mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
2111 lines
65 KiB
C++
2111 lines
65 KiB
C++
/* $Id$ */
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/** @file roadveh_cmd.cpp Handling of road vehicles. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "tile_cmd.h"
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#include "landscape.h"
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#include "road_map.h"
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#include "roadveh.h"
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#include "station_map.h"
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#include "command_func.h"
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#include "station_base.h"
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#include "news_func.h"
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#include "pathfind.h"
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#include "npf.h"
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#include "company_func.h"
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#include "company_base.h"
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#include "bridge.h"
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#include "tunnel_map.h"
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#include "bridge_map.h"
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#include "vehicle_gui.h"
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#include "articulated_vehicles.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "newgrf_text.h"
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#include "newgrf_sound.h"
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#include "yapf/yapf.h"
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#include "cargotype.h"
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#include "strings_func.h"
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#include "tunnelbridge_map.h"
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#include "functions.h"
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#include "window_func.h"
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "variables.h"
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#include "autoreplace_gui.h"
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#include "gfx_func.h"
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#include "settings_type.h"
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#include "order_func.h"
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#include "depot_base.h"
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#include "depot_func.h"
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#include "effectvehicle_func.h"
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#include "core/alloc_func.hpp"
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#include "table/strings.h"
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static const uint16 _roadveh_images[63] = {
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0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
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0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
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0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
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0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
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0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
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0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
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0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
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0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
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};
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static const uint16 _roadveh_full_adder[63] = {
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0, 88, 0, 0, 0, 0, 48, 48,
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48, 48, 0, 0, 64, 64, 0, 16,
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16, 0, 88, 0, 0, 0, 0, 48,
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48, 48, 48, 0, 0, 64, 64, 0,
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16, 16, 0, 88, 0, 0, 0, 0,
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48, 48, 48, 48, 0, 0, 64, 64,
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0, 16, 16, 0, 8, 8, 8, 8,
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0, 0, 0, 8, 8, 8, 8
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};
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/** 'Convert' the DiagDirection where a road vehicle enters to the trackdirs it can drive onto */
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static const TrackdirBits _road_enter_dir_to_reachable_trackdirs[DIAGDIR_END] = {
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TRACKDIR_BIT_LEFT_N | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_X_NE, // Enter from north east
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TRACKDIR_BIT_LEFT_S | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_Y_SE, // Enter from south east
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TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_X_SW | TRACKDIR_BIT_RIGHT_S, // Enter from south west
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TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_Y_NW // Enter from north west
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};
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static const Trackdir _road_reverse_table[DIAGDIR_END] = {
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TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
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};
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/** 'Convert' the DiagDirection where a road vehicle should exit to
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* the trackdirs it can use to drive to the exit direction*/
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static const TrackdirBits _road_exit_dir_to_incoming_trackdirs[DIAGDIR_END] = {
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TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_X_SW | TRACKDIR_BIT_LEFT_S,
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TRACKDIR_BIT_LEFT_N | TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_Y_NW,
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TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_X_NE,
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TRACKDIR_BIT_RIGHT_S | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_Y_SE
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};
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/** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
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static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
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TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
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};
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static SpriteID GetRoadVehIcon(EngineID engine)
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{
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uint8 spritenum = RoadVehInfo(engine)->image_index;
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if (is_custom_sprite(spritenum)) {
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SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
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if (sprite != 0) return sprite;
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spritenum = GetEngine(engine)->image_index;
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}
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return 6 + _roadveh_images[spritenum];
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}
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SpriteID RoadVehicle::GetImage(Direction direction) const
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{
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uint8 spritenum = this->spritenum;
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SpriteID sprite;
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if (is_custom_sprite(spritenum)) {
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sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
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if (sprite != 0) return sprite;
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spritenum = GetEngine(this->engine_type)->image_index;
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}
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sprite = direction + _roadveh_images[spritenum];
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if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
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return sprite;
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}
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void DrawRoadVehEngine(int x, int y, EngineID engine, SpriteID pal)
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{
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DrawSprite(GetRoadVehIcon(engine), pal, x, y);
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}
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static CommandCost EstimateRoadVehCost(EngineID engine_type)
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{
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return CommandCost(EXPENSES_NEW_VEHICLES, ((_price.roadveh_base >> 3) * GetEngineProperty(engine_type, 0x11, RoadVehInfo(engine_type)->cost_factor)) >> 5);
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}
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byte GetRoadVehLength(const Vehicle *v)
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{
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byte length = 8;
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uint16 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
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if (veh_len != CALLBACK_FAILED) {
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length -= Clamp(veh_len, 0, 7);
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}
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return length;
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}
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void RoadVehUpdateCache(Vehicle *v)
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{
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assert(v->type == VEH_ROAD);
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assert(IsRoadVehFront(v));
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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/* Check the v->first cache. */
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assert(u->First() == v);
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/* Update the 'first engine' */
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u->u.road.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
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/* Update the length of the vehicle. */
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u->u.road.cached_veh_length = GetRoadVehLength(u);
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}
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}
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/** Build a road vehicle.
