OpenTTD Source 20251005-master-ga617d009cc
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 <http://www.gnu.org/licenses/>.
6 */
7
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
68template <>
69bool IsValidImageIndex<VEH_ROAD>(uint8_t image_index)
70{
71 return image_index < lengthof(_roadveh_images);
72}
73
74static const Trackdir _road_reverse_table[DIAGDIR_END] = {
76};
77
83{
84 assert(this->IsFrontEngine());
86}
87
94{
95 int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
96
97 if (offset != nullptr) {
98 offset->x = ScaleSpriteTrad(reference_width) / 2;
99 offset->y = 0;
100 }
101 return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
102}
103
104static void GetRoadVehIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
105{
106 const Engine *e = Engine::Get(engine);
107 uint8_t spritenum = e->VehInfo<RoadVehicleInfo>().image_index;
108
109 if (IsCustomVehicleSpriteNum(spritenum)) {
110 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
111 if (result->IsValid()) return;
112
113 spritenum = e->original_image_index;
114 }
115
116 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
117 result->Set(DIR_W + _roadveh_images[spritenum]);
118}
119
120void RoadVehicle::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
121{
122 uint8_t spritenum = this->spritenum;
123
124 if (IsCustomVehicleSpriteNum(spritenum)) {
126 GetCustomVehicleSprite(this, direction, image_type, result);
127 if (result->IsValid()) return;
128
130 }
131
132 assert(IsValidImageIndex<VEH_ROAD>(spritenum));
133 SpriteID sprite = direction + _roadveh_images[spritenum];
134
135 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
136
137 result->Set(sprite);
138}
139
149void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
150{
152 GetRoadVehIcon(engine, image_type, &seq);
153
154 Rect rect;
155 seq.GetBounds(&rect);
156 preferred_x = Clamp(preferred_x,
157 left - UnScaleGUI(rect.left),
158 right - UnScaleGUI(rect.right));
159
160 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
161}
162
172void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
173{
175 GetRoadVehIcon(engine, image_type, &seq);
176
177 Rect rect;
178 seq.GetBounds(&rect);
179
180 width = UnScaleGUI(rect.Width());
181 height = UnScaleGUI(rect.Height());
182 xoffs = UnScaleGUI(rect.left);
183 yoffs = UnScaleGUI(rect.top);
184}
185
191static uint GetRoadVehLength(const RoadVehicle *v)
192{
193 const Engine *e = v->GetEngine();
194 uint length = VEHICLE_LENGTH;
195
196 uint16_t veh_len = CALLBACK_FAILED;
197 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
198 /* Use callback 36 */
199 veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
200 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
201 } else {
202 /* Use callback 11 */
203 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
204 }
205 if (veh_len == CALLBACK_FAILED) veh_len = e->VehInfo<RoadVehicleInfo>().shorten_factor;
206 if (veh_len != 0) {
207 length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
208 }
209
210 return length;
211}
212
219void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
220{
221 assert(v->type == VEH_ROAD);
222 assert(v->IsFrontEngine());
223
225
227
228 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
229 /* Check the v->first cache. */
230 assert(u->First() == v);
231
232 /* Update the 'first engine' */
233 u->gcache.first_engine = (v == u) ? EngineID::Invalid() : v->engine_type;
234
235 /* Update the length of the vehicle. */
236 uint veh_len = GetRoadVehLength(u);
237 /* Verify length hasn't changed. */
238 if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
239
240 u->gcache.cached_veh_length = veh_len;
241 v->gcache.cached_total_length += u->gcache.cached_veh_length;
242
243 /* Update visual effect */
244 u->UpdateVisualEffect();
245
246 /* Update cargo aging period. */
247 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
248 }
249
250 uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
251 v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
252}
253
263{
264 /* Check that the vehicle can drive on the road in question */
265 RoadType rt = e->VehInfo<RoadVehicleInfo>().roadtype;
266 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
267 if (!HasTileAnyRoadType(tile, rti->powered_roadtypes)) return CommandCost(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
268
269 if (flags.Test(DoCommandFlag::Execute)) {
270 const RoadVehicleInfo *rvi = &e->VehInfo<RoadVehicleInfo>();
271
272 RoadVehicle *v = new RoadVehicle();
273 *ret = v;
275 v->owner = _current_company;
276
277 v->tile = tile;
278 int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
279 int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
280 v->x_pos = x;
281 v->y_pos = y;
282 v->z_pos = GetSlopePixelZ(x, y, true);
283
284 v->state = RVSB_IN_DEPOT;
286
287 v->spritenum = rvi->image_index;
288 v->cargo_type = e->GetDefaultCargoType();
289 assert(IsValidCargoType(v->cargo_type));
290 v->cargo_cap = rvi->capacity;
291 v->refit_cap = 0;
292
293 v->last_station_visited = StationID::Invalid();
294 v->last_loading_station = StationID::Invalid();
295 v->engine_type = e->index;
296 v->gcache.first_engine = EngineID::Invalid(); // needs to be set before first callback
297
298 v->reliability = e->reliability;
299 v->reliability_spd_dec = e->reliability_spd_dec;
300 v->max_age = e->GetLifeLengthInDays();
301
302 v->SetServiceInterval(Company::Get(v->owner)->settings.vehicle.servint_roadveh);
303
304 v->date_of_last_service = TimerGameEconomy::date;
305 v->date_of_last_service_newgrf = TimerGameCalendar::date;
306 v->build_year = TimerGameCalendar::year;
307
308 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
309 v->random_bits = Random();
310 v->SetFrontEngine();
311
312 v->roadtype = rt;
313 v->compatible_roadtypes = rti->powered_roadtypes;
314 v->gcache.cached_veh_length = VEHICLE_LENGTH;
315
317 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
318
320 v->InvalidateNewGRFCacheOfChain();
321
322 /* Call various callbacks after the whole consist has been constructed */
323 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
324 u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
325 u->refit_cap = 0;
326 v->InvalidateNewGRFCache();
327 u->InvalidateNewGRFCache();
328 }
330 /* Initialize cached values for realistic acceleration. */
331 if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
332
333 v->UpdatePosition();
334
336 }
337
338 return CommandCost();
339}
340
341static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
342{
343 if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
344
345 return YapfRoadVehicleFindNearestDepot(v, max_distance);
346}
347
349{
350 FindDepotData rfdd = FindClosestRoadDepot(this, 0);
351 if (rfdd.best_length == UINT_MAX) return ClosestDepot();
352
353 return ClosestDepot(rfdd.tile, GetDepotIndex(rfdd.tile));
354}
355
363{
365 if (v == nullptr) return CMD_ERROR;
366
367 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
368
370 if (ret.Failed()) return ret;
371
372 if (v->vehstatus.Any({VehState::Stopped, VehState::Crashed}) ||
373 v->breakdown_ctr != 0 ||
374 v->overtaking != 0 ||
375 v->state == RVSB_WORMHOLE ||
376 v->IsInDepot() ||
377 v->current_order.IsType(OT_LOADING)) {
378 return CMD_ERROR;
379 }
380
382
384
385 if (flags.Test(DoCommandFlag::Execute)) {
386 v->reverse_ctr = 180;
387
388 /* Unbunching data is no longer valid. */
390 }
391
392 return CommandCost();
393}
394
395
397{
398 for (RoadVehicle *v = this; v != nullptr; v = v->Next()) {
399 v->colourmap = PAL_NONE;
400 v->UpdateViewport(true, false);
401 }
402 this->CargoChanged();
403}
404
406{
