tile, RoadTramType::Tram, true).Count() == 1) {
1375 /*
1376 * The tram is turning around with one tram 'roadbit'. This means that
1377 * it is using the 'big' corner 'drive data'. However, to support the
1378 * trams to take a small corner, there is a 'turned' marker in the middle
1379 * of the turning 'drive data'. When the tram took the long corner, we
1380 * will still use the 'big' corner drive data, but we advance it one
1381 * frame. We furthermore set the driving direction so the turning is
1382 * going to be properly shown.
1383 */
1384 turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
1385 switch (rd.x & 0x3) {
1386 default: NOT_REACHED();
1387 case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
1388 case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
1389 case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
1390 case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
1391 }
1392 } else {
1393 if (v->IsFrontEngine()) {
1394 /* If this is the front engine, look for the right path. */
1395 dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
1396 } else {
1397 dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
1398 }
1399 }
1400
1401 if (dir == INVALID_TRACKDIR) {
1402 v->cur_speed = 0;
1403 return false;
1404 }
1405
1406 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
1407
1408 int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
1409 int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
1410
1411 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1412 if (v->IsFrontEngine()) {
1413 const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1414 if (u != nullptr) {
1415 v->cur_speed = u->First()->cur_speed;
1416 /* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
1417 v->path.emplace_back(dir, v->tile);
1418 return false;
1419 }
1420 }
1421
1422 auto vets = VehicleEnterTile(v, v->tile, x, y);
1423 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1424 v->cur_speed = 0;
1425 return false;
1426 }
1427
1428 v->state = dir;
1429 v->frame = turn_around_start_frame;
1430
1431 if (new_dir != v->direction) {
1432 v->direction = new_dir;
1433 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1434 }
1435
1436 v->x_pos = x;
1437 v->y_pos = y;
1438 v->UpdatePosition();
1439 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1440 return true;
1441 }
1442
1443 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1444 * it's on a depot tile, check if it's time to activate the next vehicle in
1445 * the chain yet. */
1446 if (v->Next() != nullptr && IsRoadDepotTile(v->tile)) {
1447 if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1448 RoadVehLeaveDepot(v->Next(), false);
1449 }
1450 }
1451
1452 /* Calculate new position for the vehicle */
1453 int x = (v->x_pos & ~15) + (rd.x & 15);
1454 int y = (v->y_pos & ~15) + (rd.y & 15);
1455
1456 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1457
1458 if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1459 /* Vehicle is not in a road stop.
1460 * Check for another vehicle to overtake */
1461 RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1462
1463 if (u != nullptr) {
1464 u = u->First();
1465 /* There is a vehicle in front overtake it if possible */
1466 if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1467 if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1468
1469 /* In case an RV is stopped in a road stop, why not try to load? */
1470 if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1472 v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1475 v->last_station_visited = st->index;
1476 RoadVehArrivesAt(v, st);
1477 v->BeginLoading();
1479 TriggerRoadStopAnimation(st, v->tile, StationAnimationTrigger::VehicleArrives);
1480 }
1481 return false;
1482 }
1483 }
1484
1485 Direction old_dir = v->direction;
1486 if (new_dir != old_dir) {
1487 v->direction = new_dir;
1488 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1489
1490 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1491 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1492 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1493 * The short (inner) curve has 8 frames, this elongates it to 10. */
1494 v->UpdateViewport(true, true);
1495 return true;
1496 }
1497
1498 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1499 * if the vehicle is in a drive-through road stop and this is the destination station
1500 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1501 * (the station test and stop type test ensure that other vehicles, using the road stop as
1502 * a through route, do not stop) */
1503 if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
1504 _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
1505 (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1507 v->owner == GetTileOwner(v->tile) &&
1509 v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1510
1513
1514 /* Vehicle is at the stop position (at a bay) in a road stop.