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* @param tile tile of depot where road vehicle is built
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* @param flags operation to perform
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* @param p1 bus/truck type being built (engine)
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* @param p2 unused
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*/
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CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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CommandCost cost;
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Vehicle *v;
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UnitID unit_num;
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Engine *e;
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if (!IsEngineBuildable(p1, VEH_ROAD, _current_company)) return_cmd_error(STR_ROAD_VEHICLE_NOT_AVAILABLE);
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cost = EstimateRoadVehCost(p1);
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if (flags & DC_QUERY_COST) return cost;
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/* The ai_new queries the vehicle cost before building the route,
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* so we must check against cheaters no sooner than now. --pasky */
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if (!IsRoadDepotTile(tile)) return CMD_ERROR;
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if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
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if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(EngInfo(p1)->misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_DEPOT_WRONG_DEPOT_TYPE);
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uint num_vehicles = 1 + CountArticulatedParts(p1, false);
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/* Allow for the front and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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v = vl[0];
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/* find the first free roadveh id */
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unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
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if (unit_num > _settings_game.vehicle.max_roadveh)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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if (flags & DC_EXEC) {
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int x;
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int y;
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const RoadVehicleInfo *rvi = RoadVehInfo(p1);
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v = new (v) RoadVehicle();
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v->unitnumber = unit_num;
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v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
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v->owner = _current_company;
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v->tile = tile;
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x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
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y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
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v->x_pos = x;
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v->y_pos = y;
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v->z_pos = GetSlopeZ(x, y);
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v->running_ticks = 0;
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v->u.road.state = RVSB_IN_DEPOT;
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v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
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v->spritenum = rvi->image_index;
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v->cargo_type = rvi->cargo_type;
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v->cargo_subtype = 0;
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v->cargo_cap = rvi->capacity;
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// v->cargo_count = 0;
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v->value = cost.GetCost();
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// v->day_counter = 0;
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// v->next_order_param = v->next_order = 0;
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// v->load_unload_time_rem = 0;
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// v->progress = 0;
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// v->u.road.unk2 = 0;
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// v->u.road.overtaking = 0;
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v->last_station_visited = INVALID_STATION;
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v->max_speed = rvi->max_speed;
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v->engine_type = (EngineID)p1;
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e = GetEngine(p1);
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v->reliability = e->reliability;
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v->reliability_spd_dec = e->reliability_spd_dec;
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v->max_age = e->lifelength * 366;
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_new_vehicle_id = v->index;
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v->name = NULL;
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v->service_interval = _settings_game.vehicle.servint_roadveh;
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v->date_of_last_service = _date;
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v->build_year = _cur_year;
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v->cur_image = 0xC15;
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v->random_bits = VehicleRandomBits();
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SetRoadVehFront(v);
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v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
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v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype);
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v->u.road.cached_veh_length = GetRoadVehLength(v);
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v->vehicle_flags = 0;
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if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
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v->cargo_cap = GetVehicleProperty(v, 0x0F, rvi->capacity);
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AddArticulatedParts(vl, VEH_ROAD);
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VehiclePositionChanged(v);
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
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InvalidateWindow(WC_COMPANY, v->owner);
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if (IsLocalCompany())
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InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Road window
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GetCompany(_current_company)->num_engines[p1]++;
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}
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return cost;
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}
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void ClearSlot(Vehicle *v)
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{
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RoadStop *rs = v->u.road.slot;
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if (v->u.road.slot == NULL) return;
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v->u.road.slot = NULL;
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v->u.road.slot_age = 0;
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assert(rs->num_vehicles != 0);
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rs->num_vehicles--;
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DEBUG(ms, 3, "Clearing slot at 0x%X", rs->xy);
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}
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bool RoadVehicle::IsStoppedInDepot() const
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{
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TileIndex tile = this->tile;
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if (!IsRoadDepotTile(tile)) return false;