407 /* Set common defaults. */
408 this->bounds = {{-1, -1, 0}, {3, 3, 6}, {}};
409
410 if (!IsDiagonalDirection(this->direction)) {
411 static const Point _sign_table[] = {
412 /* x, y */
413 {-1, -1}, // DIR_N
414 {-1, 1}, // DIR_E
415 { 1, 1}, // DIR_S
416 { 1, -1}, // DIR_W
417 };
418
419 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
420
421 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
422 this->bounds.offset.x -= half_shorten * _sign_table[DirToDiagDir(this->direction)].x;
423 this->bounds.offset.y -= half_shorten * _sign_table[DirToDiagDir(this->direction)].y;
424 } else {
425 /* Unlike trains, road vehicles do not have their offsets moved to the centre. */
426 switch (this->direction) {
427 /* Shorten southern corner of the bounding box according the vehicle length. */
428 case DIR_NE:
429 this->bounds.origin.x = -3;
430 this->bounds.extent.x = this->gcache.cached_veh_length;
431 this->bounds.offset.x = 1;
432 break;
433
434 case DIR_NW:
435 this->bounds.origin.y = -3;
436 this->bounds.extent.y = this->gcache.cached_veh_length;
437 this->bounds.offset.y = 1;
438 break;
439
440 /* Move northern corner of the bounding box down according to vehicle length. */
441 case DIR_SW:
442 this->bounds.origin.x = -3 + (VEHICLE_LENGTH - this->gcache.cached_veh_length);
443 this->bounds.extent.x = this->gcache.cached_veh_length;
445 break;
446
447 case DIR_SE:
448 this->bounds.origin.y = -3 + (VEHICLE_LENGTH - this->gcache.cached_veh_length);
449 this->bounds.extent.y = this->gcache.cached_veh_length;
451 break;
452
453 default:
454 NOT_REACHED();
455 }
456 }
457}
458
464{
465 int max_speed = this->gcache.cached_max_track_speed;
466
467 /* Limit speed to 50% while reversing, 75% in curves. */
468 for (const RoadVehicle *u = this; u != nullptr; u = u->Next()) {
471 max_speed = this->gcache.cached_max_track_speed / 2;
472 break;
473 } else if ((u->direction & 1) == 0) {
474 max_speed = this->gcache.cached_max_track_speed * 3 / 4;
475 }
476 }
477
478 /* Vehicle is on the middle part of a bridge. */
479 if (u->state == RVSB_WORMHOLE && !u->vehstatus.Test(VehState::Hidden)) {
480 max_speed = std::min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
481 }
482 }
483
484 return std::min(max_speed, this->current_order.GetMaxSpeed() * 2);
485}
486
492{
493 RoadVehicle *first = v->First();
494 Vehicle *u = v;
495 for (; v->Next() != nullptr; v = v->Next()) u = v;
496 u->SetNext(nullptr);
497 v->last_station_visited = first->last_station_visited; // for PreDestructor
498
499 /* Only leave the road stop when we're really gone. */
500 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
501
502 delete v;
503}
504
505static void RoadVehSetRandomDirection(RoadVehicle *v)
506{
507 static const DirDiff delta[] = {
509 };
510
511 do {
512 uint32_t r = Random();
513
514 v->direction = ChangeDir(v->direction, delta[r & 3]);
515 v->UpdateViewport(true, true);
516 } while ((v = v->Next()) != nullptr);
517}
518
525{
526 v->crashed_ctr++;
527 if (v->crashed_ctr == 2) {
529 } else if (v->crashed_ctr <= 45) {
530 if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
531 } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
532 bool ret = v->Next() != nullptr;
534 return ret;
535 }
536
537 return true;
538}
539
540uint RoadVehicle::Crash(bool flooded)
541{
542 uint victims = this->GroundVehicleBase::Crash(flooded);
543 if (this->IsFrontEngine()) {
544 victims += 1; // driver
545
546 /* If we're in a drive through road stop we ought to leave it */
547 if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
548 RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
549 }
550 }
551 this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
552 return victims;
553}
554
555static void RoadVehCrash(RoadVehicle *v)
556{
557 uint victims = v->Crash();
558
559 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING, victims, v->owner));
560 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING, victims, v->owner));
561
562 EncodedString headline = (victims == 1)
563 ? GetEncodedString(STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER)
564 : GetEncodedString(STR_NEWS_ROAD_VEHICLE_CRASH, victims);
566
567 AddTileNewsItem(std::move(headline), newstype, v->tile);
568
569 ModifyStationRatingAround(v->tile, v->owner, -160, 22);
570 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
571}
572
573static bool RoadVehCheckTrainCrash(RoadVehicle *v)
574{
575 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
576 if (u->state == RVSB_WORMHOLE) continue;
577
578 TileIndex tile = u->tile;
579
580 if (!IsLevelCrossingTile(tile)) continue;
581
582 if (HasVehicleNearTileXY(v->x_pos, v->y_pos, 4, [&u](const Vehicle *t) {
583 return t->type == VEH_TRAIN && abs(t->z_pos - u->z_pos) <= 6;
584 })) {
585 RoadVehCrash(v);
586 return true;
587 }
588 }
589
590 return false;
591}
592
594{
595 if (station == this->last_station_visited) this->last_station_visited = StationID::Invalid();
596
597 const Station *st = Station::Get(station);
598 if (!CanVehicleUseStation(this, st)) {
599 /* There is no stop left at the station, so don't even TRY to go there */
601 return TileIndex{};
602 }
603
604 return st->xy;
605}
606
607static void StartRoadVehSound(const RoadVehicle *v)
608{
609 if (!PlayVehicleSound(v, VSE_START)) {
610 SoundID s = RoadVehInfo(v->engine_type)->sfx;
611 if (s == SND_19_DEPARTURE_OLD_RV_1 && (v->tick_counter & 3) == 0) {
613 }
614 SndPlayVehicleFx(s, v);
615 }
616}
617
619 int x;
620 int y;
621 const Vehicle *veh;
622 Vehicle *best;
623 uint best_diff;
624 Direction dir;
625};
626
627static void FindClosestBlockingRoadVeh(Vehicle *v, RoadVehFindData *rvf)
628{
629 static const int8_t dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
630 static const int8_t dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
631
632 int x_diff = v->x_pos - rvf->x;
633 int y_diff = v->y_pos - rvf->y;
634
635 /* Not a close Road vehicle when it's not a road vehicle, in the depot, or ourself. */
636 if (v->type != VEH_ROAD || v->IsInDepot() || rvf->veh->First() == v->First()) return;
637
638 /* Not close when at a different height or when going in a different direction. */
639 if (abs(v->z_pos - rvf->veh->z_pos) >= 6 || v->direction != rvf->dir) return;
640
641 /* We 'return' the closest vehicle, in distance and then VehicleID as tie-breaker. */
642 uint diff = abs(x_diff) + abs(y_diff);
643 if (diff > rvf->best_diff || (diff == rvf->best_diff && v->index > rvf->best->index)) return;
644
645 auto IsCloseOnAxis = [](int dist, int diff) {
646 if (dist < 0) return diff > dist && diff <= 0;
647 return diff < dist && diff >= 0;
648 };
649
650 if (IsCloseOnAxis(dist_x[v->direction], x_diff) && IsCloseOnAxis(dist_y[v->direction], y_diff)) {
651 rvf->best = v;
652 rvf->best_diff = diff;
653 }
654}
655
656static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
657{
658 RoadVehFindData rvf;
659 RoadVehicle *front = v->First();
660
661 if (front->reverse_ctr != 0) return nullptr;
662
663 rvf.x = x;
664 rvf.y = y;
665 rvf.dir = dir;
666 rvf.veh = v;
667 rvf.best_diff = UINT_MAX;
668
669 if (front->state == RVSB_WORMHOLE) {
670 for (Vehicle *u : VehiclesOnTile(v->tile)) {
671 FindClosestBlockingRoadVeh(u, &rvf);
672 }
673 for (Vehicle *u : VehiclesOnTile(GetOtherTunnelBridgeEnd(v->tile))) {
674 FindClosestBlockingRoadVeh(u, &rvf);
675 }
676 } else {
677 for (Vehicle *u : VehiclesNearTileXY(x, y, 8)) {
678 FindClosestBlockingRoadVeh(u, &rvf);
679 }
680 }
681
682 /* This code protects a roadvehicle from being blocked for ever
683 * If more than 1480 / 74 days a road vehicle is blocked, it will
684 * drive just through it. The ultimate backup-code of TTD.