1515 * Note, if vehicle is loading/unloading it has already been handled,
1516 * so if we get here the vehicle has just arrived or is just ready to leave. */
1517 if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1518 /* Vehicle has arrived at a bay in a road stop */
1519
1520 if (IsDriveThroughStopTile(v->tile)) {
1521 TileIndex next_tile = TileAddByDir(v->tile, v->direction);
1522
1523 /* Check if next inline bay is free and has compatible road. */
1525 v->frame++;
1526 v->x_pos = x;
1527 v->y_pos = y;
1528 v->UpdatePosition();
1529 RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1530 return true;
1531 }
1532 }
1533
1534 rs->SetEntranceBusy(false);
1536
1537 v->last_station_visited = st->index;
1538
1539 if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1540 RoadVehArrivesAt(v, st);
1541 v->BeginLoading();
1543 TriggerRoadStopAnimation(st, v->tile, StationAnimationTrigger::VehicleArrives);
1544 return false;
1545 }
1546 } else {
1547 /* Vehicle is ready to leave a bay in a road stop */
1548 if (rs->IsEntranceBusy()) {
1549 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1550 v->cur_speed = 0;
1551 return false;
1552 }
1553 if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1554 }
1555
1556 if (IsBayRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1557
1558 StartRoadVehSound(v);
1560 }
1561
1562 /* Check tile position conditions - i.e. stop position in depot,
1563 * entry onto bridge or into tunnel */
1564 auto vets = VehicleEnterTile(v, v->tile, x, y);
1565 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1566 v->cur_speed = 0;
1567 return false;
1568 }
1569
1570 if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1571 v->current_order.Free();
1572 }
1573
1574 /* Move to next frame unless vehicle arrived at a stop position
1575 * in a depot or entered a tunnel/bridge */
1576 if (!vets.Test(VehicleEnterTileState::EnteredWormhole)) v->frame++;
1577 v->x_pos = x;
1578 v->y_pos = y;
1579 v->UpdatePosition();
1580 RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1581 return true;
1582}
1583
1584static bool RoadVehController(RoadVehicle *v)
1585{
1586 /* decrease counters */
1587 v->current_order_time++;
1588 if (v->reverse_ctr != 0) v->reverse_ctr--;
1589
1590 /* handle crashed */
1591 if (v->vehstatus.Test(VehState::Crashed) || RoadVehCheckTrainCrash(v)) {
1592 return RoadVehIsCrashed(v);
1593 }
1594
1595 /* road vehicle has broken down? */
1596 if (v->HandleBreakdown()) return true;
1598 v->SetLastSpeed();
1599 return true;
1600 }
1601
1602 ProcessOrders(v);
1603 v->HandleLoading();
1604
1605 if (v->current_order.IsType(OT_LOADING)) return true;
1606
1607 if (v->IsInDepot()) {
1608 /* Check if we should wait here for unbunching. */
1609 if (v->IsWaitingForUnbunching()) return true;
1610 if (RoadVehLeaveDepot(v, true)) return true;
1611 }
1612
1613 v->ShowVisualEffect();
1614
1615 /* Check how far the vehicle needs to proceed */
1616 int j = v->UpdateSpeed();
1617
1618 int adv_spd = v->GetAdvanceDistance();
1619 bool blocked = false;
1620 while (j >= adv_spd) {
1621 j -= adv_spd;
1622
1623 RoadVehicle *u = v;
1624 for (RoadVehicle *prev = nullptr; u != nullptr; prev = u, u = u->Next()) {
1625 if (!IndividualRoadVehicleController(u, prev)) {
1626 blocked = true;
1627 break;
1628 }
1629 }
1630 if (blocked) break;
1631
1632 /* Determine distance to next map position */
1633 adv_spd = v->GetAdvanceDistance();
1634
1635 /* Test for a collision, but only if another movement will occur. */
1636 if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1637 }
1638
1639 v->SetLastSpeed();
1640
1641 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1642 if (u->vehstatus.Test(VehState::Hidden)) continue;
1643
1644 u->UpdateViewport(false, false);
1645 }
1646
1647 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1648 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1649 * on next tick to discover whether it is still blocked. */
1650 if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1651
1652 return true;
1653}
1654
1656{
1657 const Engine *e = this->GetEngine();
1658 if (e->VehInfo<RoadVehicleInfo>().running_cost_class == Price::Invalid) return 0;
1659
1660 uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->VehInfo<RoadVehicleInfo>().running_cost);
1661 if (cost_factor == 0) return 0;
1662
1663 return GetPrice(e->VehInfo<RoadVehicleInfo>().running_cost_class, cost_factor, e->GetGRF());
1664}
1665
1667{