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if (IsRoadVehFront(this) && !(this->vehstatus & VS_STOPPED)) return false;
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for (const Vehicle *v = this; v != NULL; v = v->Next()) {
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if (v->u.road.state != RVSB_IN_DEPOT || v->tile != tile) return false;
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}
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return true;
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}
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/** Sell a road vehicle.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 vehicle ID to be sold
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* @param p2 unused
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*/
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CommandCost CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Vehicle *v;
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if (!IsValidVehicleID(p1)) return CMD_ERROR;
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v = GetVehicle(p1);
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if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
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if (!v->IsStoppedInDepot()) {
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return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
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}
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CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
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if (flags & DC_EXEC) {
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// Invalidate depot
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InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
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InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
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InvalidateWindow(WC_COMPANY, v->owner);
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DeleteWindowById(WC_VEHICLE_VIEW, v->index);
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DeleteDepotHighlightOfVehicle(v);
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delete v;
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}
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return ret;
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}
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struct RoadFindDepotData {
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uint best_length;
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TileIndex tile;
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OwnerByte owner;
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};
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static const DiagDirection _road_pf_directions[] = {
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DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, INVALID_DIAGDIR, INVALID_DIAGDIR,
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DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE, INVALID_DIAGDIR, INVALID_DIAGDIR
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};
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static bool EnumRoadSignalFindDepot(TileIndex tile, void* data, Trackdir trackdir, uint length)
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{
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RoadFindDepotData* rfdd = (RoadFindDepotData*)data;
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tile += TileOffsByDiagDir(_road_pf_directions[trackdir]);
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if (IsRoadDepotTile(tile) &&
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IsTileOwner(tile, rfdd->owner) &&
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length < rfdd->best_length) {
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rfdd->best_length = length;
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rfdd->tile = tile;
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}
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return false;
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}
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static const Depot* FindClosestRoadDepot(const Vehicle* v)
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{
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switch (_settings_game.pf.pathfinder_for_roadvehs) {
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case VPF_YAPF: /* YAPF */
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return YapfFindNearestRoadDepot(v);
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case VPF_NPF: { /* NPF */
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/* See where we are now */
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Trackdir trackdir = GetVehicleTrackdir(v);
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NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, v->tile, ReverseTrackdir(trackdir), false, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES, 0);
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if (ftd.best_bird_dist == 0) return GetDepotByTile(ftd.node.tile); /* Target found */
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} break;
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default:
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case VPF_OPF: { /* OPF */
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RoadFindDepotData rfdd;
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rfdd.owner = v->owner;
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rfdd.best_length = UINT_MAX;
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/* search in all directions */
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for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
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FollowTrack(v->tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, d, EnumRoadSignalFindDepot, NULL, &rfdd);
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}
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if (rfdd.best_length != UINT_MAX) return GetDepotByTile(rfdd.tile);
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} break;
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}
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return NULL; /* Target not found */
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}
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bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
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{
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const Depot *depot = FindClosestRoadDepot(this);
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if (depot == NULL) return false;
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if (location != NULL) *location = depot->xy;
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if (destination != NULL) *destination = depot->index;
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return true;
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}
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/** Send a road vehicle to the depot.
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* @param tile unused
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* @param flags operation to perform
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* @param p1 vehicle ID to send to the depot
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* @param p2 various bitmasked elements
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* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
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* - p2 bit 8-10 - VLW flag (for mass goto depot)
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*/
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CommandCost CmdSendRoadVehToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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if (p2 & DEPOT_MASS_SEND) {
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/* Mass goto depot requested */
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if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
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|
return SendAllVehiclesToDepot(VEH_ROAD, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
|
|
}
|
|
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_ROAD) return CMD_ERROR;
|
|
|
|
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
|
|
}
|
|
|
|
/** Turn a roadvehicle around.