685 * It can be disabled. */
686 if (rvf.best_diff == UINT_MAX) {
687 front->blocked_ctr = 0;
688 return nullptr;
689 }
690
691 if (update_blocked_ctr && ++front->blocked_ctr > 1480) return nullptr;
692
693 return RoadVehicle::From(rvf.best);
694}
695
701static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
702{
703 if (v->IsBus()) {
704 /* Check if station was ever visited before */
705 if (!(st->had_vehicle_of_type & HVOT_BUS)) {
706 st->had_vehicle_of_type |= HVOT_BUS;
708 GetEncodedString(RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL, st->index),
710 v->index,
711 st->index
712 );
713 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
714 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
715 }
716 } else {
717 /* Check if station was ever visited before */
718 if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
719 st->had_vehicle_of_type |= HVOT_TRUCK;
721 GetEncodedString(RoadTypeIsRoad(v->roadtype) ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL, st->index),
723 v->index,
724 st->index
725 );
726 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
727 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
728 }
729 }
730}
731
740{
742 default: NOT_REACHED();
743 case AM_ORIGINAL:
744 return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
745
746 case AM_REALISTIC:
747 return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
748 }
749}
750
751static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
752{
753 static const Direction _roadveh_new_dir[] = {
757 };
758
759 x = x - v->x_pos + 1;
760 y = y - v->y_pos + 1;
761
762 if ((uint)x > 2 || (uint)y > 2) return v->direction;
763 return _roadveh_new_dir[y * 4 + x];
764}
765
766static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
767{
768 Direction new_dir = RoadVehGetNewDirection(v, x, y);
769 Direction old_dir = v->direction;
770 DirDiff delta;
771
772 if (new_dir == old_dir) return old_dir;
773 delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
774 return ChangeDir(old_dir, delta);
775}
776
778 const RoadVehicle *u;
779 const RoadVehicle *v;
780 TileIndex tile;
781 Trackdir trackdir;
782};
783
791{
792 if (!HasTileAnyRoadType(od->tile, od->v->compatible_roadtypes)) return true;
793 TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, GetRoadTramType(od->v->roadtype));
794 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
795 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
796 TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
797
798 /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
799 if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
800
801 /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
802 return HasVehicleOnTile(od->tile, [&](const Vehicle *v) {
803 return v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v;
804 });
805}
806
807static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
808{
809 OvertakeData od;
810
811 od.v = v;
812 od.u = u;
813
814 /* Trams can't overtake other trams */
815 if (RoadTypeIsTram(v->roadtype)) return;
816
817 /* Don't overtake in stations */
818 if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
819
820 /* For now, articulated road vehicles can't overtake anything. */
821 if (v->HasArticulatedPart()) return;
822
823 /* Vehicles are not driving in same direction || direction is not a diagonal direction */
824 if (v->direction != u->direction || !(v->direction & 1)) return;
825
826 /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
828
829 /* Can't overtake a vehicle that is moving faster than us. If the vehicle in front is
830 * accelerating, take the maximum speed for the comparison, else the current speed.
831 * Original acceleration always accelerates, so always use the maximum speed. */
832 int u_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL || u->GetAcceleration() > 0) ? u->GetCurrentMaxSpeed() : u->cur_speed;
833 if (u_speed >= v->GetCurrentMaxSpeed() &&
835 u->cur_speed != 0) {
836 return;
837 }
838
840
841 /* Are the current and the next tile suitable for overtaking?
842 * - Does the track continue along od.trackdir
843 * - No junctions
844 * - No barred levelcrossing
845 * - No other vehicles in the way
846 */
847 od.tile = v->tile;
848 if (CheckRoadBlockedForOvertaking(&od)) return;
849
850 od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
851 if (CheckRoadBlockedForOvertaking(&od)) return;
852
853 /* When the vehicle in front of us is stopped we may only take
854 * half the time to pass it than when the vehicle is moving. */
855 v->overtaking_ctr = (od.u->cur_speed == 0 || od.u->vehstatus.Test(VehState::Stopped)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
857}
858
859static void RoadZPosAffectSpeed(RoadVehicle *v, int old_z)
860{
861 if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
862
863 if (old_z < v->z_pos) {
864 v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
865 } else {
866 uint16_t spd = v->cur_speed + 2;
867 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
868 }
869}
870
871static int PickRandomBit(uint bits)
872{
873 uint i;
874 uint num = RandomRange(CountBits(bits));
875
876 for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
877 return i;
878}
879
889{
890#define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
891
892 TileIndex desttile;
893 Trackdir best_track;
894 bool path_found = true;
895
896 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, GetRoadTramType(v->roadtype));
897 TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
899
900 if (IsTileType(tile, MP_ROAD)) {
901 if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir)) {
902 /* Road depot owned by another company or with the wrong orientation */
903 trackdirs = TRACKDIR_BIT_NONE;
904 }
905 } else if (IsTileType(tile, MP_STATION) && IsBayRoadStopTile(tile)) {
906 /* Standard road stop (drive-through stops are treated as normal road) */
907
908 if (!IsTileOwner(tile, v->owner) || GetBayRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
909 /* different station owner or wrong orientation or the vehicle has articulated parts */
910 trackdirs = TRACKDIR_BIT_NONE;
911 } else {
912 /* Our station */
914
915 if (GetRoadStopType(tile) != rstype) {
916 /* Wrong station type */
917 trackdirs = TRACKDIR_BIT_NONE;
918 } else {
919 /* Proper station type, check if there is free loading bay */
921 !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
922 /* Station is full and RV queuing is off */
923 trackdirs = TRACKDIR_BIT_NONE;
924 }
925 }
926 }
927 }
928 /* The above lookups should be moved to GetTileTrackStatus in the
929 * future, but that requires more changes to the pathfinder and other
930 * stuff, probably even more arguments to GTTS.