1669
1670 this->tick_counter++;
1671
1672 if (this->IsFrontEngine()) {
1673 if (!this->vehstatus.Test(VehState::Stopped)) this->running_ticks++;
1674 return RoadVehController(this);
1675 }
1676
1677 return true;
1678}
1679
1681{
1682 if (tile == this->dest_tile) return;
1683 this->path.clear();
1684 this->dest_tile = tile;
1685}
1686
1687static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1688{
1689 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1690 if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1691 if (v->IsChainInDepot()) {
1693 return;
1694 }
1695
1696 uint max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty;
1697
1698 FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
1699 /* Only go to the depot if it is not too far out of our way. */
1700 if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
1701 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1702 /* If we were already heading for a depot but it has
1703 * suddenly moved farther away, we continue our normal
1704 * schedule? */
1707 }
1708 return;
1709 }
1710
1711 DepotID depot = GetDepotIndex(rfdd.tile);
1712
1713 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1715 !Chance16(1, 20)) {
1716 return;
1717 }
1718
1721 v->SetDestTile(rfdd.tile);
1723}
1724
1727{
1728 if (!this->IsFrontEngine()) return;
1729 AgeVehicle(this);
1730}
1731
1734{
1735 if (!this->IsFrontEngine()) return;
1736 EconomyAgeVehicle(this);
1737
1738 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1739 if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1740
1741 CheckIfRoadVehNeedsService(this);
1742
1743 CheckOrders(this);
1744
1745 if (this->running_ticks == 0) return;
1746
1748
1749 this->profit_this_year -= cost.GetCost();
1750 this->running_ticks = 0;
1751
1753
1756}
1757
1759{
1760 if (this->vehstatus.Test(VehState::Crashed)) return INVALID_TRACKDIR;
1761
1762 if (this->IsInDepot()) {
1763 /* We'll assume the road vehicle is facing outwards */
1764 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
1765 }
1766
1767 if (IsBayRoadStopTile(this->tile)) {
1768 /* We'll assume the road vehicle is facing outwards */
1769 return DiagDirToDiagTrackdir(GetBayRoadStopDir(this->tile)); // Road vehicle in a station
1770 }
1771
1772 /* Drive through road stops / wormholes (tunnels) */
1774
1775 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1776 * otherwise transform it into a valid track direction */
1777 return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);
1778}
1779
1781{
1782 uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnits(this->GetEngine()->DetermineCapacity(this));
1783
1784 /* Vehicle weight is not added for articulated parts. */
1785 if (!this->IsArticulatedPart()) {
1786 /* Road vehicle weight is in units of 1/4 t. */
1787 weight += GetVehicleProperty(this, PROP_ROADVEH_WEIGHT, RoadVehInfo(this->engine_type)->weight) / 4;
1788 }
1789
1790 return weight;
1791}
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 uint8_t FindFirstBit(T x)
Search the first set bit in a value.
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr T KillFirstBit(T value)
Clear the first bit in an integer.
const BridgeSpec * GetBridgeSpec(BridgeType i)
Get the specification of a bridge type.
Definition bridge.h:60
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:108
@ Passengers
Passengers.
Definition cargotype.h:51
bool IsCargoInClass(CargoType cargo, CargoClasses cc)
Does cargo c have cargo class cc?
Definition cargotype.h:236
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:235
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 Timpl & Reset()
Reset all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
Common return value for all commands.
bool Succeeded() const
Did this command succeed?
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.
uint32_t GetGRFID() const
Retrieve the GRF ID of the NewGRF the engine is tied to.
Definition engine.cpp:160
uint16_t reliability_spd_dec
Speed of reliability decay between services (per day).
Definition engine_base.h:50
const GRFFile * GetGRF() const
Retrieve the NewGRF the engine is tied to.
EngineFlags flags
Flags of the engine.
Definition engine_base.h:57
uint8_t original_image_index
Original vehicle image index, thus the image index of the overridden vehicle.
Definition engine_base.h:61
TimerGameCalendar::Date GetLifeLengthInDays() const
Returns the vehicle's (not model's!) life length in days.