|
|
* @param tile unused
|
|
* @param flags operation to perform
|
|
* @param p1 vehicle ID to turn
|
|
* @param p2 unused
|
|
*/
|
|
CommandCost CmdTurnRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
Vehicle *v;
|
|
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
if (v->vehstatus & VS_STOPPED ||
|
|
v->vehstatus & VS_CRASHED ||
|
|
v->breakdown_ctr != 0 ||
|
|
v->u.road.overtaking != 0 ||
|
|
v->u.road.state == RVSB_WORMHOLE ||
|
|
v->IsInDepot() ||
|
|
v->cur_speed < 5) {
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
|
|
|
|
if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) v->u.road.reverse_ctr = 180;
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
|
|
void RoadVehicle::MarkDirty()
|
|
{
|
|
for (Vehicle *v = this; v != NULL; v = v->Next()) {
|
|
v->cur_image = v->GetImage(v->direction);
|
|
MarkSingleVehicleDirty(v);
|
|
}
|
|
}
|
|
|
|
void RoadVehicle::UpdateDeltaXY(Direction direction)
|
|
{
|
|
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
|
|
static const uint32 _delta_xy_table[8] = {
|
|
MKIT(3, 3, -1, -1),
|
|
MKIT(3, 7, -1, -3),
|
|
MKIT(3, 3, -1, -1),
|
|
MKIT(7, 3, -3, -1),
|
|
MKIT(3, 3, -1, -1),
|
|
MKIT(3, 7, -1, -3),
|
|
MKIT(3, 3, -1, -1),
|
|
MKIT(7, 3, -3, -1),
|
|
};
|
|
#undef MKIT
|
|
|
|
uint32 x = _delta_xy_table[direction];
|
|
this->x_offs = GB(x, 0, 8);
|
|
this->y_offs = GB(x, 8, 8);
|
|
this->x_extent = GB(x, 16, 8);
|
|
this->y_extent = GB(x, 24, 8);
|
|
this->z_extent = 6;
|
|
}
|
|
|
|
static void ClearCrashedStation(Vehicle *v)
|
|
{
|
|
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
|
|
|
|
/* Mark the station entrance as not busy */
|
|
rs->SetEntranceBusy(false);
|
|
|
|
/* Free the parking bay */
|
|
rs->FreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY));
|
|
}
|
|
|
|
static void DeleteLastRoadVeh(Vehicle *v)
|
|
{
|
|
Vehicle *u = v;
|
|
for (; v->Next() != NULL; v = v->Next()) u = v;
|
|
u->SetNext(NULL);
|
|
|
|
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
|
|
|
|
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
|
|
InvalidateWindow(WC_COMPANY, v->owner);
|
|
|
|
if (IsTileType(v->tile, MP_STATION)) ClearCrashedStation(v);
|
|
|
|
MarkSingleVehicleDirty(v);
|
|
|
|
delete v;
|
|
}
|
|
|
|
static byte SetRoadVehPosition(Vehicle *v, int x, int y)
|
|
{
|
|
byte new_z, old_z;
|
|
|
|
/* need this hint so it returns the right z coordinate on bridges. */
|
|
v->x_pos = x;
|
|
v->y_pos = y;
|
|
new_z = GetSlopeZ(x, y);
|
|
|
|
old_z = v->z_pos;
|
|
v->z_pos = new_z;
|
|
|
|
VehiclePositionChanged(v);
|
|
EndVehicleMove(v);
|
|
return old_z;
|
|
}
|
|
|
|
static void RoadVehSetRandomDirection(Vehicle *v)
|
|
{
|
|
static const DirDiff delta[] = {
|
|
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
|
|
};
|
|
|
|
do {
|
|
uint32 r = Random();
|
|
|
|
v->direction = ChangeDir(v->direction, delta[r & 3]);
|
|
BeginVehicleMove(v);
|
|
v->UpdateDeltaXY(v->direction);
|
|
v->cur_image = v->GetImage(v->direction);
|
|
SetRoadVehPosition(v, v->x_pos, v->y_pos);
|
|
} while ((v = v->Next()) != NULL);
|
|
}
|
|
|
|
static void RoadVehIsCrashed(Vehicle *v)
|
|
{
|
|
v->u.road.crashed_ctr++;
|
|
if (v->u.road.crashed_ctr == 2) {
|
|
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
|
|
} else if (v->u.road.crashed_ctr <= 45) {
|
|
if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
|
|
} else if (v->u.road.crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
|
|
DeleteLastRoadVeh(v);
|
|
}
|
|
}
|
|
|
|
static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
|
|
{
|
|
const Vehicle *u = (Vehicle*)data;
|
|
|
|
return
|
|
v->type == VEH_TRAIN &&
|
|
abs(v->z_pos - u->z_pos) <= 6 &&
|
|
abs(v->x_pos - u->x_pos) <= 4 &&
|
|
abs(v->y_pos - u->y_pos) <= 4 ?