931 */
932
933 /* Remove tracks unreachable from the enter dir */
934 trackdirs &= DiagdirReachesTrackdirs(enterdir);
935 if (trackdirs == TRACKDIR_BIT_NONE) {
936 /* If vehicle expected a path, it no longer exists, so invalidate it. */
937 if (!v->path.empty()) v->path.clear();
938 /* No reachable tracks, so we'll reverse */
939 return_track(_road_reverse_table[enterdir]);
940 }
941
942 if (v->reverse_ctr != 0) {
943 bool reverse = true;
944 if (RoadTypeIsTram(v->roadtype)) {
945 /* Trams may only reverse on a tile if it contains at least the straight
946 * trackbits or when it is a valid turning tile (i.e. one roadbit) */
947 RoadBits rb = GetAnyRoadBits(tile, RTT_TRAM);
948 RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
949 reverse = ((rb & straight) == straight) ||
950 (rb == DiagDirToRoadBits(enterdir));
951 }
952 if (reverse) {
953 v->reverse_ctr = 0;
954 if (v->tile != tile) {
955 return_track(_road_reverse_table[enterdir]);
956 }
957 }
958 }
959
960 desttile = v->dest_tile;
961 if (desttile == 0) {
962 /* We've got no destination, pick a random track */
963 return_track(PickRandomBit(trackdirs));
964 }
965
966 /* Only one track to choose between? */
967 if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
968 if (!v->path.empty() && v->path.back().tile == tile) {
969 /* Vehicle expected a choice here, invalidate its path. */
970 v->path.clear();
971 }
972 return_track(FindFirstBit(trackdirs));
973 }
974
975 /* Attempt to follow cached path. */
976 if (!v->path.empty()) {
977 if (v->path.back().tile != tile) {
978 /* Vehicle didn't expect a choice here, invalidate its path. */
979 v->path.clear();
980 } else {
981 Trackdir trackdir = v->path.back().trackdir;
982
983 if (HasBit(trackdirs, trackdir)) {
984 v->path.pop_back();
985 return_track(trackdir);
986 }
987
988 /* Vehicle expected a choice which is no longer available. */
989 v->path.clear();
990 }
991 }
992
993 best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found, v->path);
994
995 v->HandlePathfindingResult(path_found);
996
997found_best_track:;
998
999 if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
1000
1001 return best_track;
1002}
1003
1005 uint8_t x, y;
1006};
1007
1008#include "table/roadveh_movement.h"
1009
1010bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
1011{
1012 /* Don't leave unless v and following wagons are in the depot. */
1013 for (const RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1014 if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
1015 }
1016
1018 v->direction = DiagDirToDir(dir);
1019
1020 Trackdir tdir = DiagDirToDiagTrackdir(dir);
1021 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
1022
1023 int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
1024 int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
1025
1026 if (first) {
1027 /* We are leaving a depot, but have to go to the exact same one; re-enter */
1028 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
1030 return true;
1031 }
1032
1033 if (RoadVehFindCloseTo(v, x, y, v->direction, false) != nullptr) return true;
1034
1037
1038 StartRoadVehSound(v);
1039
1040 /* Vehicle is about to leave a depot */
1041 v->cur_speed = 0;
1042 }
1043
1045 v->state = tdir;
1046 v->frame = RVC_DEPOT_START_FRAME;
1047
1048 v->x_pos = x;
1049 v->y_pos = y;
1050 v->UpdatePosition();
1051 v->UpdateInclination(true, true);
1052
1054
1055 return true;
1056}
1057
1058static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
1059{
1060 if (prev->tile == v->tile && !already_reversed) {
1061 /* If the previous vehicle is on the same tile as this vehicle is
1062 * then it must have reversed. */
1063 return _road_reverse_table[entry_dir];
1064 }
1065
1066 uint8_t prev_state = prev->state;
1067 Trackdir dir;
1068
1069 if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
1070 DiagDirection diag_dir = INVALID_DIAGDIR;
1071
1072 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1073 diag_dir = GetTunnelBridgeDirection(tile);
1074 } else if (IsRoadDepotTile(tile)) {
1075 diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
1076 }
1077
1078 if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
1079 dir = DiagDirToDiagTrackdir(diag_dir);
1080 } else {
1081 if (already_reversed && prev->tile != tile) {
1082 /*
1083 * The vehicle has reversed, but did not go straight back.
1084 * It immediately turn onto another tile. This means that
1085 * the roadstate of the previous vehicle cannot be used
1086 * as the direction we have to go with this vehicle.
1087 *
1088 * Next table is build in the following way:
1089 * - first row for when the vehicle in front went to the northern or
1090 * western tile, second for southern and eastern.
1091 * - columns represent the entry direction.
1092 * - cell values are determined by the Trackdir one has to take from
1093 * the entry dir (column) to the tile in north or south by only
1094 * going over the trackdirs used for turning 90 degrees, i.e.
1095 * TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
1096 */
1097 static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
1100 dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
1101 } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
1102 dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
1103 } else if (prev_state < TRACKDIR_END) {
1104 dir = (Trackdir)prev_state;
1105 } else {
1106 return INVALID_TRACKDIR;
1107 }
1108 }
1109
1110 /* Do some sanity checking. */
1111 static const RoadBits required_roadbits[] = {
1114 };
1115 RoadBits required = required_roadbits[dir & 0x07];
1116
1117 if ((required & GetAnyRoadBits(tile, GetRoadTramType(v->roadtype), true)) == ROAD_NONE) {
1118 dir = INVALID_TRACKDIR;
1119 }
1120
1121 return dir;
1122}
1123
1133{
1134 /* The 'current' company is not necessarily the owner of the vehicle. */
1135 Backup<CompanyID> cur_company(_current_company, c);
1136
1137 CommandCost ret = Command<CMD_BUILD_ROAD>::Do(DoCommandFlag::NoWater, t, r, rt, DRD_NONE, TownID::Invalid());
1138
1139 cur_company.Restore();
1140 return ret.Succeeded();
1141}
1142
1143bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
1144{
1145 if (v->overtaking != 0) {
1146 if (IsTileType(v->tile, MP_STATION)) {
1147 /* Force us to be not overtaking! */
1148 v->overtaking = 0;
1149 } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
1150 /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
1151 * if the vehicle started a corner. To protect that, only allow an abort of
1152 * overtake if we are on straight roads */
1154 v->overtaking = 0;
1155 }
1156 }
1157 }
1158
1159 /* If this vehicle is in a depot and we've reached this point it must be
1160 * one of the articulated parts. It will stay in the depot until activated
1161 * by the previous vehicle in the chain when it gets to the right place. */
1162 if (v->IsInDepot()) return true;
1163
1164 if (v->state == RVSB_WORMHOLE) {
1165 /* Vehicle is entering a depot or is on a bridge or in a tunnel */
1167
1168 if (v->IsFrontEngine()) {
1169 const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
1170 if (u != nullptr) {
1171 v->cur_speed = u->First()->cur_speed;
1172 return false;
1173 }
1174 }
1175
1177 /* Vehicle has just entered a bridge or tunnel */
1178 v->x_pos = gp.x;
1179 v->y_pos = gp.y;
1180 v->UpdatePosition();
1181 v->UpdateInclination(true, true);
1182 return true;
1183 }
1184
1185 v->x_pos = gp.x;
1186 v->y_pos = gp.y;
1187 v->UpdatePosition();
1188 if (!v->vehstatus.Test(VehState::Hidden)) v->Vehicle::UpdateViewport(true);
1189 return true;
1190 }
1191
1192 /* Get move position data for next frame.