Definition engine.cpp:446
CargoType GetDefaultCargoType() const
Determines the default cargo type of an engine.
Definition engine_base.h:94
uint16_t reliability
Current reliability of the engine.
Definition engine_base.h:49
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
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.
DiagDirection DirToDiagDir(Direction dir)
Convert a Direction to a DiagDirection.
DirDiff
Enumeration for the difference between two directions.
@ DIRDIFF_45LEFT
Angle of 45 degrees left.
@ DIRDIFF_REVERSE
One direction is the opposite of the other one.
@ DIRDIFF_45RIGHT
Angle of 45 degrees right.
@ DIRDIFF_SAME
Both directions faces to the same direction.
Direction
Defines the 8 directions on the map.
@ DIR_SW
Southwest.
@ DIR_NW
Northwest.
@ INVALID_DIR
Flag for an invalid direction.
@ DIR_N
North.
@ DIR_SE
Southeast.
@ DIR_S
South.
@ DIR_NE
Northeast.
@ DIR_W
West.
@ DIR_E
East.
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_NE
Northeast, upper right on your monitor.
@ DIAGDIR_NW
Northwest.
@ DIAGDIR_SE
Southeast.
@ DIAGDIR_END
Used for iterations.
@ INVALID_DIAGDIR
Flag for an invalid DiagDirection.
@ DIAGDIR_SW
Southwest.
Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
Determine a certain price.
Definition economy.cpp:940
@ EXPENSES_ROADVEH_RUN
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.
Error reporting related functions.
fluid_settings_t * settings
FluidSynth settings handle.
Types for recording game performance data.
@ PFE_GL_ROADVEHS
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.
@ GVF_SUPPRESS_IMPLICIT_ORDERS
Disable insertion and removal of automatic orders until the vehicle completes the real order.
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(uint32_t 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:108
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:215
Road related functions.
RoadBits AxisToRoadBits(Axis a)
Create the road-part which belongs to the given Axis.
Definition road_func.h:111
RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition road_func.h:96
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:576
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:519
static constexpr RoadBits ROAD_X
Full road along the x-axis (south-west + north-east).
Definition road_type.h:66
EnumBitSet< RoadBit, uint8_t > RoadBits
Bitset of RoadBit elements.
Definition road_type.h:64
RoadBit
Enumeration for the road parts on a tile.
Definition road_type.h:56
@ SW
South-west part.
Definition road_type.h:58
@ NW
North-west part.
Definition road_type.h:57
@ NE
North-east part.
Definition road_type.h:60
@ SE
South-east part.
Definition road_type.h:59
static constexpr RoadBits ROAD_Y
Full road along the y-axis (north-west + south-east).
Definition road_type.h:67
RoadType
The different roadtypes we support.
Definition road_type.h:23
RoadTramType
The different types of road type.
Definition road_type.h:37
@ Tram
Tram type.
Definition road_type.h:39
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
static bool RoadVehIsCrashed(RoadVehicle *v)
Road vehicle chain has crashed.
static uint GetRoadVehLength(const RoadVehicle *v)
Get length of a road vehicle.
bool IsValidImageIndex< VEH_ROAD >(uint8_t image_index)
Helper to check whether an image index is valid for a particular 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 INVALID_TRACKDIR if the direction is currently blo...
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.
const uint8_t _road_stop_stop_frame[]
Table of road stop stop frames, when to stop at a road stop.
static const EnumClassIndexContainer< std::array< const RoadDriveEntry *const *, to_underlying(RoadTramType::End)>, RoadTramType > _road_drive_data
Road drive data for all RoadTramTypes.
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:1619
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.
@ HVOT_TRUCK
Station has seen a truck.
@ HVOT_BUS
Station has seen a bus.
@ VehicleArrives
Trigger platform when train arrives.
@ VehicleArrives
Trigger platform when train arrives.
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:271
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 later.
void Restore()
Restore the variable.
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:39
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo type.
Definition cargotype.h:139
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.
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:47
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:73
OrderNonStopFlags GetNonStopType() const
At which stations must we stop?
Definition order_base.h:158
static Engine * Get(auto index)
static T * Create(Targs &&... args)
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
Calander 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.