|
|
v : NULL;
|
|
}
|
|
|
|
static void RoadVehCrash(Vehicle *v)
|
|
{
|
|
uint16 pass = 1;
|
|
|
|
v->u.road.crashed_ctr++;
|
|
|
|
for (Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();
|
|
|
|
u->vehstatus |= VS_CRASHED;
|
|
|
|
MarkSingleVehicleDirty(u);
|
|
}
|
|
|
|
ClearSlot(v);
|
|
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
|
|
SetDParam(0, pass);
|
|
AddNewsItem(
|
|
(pass == 1) ?
|
|
STR_9031_ROAD_VEHICLE_CRASH_DRIVER : STR_9032_ROAD_VEHICLE_CRASH_DIE,
|
|
NS_ACCIDENT_VEHICLE,
|
|
v->index,
|
|
0
|
|
);
|
|
|
|
ModifyStationRatingAround(v->tile, v->owner, -160, 22);
|
|
SndPlayVehicleFx(SND_12_EXPLOSION, v);
|
|
}
|
|
|
|
static void RoadVehCheckTrainCrash(Vehicle *v)
|
|
{
|
|
for (Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
if (u->u.road.state == RVSB_WORMHOLE) continue;
|
|
|
|
TileIndex tile = u->tile;
|
|
|
|
if (!IsLevelCrossingTile(tile)) continue;
|
|
|
|
if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
|
|
RoadVehCrash(v);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void HandleBrokenRoadVeh(Vehicle *v)
|
|
{
|
|
if (v->breakdown_ctr != 1) {
|
|
v->breakdown_ctr = 1;
|
|
v->cur_speed = 0;
|
|
|
|
if (v->breakdowns_since_last_service != 255)
|
|
v->breakdowns_since_last_service++;
|
|
|
|
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
|
|
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
|
|
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
|
|
SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
|
|
}
|
|
|
|
if (!(v->vehstatus & VS_HIDDEN)) {
|
|
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
|
|
if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
|
|
}
|
|
}
|
|
|
|
if ((v->tick_counter & 1) == 0) {
|
|
if (--v->breakdown_delay == 0) {
|
|
v->breakdown_ctr = 0;
|
|
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
|
|
}
|
|
}
|
|
}
|
|
|
|
TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
|
|
{
|
|
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
|
|
|
|
TileIndex dest = INVALID_TILE;
|
|
const RoadStop *rs = GetStation(station)->GetPrimaryRoadStop(this);
|
|
if (rs != NULL) {
|
|
uint mindist = UINT_MAX;
|
|
|
|
for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
|
|
uint dist = DistanceManhattan(this->tile, rs->xy);
|
|
|
|
if (dist < mindist) {
|
|
mindist = dist;
|
|
dest = rs->xy;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dest != INVALID_TILE) {
|
|
return dest;
|
|
} else {
|
|
/* There is no stop left at the station, so don't even TRY to go there */
|
|
this->cur_order_index++;
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
static void StartRoadVehSound(const Vehicle* v)
|
|
{
|
|
if (!PlayVehicleSound(v, VSE_START)) {
|
|
SoundFx s = RoadVehInfo(v->engine_type)->sfx;
|
|
if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0)
|
|
s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
|
|
SndPlayVehicleFx(s, v);
|
|
}
|
|
}
|
|
|
|
struct RoadVehFindData {
|
|
int x;
|
|
int y;
|
|
const Vehicle *veh;
|
|
Vehicle *best;
|
|
uint best_diff;
|
|
Direction dir;
|
|
};
|
|
|
|
static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
|
|
{
|
|
static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
|
|
static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
|
|
|
|
RoadVehFindData *rvf = (RoadVehFindData*)data;
|
|
|
|
short x_diff = v->x_pos - rvf->x;
|
|
short y_diff = v->y_pos - rvf->y;
|
|
|
|
if (v->type == VEH_ROAD &&
|
|
!v->IsInDepot() &&
|
|
abs(v->z_pos - rvf->veh->z_pos) < 6 &&
|
|
v->direction == rvf->dir &&
|
|
rvf->veh->First() != v->First() &&
|