1193 * For a drive-through road stop use 'straight road' move data.
1194 * In this case v->state is masked to give the road stop entry direction. */
1195 RoadDriveEntry rd = _road_drive_data[GetRoadTramType(v->roadtype)][(
1197 (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
1198
1199 if (rd.x & RDE_NEXT_TILE) {
1200 TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
1201 Trackdir dir;
1202
1203 if (v->IsFrontEngine()) {
1204 /* If this is the front engine, look for the right path. */
1206 dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
1207 } else {
1208 dir = _road_reverse_table[(DiagDirection)(rd.x & 3)];
1209 }
1210 } else {
1211 dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
1212 }
1213
1214 if (dir == INVALID_TRACKDIR) {
1215 if (!v->IsFrontEngine()) FatalError("Disconnecting road vehicle.");
1216 v->cur_speed = 0;
1217 return false;
1218 }
1219
1220again:
1221 uint start_frame = RVC_DEFAULT_START_FRAME;
1222 if (IsReversingRoadTrackdir(dir)) {
1223 /* When turning around we can't be overtaking. */
1224 v->overtaking = 0;
1225
1226 /* Turning around */
1227 if (RoadTypeIsTram(v->roadtype)) {
1228 /* Determine the road bits the tram needs to be able to turn around
1229 * using the 'big' corner loop. */
1230 RoadBits needed;
1231 switch (dir) {
1232 default: NOT_REACHED();
1233 case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
1234 case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
1235 case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
1236 case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
1237 }
1238 if ((v->Previous() != nullptr && v->Previous()->tile == tile) ||
1239 (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
1241 (needed & GetRoadBits(tile, RTT_TRAM)) != ROAD_NONE)) {
1242 /*
1243 * Taking the 'big' corner for trams only happens when:
1244 * - The previous vehicle in this (articulated) tram chain is
1245 * already on the 'next' tile, we just follow them regardless of
1246 * anything. When it is NOT on the 'next' tile, the tram started
1247 * doing a reversing turn when the piece of tram track on the next
1248 * tile did not exist yet. Do not use the big tram loop as that is
1249 * going to cause the tram to split up.
1250 * - Or the front of the tram can drive over the next tile.
1251 */
1252 } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, v->roadtype, needed) || ((~needed & GetAnyRoadBits(v->tile, RTT_TRAM, false)) == ROAD_NONE)) {
1253 /*
1254 * Taking the 'small' corner for trams only happens when:
1255 * - We are not the from vehicle of an articulated tram.
1256 * - Or when the company cannot build on the next tile.
1257 *
1258 * The 'small' corner means that the vehicle is on the end of a
1259 * tram track and needs to start turning there. To do this properly
1260 * the tram needs to start at an offset in the tram turning 'code'
1261 * for 'big' corners. It furthermore does not go to the next tile,
1262 * so that needs to be fixed too.
1263 */
1264 tile = v->tile;
1265 start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
1266 } else {
1267 /* The company can build on the next tile, so wait till they do. */
1268 v->cur_speed = 0;
1269 return false;
1270 }
1272 v->cur_speed = 0;
1273 return false;
1274 } else {
1275 tile = v->tile;
1276 }
1277 }
1278
1279 /* Get position data for first frame on the new tile */
1280 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
1281
1282 int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
1283 int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
1284
1285 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1286 if (v->IsFrontEngine()) {
1287 const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1288 if (u != nullptr) {
1289 v->cur_speed = u->First()->cur_speed;
1290 /* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
1291 v->path.emplace_back(dir, tile);
1292 return false;
1293 }
1294 }
1295
1296 auto vets = VehicleEnterTile(v, tile, x, y);
1297 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1298 if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
1299 v->cur_speed = 0;
1300 return false;
1301 }
1302 /* Try an about turn to re-enter the previous tile */
1303 dir = _road_reverse_table[rd.x & 3];
1304 goto again;
1305 }
1306
1307 if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
1308 if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1309 /* New direction is trying to turn vehicle around.
1310 * We can't turn at the exit of a road stop so wait.*/
1311 v->cur_speed = 0;
1312 return false;
1313 }
1314
1315 /* If we are a drive through road stop and the next tile is of
1316 * the same road stop and the next tile isn't this one (i.e. we
1317 * are not reversing), then keep the reservation and state.
1318 * This way we will not be shortly unregister from the road
1319 * stop. It also makes it possible to load when on the edge of
1320 * two road stops; otherwise you could get vehicles that should
1321 * be loading but are not actually loading. */
1322 if (IsDriveThroughStopTile(v->tile) &&
1324 v->tile != tile) {
1325 /* So, keep 'our' state */
1326 dir = (Trackdir)v->state;
1327 } else if (IsStationRoadStop(v->tile)) {
1328 /* We're not continuing our drive through road stop, so leave. */
1330 }
1331 }
1332
1334 TileIndex old_tile = v->tile;
1335
1336 v->tile = tile;
1337 v->state = (uint8_t)dir;
1338 v->frame = start_frame;
1339 RoadTramType rtt = GetRoadTramType(v->roadtype);
1340 if (GetRoadType(old_tile, rtt) != GetRoadType(tile, rtt)) {
1341 if (v->IsFrontEngine()) {
1343 }
1344 v->First()->CargoChanged();
1345 }
1346 }
1347 if (new_dir != v->direction) {
1348 v->direction = new_dir;
1349 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1350 }
1351 v->x_pos = x;
1352 v->y_pos = y;
1353 v->UpdatePosition();
1354 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1355 return true;
1356 }
1357
1358 if (rd.x & RDE_TURNED) {
1359 /* Vehicle has finished turning around, it will now head back onto the same tile */
1360 Trackdir dir;
1361 uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
1362
1363 if (RoadTypeIsTram(v->roadtype) && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, RTT_TRAM, true))) {
1364 /*
1365 * The tram is turning around with one tram 'roadbit'. This means that
1366 * it is using the 'big' corner 'drive data'. However, to support the
1367 * trams to take a small corner, there is a 'turned' marker in the middle
1368 * of the turning 'drive data'. When the tram took the long corner, we
1369 * will still use the 'big' corner drive data, but we advance it one
1370 * frame. We furthermore set the driving direction so the turning is
1371 * going to be properly shown.