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:123
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:151
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:748
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:2450
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:2530
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:792
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:2224
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:2577
void SetNext(Vehicle *next)
Set the next vehicle of this vehicle.
Definition vehicle.cpp:2972
bool HandleBreakdown()
Handle all of the aspects of a vehicle breakdown This includes adding smoke and sounds,...
Definition vehicle.cpp:1377
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:1703
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:2821
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:292
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:1860
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.
TrackdirBits TrackStatusToTrackdirBits(TrackStatus ts)
Returns the present-trackdir-information of a TrackStatus.
Definition track_func.h:354
bool IsReversingRoadTrackdir(Trackdir dir)
Checks whether the trackdir means that we are reversing.
Definition track_func.h:678
TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir)
Returns all trackdirs that can be reached when entering a tile from a given (diagonal) direction.
Definition track_func.h:560
bool IsStraightRoadTrackdir(Trackdir dir)
Checks whether the given trackdir is a straight road.
Definition track_func.h:689
Trackdir DiagDirToDiagTrackdir(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal trackdir that runs in that direction.
Definition track_func.h:542
TrackdirBits TrackStatusToRedSignals(TrackStatus ts)
Returns the red-signal-information of a TrackStatus.
Definition track_func.h:378
TrackBits TrackdirBitsToTrackBits(TrackdirBits bits)
Discards all directional information from a TrackdirBits value.
Definition track_func.h:308
TrackBits
Allow incrementing of Track variables.
Definition track_type.h:35
@ TRACK_BIT_CROSS
X-Y-axis cross.
Definition track_type.h:43
Trackdir
Enumeration for tracks and directions.
Definition track_type.h:66
@ TRACKDIR_RVREV_NE
(Road vehicle) reverse direction north-east
Definition track_type.h:74
@ TRACKDIR_LOWER_E
Lower track and direction to east.
Definition track_type.h:71
@ TRACKDIR_RIGHT_N
Right track and direction to north.
Definition track_type.h:81
@ INVALID_TRACKDIR
Flag for an invalid trackdir.
Definition track_type.h:85
@ TRACKDIR_UPPER_E
Upper track and direction to east.
Definition track_type.h:70
@ TRACKDIR_LEFT_S
Left track and direction to south.
Definition track_type.h:72
@ TRACKDIR_UPPER_W
Upper track and direction to west.
Definition track_type.h:78
@ TRACKDIR_RVREV_SE
(Road vehicle) reverse direction south-east
Definition track_type.h:75
@ TRACKDIR_LOWER_W
Lower track and direction to west.
Definition track_type.h:79
@ TRACKDIR_END
Used for iterations.
Definition track_type.h:84
@ TRACKDIR_RIGHT_S
Right track and direction to south.
Definition track_type.h:73
@ TRACKDIR_RVREV_NW
(Road vehicle) reverse direction north-west
Definition track_type.h:83
@ TRACKDIR_RVREV_SW
(Road vehicle) reverse direction south-west
Definition track_type.h:82
@ TRACKDIR_LEFT_N
Left track and direction to north.
Definition track_type.h:80
TrackdirBits
Allow incrementing of Trackdir variables.
Definition track_type.h:97
@ TRACKDIR_BIT_NONE
No track build.
Definition track_type.h:98
@ TRANSPORT_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:1565
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:363
void VehicleServiceInDepot(Vehicle *v)
Service a vehicle and all subsequent vehicles in the consist.
Definition vehicle.cpp:187
void CheckVehicleBreakdown(Vehicle *v)
Periodic check for a vehicle to maybe break down.
Definition vehicle.cpp:1321
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1806
void DecreaseVehicleValue(Vehicle *v)
Decrease the value of a vehicle.
Definition vehicle.cpp:1300
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1443
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
Can this station be used by the given engine type?
Definition vehicle.cpp:3098
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1455
@ 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.
@ VEH_ROAD
Road vehicle type.
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:3230
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:3322
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:3216
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3200
@ WC_ROADVEH_LIST
Road vehicle list; Window numbers:
@ WC_VEHICLE_DEPOT
Depot view; Window numbers:
@ WC_VEHICLE_DETAILS
Vehicle details; Window numbers:
@ WC_VEHICLE_VIEW
Vehicle view; Window numbers:
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