|
(dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
|
|
(dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
|
|
(dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
|
|
(dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
|
|
uint diff = abs(x_diff) + abs(y_diff);
|
|
|
|
if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
|
|
rvf->best = v;
|
|
rvf->best_diff = diff;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static Vehicle *RoadVehFindCloseTo(Vehicle *v, int x, int y, Direction dir)
|
|
{
|
|
RoadVehFindData rvf;
|
|
Vehicle *front = v->First();
|
|
|
|
if (front->u.road.reverse_ctr != 0) return NULL;
|
|
|
|
rvf.x = x;
|
|
rvf.y = y;
|
|
rvf.dir = dir;
|
|
rvf.veh = v;
|
|
rvf.best_diff = UINT_MAX;
|
|
|
|
if (front->u.road.state == RVSB_WORMHOLE) {
|
|
FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
|
|
FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
|
|
} else {
|
|
FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
|
|
}
|
|
|
|
/* This code protects a roadvehicle from being blocked for ever
|
|
* If more than 1480 / 74 days a road vehicle is blocked, it will
|
|
* drive just through it. The ultimate backup-code of TTD.
|
|
* It can be disabled. */
|
|
if (rvf.best_diff == UINT_MAX) {
|
|
front->u.road.blocked_ctr = 0;
|
|
return NULL;
|
|
}
|
|
|
|
if (++front->u.road.blocked_ctr > 1480) return NULL;
|
|
|
|
return rvf.best;
|
|
}
|
|
|
|
static void RoadVehArrivesAt(const Vehicle* v, Station* st)
|
|
{
|
|
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
|
|
/* Check if station was ever visited before */
|
|
if (!(st->had_vehicle_of_type & HVOT_BUS)) {
|
|
st->had_vehicle_of_type |= HVOT_BUS;
|
|
SetDParam(0, st->index);
|
|
AddNewsItem(
|
|
v->u.road.roadtype == ROADTYPE_ROAD ? STR_902F_CITIZENS_CELEBRATE_FIRST : STR_CITIZENS_CELEBRATE_FIRST_PASSENGER_TRAM,
|
|
(v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
|
|
v->index,
|
|
st->index
|
|
);
|
|
}
|
|
} else {
|
|
/* Check if station was ever visited before */
|
|
if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
|
|
st->had_vehicle_of_type |= HVOT_TRUCK;
|
|
SetDParam(0, st->index);
|
|
AddNewsItem(
|
|
v->u.road.roadtype == ROADTYPE_ROAD ? STR_9030_CITIZENS_CELEBRATE_FIRST : STR_CITIZENS_CELEBRATE_FIRST_CARGO_TRAM,
|
|
(v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
|
|
v->index,
|
|
st->index
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool RoadVehAccelerate(Vehicle *v)
|
|
{
|
|
uint spd = v->cur_speed + 1 + (v->u.road.overtaking != 0 ? 1 : 0);
|
|
byte t;
|
|
|
|
/* Clamp */
|
|
spd = min(spd, v->max_speed);
|
|
if (v->u.road.state == RVSB_WORMHOLE && !(v->vehstatus & VS_HIDDEN)) {
|
|
spd = min(spd, GetBridgeSpec(GetBridgeType(v->tile))->speed * 2);
|
|
}
|
|
|
|
/* updates statusbar only if speed have changed to save CPU time */
|
|
if (spd != v->cur_speed) {
|
|
v->cur_speed = spd;
|
|
if (_settings_client.gui.vehicle_speed) {
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
}
|
|
|
|
/* Decrease somewhat when turning */
|
|
if (!(v->direction & 1)) spd = spd * 3 >> 2;
|
|
|
|
if (spd == 0) return false;
|
|
|
|
if ((byte)++spd == 0) return true;
|
|
|
|
v->progress = (t = v->progress) - (byte)spd;
|
|
|
|
return (t < v->progress);
|
|
}
|
|
|
|
static Direction RoadVehGetNewDirection(const Vehicle* v, int x, int y)
|
|
{
|
|
static const Direction _roadveh_new_dir[] = {
|
|
DIR_N , DIR_NW, DIR_W , INVALID_DIR,
|
|
DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
|
|
DIR_E , DIR_SE, DIR_S
|
|
};
|
|
|
|
x = x - v->x_pos + 1;
|
|
y = y - v->y_pos + 1;