1372 */
1373 turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
1374 switch (rd.x & 0x3) {
1375 default: NOT_REACHED();
1376 case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
1377 case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
1378 case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
1379 case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
1380 }
1381 } else {
1382 if (v->IsFrontEngine()) {
1383 /* If this is the front engine, look for the right path. */
1384 dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
1385 } else {
1386 dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
1387 }
1388 }
1389
1390 if (dir == INVALID_TRACKDIR) {
1391 v->cur_speed = 0;
1392 return false;
1393 }
1394
1395 const RoadDriveEntry *rdp = _road_drive_data[GetRoadTramType(v->roadtype)][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
1396
1397 int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
1398 int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
1399
1400 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1401 if (v->IsFrontEngine()) {
1402 const Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1403 if (u != nullptr) {
1404 v->cur_speed = u->First()->cur_speed;
1405 /* We might be blocked, prevent pathfinding rerun as we already know where we are heading to. */
1406 v->path.emplace_back(dir, v->tile);
1407 return false;
1408 }
1409 }
1410
1411 auto vets = VehicleEnterTile(v, v->tile, x, y);
1412 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1413 v->cur_speed = 0;
1414 return false;
1415 }
1416
1417 v->state = dir;
1418 v->frame = turn_around_start_frame;
1419
1420 if (new_dir != v->direction) {
1421 v->direction = new_dir;
1422 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1423 }
1424
1425 v->x_pos = x;
1426 v->y_pos = y;
1427 v->UpdatePosition();
1428 RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
1429 return true;
1430 }
1431
1432 /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
1433 * it's on a depot tile, check if it's time to activate the next vehicle in
1434 * the chain yet. */
1435 if (v->Next() != nullptr && IsRoadDepotTile(v->tile)) {
1436 if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
1437 RoadVehLeaveDepot(v->Next(), false);
1438 }
1439 }
1440
1441 /* Calculate new position for the vehicle */
1442 int x = (v->x_pos & ~15) + (rd.x & 15);
1443 int y = (v->y_pos & ~15) + (rd.y & 15);
1444
1445 Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
1446
1447 if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
1448 /* Vehicle is not in a road stop.
1449 * Check for another vehicle to overtake */
1450 RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
1451
1452 if (u != nullptr) {
1453 u = u->First();
1454 /* There is a vehicle in front overtake it if possible */
1455 if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
1456 if (v->overtaking == 0) v->cur_speed = u->cur_speed;
1457
1458 /* In case an RV is stopped in a road stop, why not try to load? */
1459 if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1461 v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
1462 GetRoadStopType(v->tile) == (v->IsBus() ? RoadStopType::Bus : RoadStopType::Truck)) {
1464 v->last_station_visited = st->index;
1465 RoadVehArrivesAt(v, st);
1466 v->BeginLoading();
1467 TriggerRoadStopRandomisation(st, v->tile, StationRandomTrigger::VehicleArrives);
1468 TriggerRoadStopAnimation(st, v->tile, StationAnimationTrigger::VehicleArrives);
1469 }
1470 return false;
1471 }
1472 }
1473
1474 Direction old_dir = v->direction;
1475 if (new_dir != old_dir) {
1476 v->direction = new_dir;
1477 if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
1478
1479 /* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
1480 * A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
1481 * (The following part may only be one tile behind, and the front part is moved before the following ones.)
1482 * The short (inner) curve has 8 frames, this elongates it to 10. */
1483 v->UpdateViewport(true, true);
1484 return true;
1485 }
1486
1487 /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
1488 * if the vehicle is in a drive-through road stop and this is the destination station
1489 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
1490 * (the station test and stop type test ensure that other vehicles, using the road stop as
1491 * a through route, do not stop) */
1492 if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
1494 (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
1496 v->owner == GetTileOwner(v->tile) &&
1497 GetRoadStopType(v->tile) == (v->IsBus() ? RoadStopType::Bus : RoadStopType::Truck) &&
1498 v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
1499
1502
1503 /* Vehicle is at the stop position (at a bay) in a road stop.
1504 * Note, if vehicle is loading/unloading it has already been handled,
1505 * so if we get here the vehicle has just arrived or is just ready to leave. */
1506 if (!HasBit(v->state, RVS_ENTERED_STOP)) {
1507 /* Vehicle has arrived at a bay in a road stop */
1508
1509 if (IsDriveThroughStopTile(v->tile)) {
1510 TileIndex next_tile = TileAddByDir(v->tile, v->direction);
1511
1512 /* Check if next inline bay is free and has compatible road. */
1514 v->frame++;
1515 v->x_pos = x;
1516 v->y_pos = y;
1517 v->UpdatePosition();
1518 RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
1519 return true;
1520 }
1521 }
1522
1523 rs->SetEntranceBusy(false);
1525
1526 v->last_station_visited = st->index;
1527
1528 if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
1529 RoadVehArrivesAt(v, st);
1530 v->BeginLoading();
1531 TriggerRoadStopRandomisation(st, v->tile, StationRandomTrigger::VehicleArrives);
1532 TriggerRoadStopAnimation(st, v->tile, StationAnimationTrigger::VehicleArrives);
1533 return false;
1534 }
1535 } else {
1536 /* Vehicle is ready to leave a bay in a road stop */
1537 if (rs->IsEntranceBusy()) {
1538 /* Road stop entrance is busy, so wait as there is nowhere else to go */
1539 v->cur_speed = 0;
1540 return false;
1541 }
1542 if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
1543 }
1544
1545 if (IsBayRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
1546
1547 StartRoadVehSound(v);
1549 }
1550
1551 /* Check tile position conditions - i.e. stop position in depot,
1552 * entry onto bridge or into tunnel */
1553 auto vets = VehicleEnterTile(v, v->tile, x, y);
1554 if (vets.Test(VehicleEnterTileState::CannotEnter)) {
1555 v->cur_speed = 0;
1556 return false;
1557 }
1558
1559 if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
1560 v->current_order.Free();
1561 }
1562
1563 /* Move to next frame unless vehicle arrived at a stop position
1564 * in a depot or entered a tunnel/bridge */
1565 if (!vets.Test(VehicleEnterTileState::EnteredWormhole)) v->frame++;
1566 v->x_pos = x;
1567 v->y_pos = y;
1568 v->UpdatePosition();
1569 RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
1570 return true;
1571}
1572
1573static bool RoadVehController(RoadVehicle *v)
1574{
1575 /* decrease counters */
1576 v->current_order_time++;
1577 if (v->reverse_ctr != 0) v->reverse_ctr--;
1578
1579 /* handle crashed */
1580 if (v->vehstatus.Test(VehState::Crashed) || RoadVehCheckTrainCrash(v)) {
1581 return RoadVehIsCrashed(v);
1582 }
1583
1584 /* road vehicle has broken down? */
1585 if (v->HandleBreakdown()) return true;
1587 v->SetLastSpeed();
1588 return true;
1589 }
1590
1591 ProcessOrders(v);
1592 v->HandleLoading();
1593
1594 if (v->current_order.IsType(OT_LOADING)) return true;
1595
1596 if (v->IsInDepot()) {
1597 /* Check if we should wait here for unbunching. */
1598 if (v->IsWaitingForUnbunching()) return true;
1599 if (RoadVehLeaveDepot(v, true)) return true;
1600 }
1601
1602 v->ShowVisualEffect();
1603
1604 /* Check how far the vehicle needs to proceed */
1605 int j = v->UpdateSpeed();
1606
1607 int adv_spd = v->GetAdvanceDistance();
1608 bool blocked = false;
1609 while (j >= adv_spd) {
1610 j -= adv_spd;
1611
1612 RoadVehicle *u = v;
1613 for (RoadVehicle *prev = nullptr; u != nullptr; prev = u, u = u->Next()) {
1614 if (!IndividualRoadVehicleController(u, prev)) {
1615 blocked = true;
1616 break;
1617 }
1618 }
1619 if (blocked) break;
1620
1621 /* Determine distance to next map position */
1622 adv_spd = v->GetAdvanceDistance();
1623
1624 /* Test for a collision, but only if another movement will occur. */
1625 if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
1626 }
1627
1628 v->SetLastSpeed();
1629
1630 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
1631 if (u->vehstatus.Test(VehState::Hidden)) continue;
1632
1633 u->UpdateViewport(false, false);
1634 }
1635
1636 /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
1637 * not accelerate again before it can actually move. I.e. make sure it tries to advance again
1638 * on next tick to discover whether it is still blocked. */
1639 if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
1640
1641 return true;
1642}
1643
1645{
1646 const Engine *e = this->GetEngine();
1647 if (e->VehInfo<RoadVehicleInfo>().running_cost_class == INVALID_PRICE) return 0;
1648
1649 uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->VehInfo<RoadVehicleInfo>().running_cost);
1650 if (cost_factor == 0) return 0;
1651
1652 return GetPrice(e->VehInfo<RoadVehicleInfo>().running_cost_class, cost_factor, e->GetGRF());
1653}
1654
1656{
1658
1659 this->tick_counter++;
1660
1661 if (this->IsFrontEngine()) {
1662 if (!this->vehstatus.Test(VehState::Stopped)) this->running_ticks++;
1663 return RoadVehController(this);
1664 }
1665
1666 return true;
1667}
1668
1669void RoadVehicle::SetDestTile(TileIndex tile)
1670{
1671 if (tile == this->dest_tile) return;
1672 this->path.clear();
1673 this->dest_tile = tile;
1674}
1675
1676static void CheckIfRoadVehNeedsService(RoadVehicle *v)
1677{
1678 /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
1679 if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
1680 if (v->IsChainInDepot()) {
1682 return;
1683 }
1684
1686
1687 FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
1688 /* Only go to the depot if it is not too far out of our way. */
1689 if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
1690 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
1691 /* If we were already heading for a depot but it has
1692 * suddenly moved farther away, we continue our normal
1693 * schedule? */
1696 }
1697 return;
1698 }
1699
1700 DepotID depot = GetDepotIndex(rfdd.tile);
1701
1702 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
1704 !Chance16(1, 20)) {
1705 return;
1706 }
1707
1710 v->SetDestTile(rfdd.tile);
1712}
1713
1716{
1717 if (!this->IsFrontEngine()) return;
1718 AgeVehicle(this);
1719}
1720
1723{
1724 if (!this->IsFrontEngine()) return;
1725 EconomyAgeVehicle(this);
1726
1727 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
1728 if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
1729
1730 CheckIfRoadVehNeedsService(this);
1731
1732 CheckOrders(this);
1733
1734 if (this->running_ticks == 0) return;
1735
1737
1738 this->profit_this_year -= cost.GetCost();
1739 this->running_ticks = 0;
1740
1742
1745}
1746
1748{
1750
1751 if (this->IsInDepot()) {
1752 /* We'll assume the road vehicle is facing outwards */
1753 return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
1754 }
1755
1756 if (IsBayRoadStopTile(this->tile)) {
1757 /* We'll assume the road vehicle is facing outwards */
1758 return DiagDirToDiagTrackdir(GetBayRoadStopDir(this->tile)); // Road vehicle in a station
1759 }
1760
1761 /* Drive through road stops / wormholes (tunnels) */
1763
1764 /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
1765 * otherwise transform it into a valid track direction */
1766 return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);
1767}
1768
1770{
1771 uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnits(this->GetEngine()->DetermineCapacity(this));
1772
1773 /* Vehicle weight is not added for articulated parts. */
1774 if (!this->IsArticulatedPart()) {
1775 /* Road vehicle weight is in units of 1/4 t. */
1776 weight += GetVehicleProperty(this, PROP_ROADVEH_WEIGHT, RoadVehInfo(this->engine_type)->weight) / 4;
1777 }
1778
1779 return weight;
1780}
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).
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr bool HasExactlyOneBit(T value)
Test whether value has exactly 1 bit set.
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 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:106
@ Passengers
Passengers.
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 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:156
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:442
CargoType GetDefaultCargoType() const
Determines the default cargo type of an engine.
Definition engine_base.h:95
uint16_t reliability
Current reliability of the engine.
Definition engine_base.h:49
Enum-as-bit-set wrapper.
static void NewEvent(class ScriptEvent *event)
Queue a new event for a 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 constexpr int DAYS_IN_YEAR
days per year
static Date date
Current date in days (day counter).
uint StoredCount() const
Returns sum of cargo on board the vehicle (ie not only reserved).
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.
@ Execute
execute the given command
@ NoWater
don't allow building on water
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:53
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:949
@ EXPENSES_ROADVEH_RUN
Running costs road vehicles.
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.
@ 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, uint 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.
@ Random
Randomise borders.
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:598
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:424
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:414
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:569
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.
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:30
NewsType
Type of news.
Definition news_type.h:29
@ ArrivalCompany
First vehicle arrived for company.
@ AccidentOther
An accident or disaster has occurred.
@ ArrivalOther
First vehicle arrived for competitor.
@ Accident
An accident or disaster has occurred.
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.
@ ODTFB_SERVICE
This depot order is because of the servicing limit.
Definition order_type.h:110
@ ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS
The vehicle will not stop at any stations it passes except the destination.
Definition order_type.h:89
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:230
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
static debug_inline bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition road_map.h:58
static debug_inline bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
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
bool HasTileAnyRoadType(Tile t, RoadTypes rts)
Check if a tile has one of the specified road types.
Definition road_map.h:206
DisallowedRoadDirections GetDisallowedRoadDirections(Tile t)
Gets the disallowed directions.
Definition road_map.h:285
DiagDirection GetRoadDepotDirection(Tile t)
Get the direction of the exit of a road depot.
Definition road_map.h:545
static debug_inline bool IsRoadDepotTile(Tile t)
Return whether a tile is a road depot tile.
Definition road_map.h:100
bool HasRoadWorks(Tile t)
Check if a tile has road works.
Definition road_map.h:493
RoadBits
Enumeration for the road parts on a tile.
Definition road_type.h:40
@ ROAD_SW
South-west part.
Definition road_type.h:43
@ ROAD_NONE
No road-part is build.
Definition road_type.h:41
@ ROAD_NE
North-east part.
Definition road_type.h:45
@ ROAD_SE
South-east part.
Definition road_type.h:44
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition road_type.h:47
@ ROAD_NW
North-west part.
Definition road_type.h:42
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition road_type.h:46
RoadType
The different roadtypes we support.
Definition road_type.h:23
@ DRD_NONE
None of the directions are disallowed.
Definition road_type.h:62
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:62
static const uint8_t RV_OVERTAKE_TIMEOUT
The number of ticks a vehicle has for overtaking.
Definition roadveh.h:79
static const uint RDE_NEXT_TILE
State information about the Road Vehicle controller.
Definition roadveh.h:61
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 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.
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:70
@ SND_12_EXPLOSION
16 == 0x10 Destruction, crashes, disasters, ...
Definition sound_type.h:63
@ 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:71
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:137
SoundSettings sound
sound effect settings
Structure to return information about the closest depot location, and whether it could be found.
T y
Y coordinate.
T x
X coordinate.
T x
X coordinate.
T y
Y coordinate.
uint16_t cargo_age_period
Number of ticks before carried cargo is aged.
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.
PathfinderSettings pf
settings for all pathfinders
VehicleSettings vehicle
options for vehicles
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...
uint16_t cached_max_track_speed
Maximum consist speed (in internal units) limited by track type (valid only for the first engine).
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.
GroundVehicleCache gcache
Cache of often calculated values.
void CargoChanged()
Recalculates the cached weight of a vehicle and its parts.
uint Crash(bool flooded) override
Common code executed for crashed ground vehicles.
uint DoUpdateSpeed(uint accel, int min_speed, int max_speed)
Update the speed of the vehicle.
int GetAcceleration() const
Calculates the acceleration of the vehicle under its current conditions.
void SetLastSpeed()
Update the GUI variant of the current speed of the vehicle.
uint16_t GetMaxSpeed() const
Get the maxmimum speed in km-ish/h a vehicle is allowed to reach on the way to the destination.
Definition order_base.h:197
DestinationID GetDestination() const
Gets the destination of this order.
Definition order_base.h:99
bool IsType(OrderType type) const
Check whether this order is of the given type.
Definition order_base.h:66
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...
OrderNonStopFlags GetNonStopType() const
At which stations must we stop?
Definition order_base.h:136
void MakeGoToDepot(DestinationID destination, OrderDepotTypeFlags order, OrderNonStopFlags non_stop_type=ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS, OrderDepotActionFlags action=ODATF_SERVICE_ONLY, CargoType cargo=CARGO_NO_REFIT)
Makes this order a Go To Depot order.
Definition order_cmd.cpp:74
YAPFSettings yapf
pathfinder settings for the yet another pathfinder
bool roadveh_queue
buggy road vehicle queueing
static Titem * Get(auto index)
Returns Titem with given index.
Tindex index
Index of this pool item.
Specification of a rectangle with absolute coordinates of all edges.
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:205
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:294
static RoadStop * GetByTile(TileIndex tile, RoadStopType type)
Find a roadstop at given tile.
Definition roadstop.cpp:255
Information about a road vehicle.
uint16_t max_speed
Maximum speed (1 unit = 1/3.2 mph = 0.5 km-ish/h)
Buses, trucks and trams belong to this class.
Definition roadveh.h:98
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:100
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:122
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:110
AccelStatus GetAccelerationStatus() const
Checks the current acceleration status of this vehicle.
Definition roadveh.h:223
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:105
bool IsBus() const
Check whether a roadvehicle is a bus.
uint8_t overtaking_ctr
The length of the current overtake attempt.
Definition roadveh.h:104
void OnNewCalendarDay() override
Calander day handler.
bool IsInDepot() const override
Check whether the vehicle is in the depot.
Definition roadveh.h:128
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:99
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:108
uint8_t overtaking
Set to RVSB_DRIVE_SIDE when overtaking, otherwise 0.
Definition roadveh.h:103
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.
bool disaster
Play disaster and accident sounds.
static Station * Get(auto index)
Gets station with given index.
T * Next() const
Get next vehicle in the chain.
T * Previous() const
Get previous vehicle in the chain.
static T * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
static T * GetIfValid(auto index)
Returns vehicle if the index is a valid index for this vehicle type.
T * First() const
Get the first vehicle in the chain.
void UpdateViewport(bool force_update, bool update_delta)
Update vehicle sprite- and position caches.
Coord3D< int8_t > offset
Relative position of sprite from bounding box.
Definition sprite.h:21
Coord3D< int8_t > origin
Position of northern corner within tile.
Definition sprite.h:19
Coord3D< uint8_t > extent
Size of bounding box.
Definition sprite.h:20
Station data structure.
uint16_t cached_max_speed
Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
uint8_t roadveh_acceleration_model
realistic acceleration for road vehicles
uint8_t road_side
the side of the road vehicles drive on
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:114
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:142
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:718
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:2407
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:2486
CargoType cargo_type
type of cargo this vehicle is carrying
debug_inline bool IsFrontEngine() const
Check if the vehicle is a front engine.
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:762
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:2183
uint8_t spritenum
currently displayed sprite index 0xfd == custom sprite, 0xfe == custom second head sprite 0xff == res...
uint16_t cur_speed
current speed
bool IsWaitingForUnbunching() const
Check whether a vehicle inside a depot is waiting for unbunching.
Definition vehicle.cpp:2533
void SetNext(Vehicle *next)
Set the next vehicle of this vehicle.
Definition vehicle.cpp:2927
bool HandleBreakdown()
Handle all of the aspects of a vehicle breakdown This includes adding smoke and sounds,...
Definition vehicle.cpp:1332
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:1662
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:2777
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:283
uint8_t running_ticks
Number of ticks this vehicle was not stopped this day.
uint32_t maximum_go_to_depot_penalty
What is the maximum penalty that may be endured for going to a depot.
@ CannotEnter
The vehicle cannot enter the tile.
@ EnteredWormhole
The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/...
VehicleEnterTileStates VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
Call the tile callback function for a vehicle entering a tile.
Definition vehicle.cpp:1819
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
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ MP_ROAD
A tile with road (or tram tracks)
Definition tile_type.h:50
@ MP_STATION
A tile of a station.
Definition tile_type.h:53
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition tile_type.h:57
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:352
bool IsReversingRoadTrackdir(Trackdir dir)
Checks whether the trackdir means that we are reversing.
Definition track_func.h:673
TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir)
Returns all trackdirs that can be reached when entering a tile from a given (diagonal) direction.
Definition track_func.h:555
bool IsStraightRoadTrackdir(Trackdir dir)
Checks whether the given trackdir is a straight road.
Definition track_func.h:684
Trackdir DiagDirToDiagTrackdir(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal trackdir that runs in that direction.
Definition track_func.h:537
TrackdirBits TrackStatusToRedSignals(TrackStatus ts)
Returns the red-signal-information of a TrackStatus.
Definition track_func.h:376
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:1520
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:354
void VehicleServiceInDepot(Vehicle *v)
Service a vehicle and all subsequent vehicles in the consist.
Definition vehicle.cpp:178
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1765
void DecreaseVehicleValue(Vehicle *v)
Decrease the value of a vehicle.
Definition vehicle.cpp:1270
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1398
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
Can this station be used by the given engine type?
Definition vehicle.cpp:3046
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1410
@ 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...
@ 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.
@ 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:3184
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:3276
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:3171
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3158
@ 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