|
|
|
|
if ((uint)x > 2 || (uint)y > 2) return v->direction;
|
|
return _roadveh_new_dir[y * 4 + x];
|
|
}
|
|
|
|
static Direction RoadVehGetSlidingDirection(const Vehicle* v, int x, int y)
|
|
{
|
|
Direction new_dir = RoadVehGetNewDirection(v, x, y);
|
|
Direction old_dir = v->direction;
|
|
DirDiff delta;
|
|
|
|
if (new_dir == old_dir) return old_dir;
|
|
delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
|
|
return ChangeDir(old_dir, delta);
|
|
}
|
|
|
|
struct OvertakeData {
|
|
const Vehicle* u;
|
|
const Vehicle* v;
|
|
TileIndex tile;
|
|
Trackdir trackdir;
|
|
};
|
|
|
|
static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void* data)
|
|
{
|
|
const OvertakeData* od = (OvertakeData*)data;
|
|
|
|
return
|
|
v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v ?
|
|
v : NULL;
|
|
}
|
|
|
|
/**
|
|
* Check if overtaking is possible on a piece of track
|
|
*
|
|
* @param od Information about the tile and the involved vehicles
|
|
* @return true if we have to abort overtaking
|
|
*/
|
|
static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
|
|
{
|
|
TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->u.road.compatible_roadtypes);
|
|
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
|
|
TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
|
|
TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
|
|
|
|
/* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
|
|
if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
|
|
|
|
/* Are there more vehicles on the tile except the two vehicles involved in overtaking */
|
|
return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
|
|
}
|
|
|
|
static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u)
|
|
{
|
|
OvertakeData od;
|
|
|
|
od.v = v;
|
|
od.u = u;
|
|
|
|
if (u->max_speed >= v->max_speed &&
|
|
!(u->vehstatus & VS_STOPPED) &&
|
|
u->cur_speed != 0) {
|
|
return;
|
|
}
|
|
|
|
/* Trams can't overtake other trams */
|
|
if (v->u.road.roadtype == ROADTYPE_TRAM) return;
|
|
|
|
/* Don't overtake in stations */
|
|
if (IsTileType(v->tile, MP_STATION)) return;
|
|
|
|
/* For now, articulated road vehicles can't overtake anything. */
|
|
if (RoadVehHasArticPart(v)) return;
|
|
|
|
/* Vehicles are not driving in same direction || direction is not a diagonal direction */
|
|
if (v->direction != u->direction || !(v->direction & 1)) return;
|
|
|
|
/* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
|
|
if (v->u.road.state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->u.road.state & RVSB_TRACKDIR_MASK))) return;
|
|
|
|
od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
|
|
|
|
/* Are the current and the next tile suitable for overtaking?
|
|
* - Does the track continue along od.trackdir
|
|
* - No junctions
|
|
* - No barred levelcrossing
|
|
* - No other vehicles in the way
|
|
*/
|
|
od.tile = v->tile;
|
|
if (CheckRoadBlockedForOvertaking(&od)) return;
|
|
|
|
od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
|
|
if (CheckRoadBlockedForOvertaking(&od)) return;
|
|
|
|
if (od.u->cur_speed == 0 || od.u->vehstatus& VS_STOPPED) {
|
|
v->u.road.overtaking_ctr = 0x11;
|
|
v->u.road.overtaking = 0x10;
|
|
} else {
|
|
// if (CheckRoadBlockedForOvertaking(&od)) return;
|
|
v->u.road.overtaking_ctr = 0;
|
|
v->u.road.overtaking = 0x10;
|
|
}
|
|
}
|
|
|
|
static void RoadZPosAffectSpeed(Vehicle *v, byte old_z)
|
|
{
|
|
if (old_z == v->z_pos) return;
|
|
|
|
if (old_z < v->z_pos) {
|
|
v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
|
|
} else {
|
|
uint16 spd = v->cur_speed + 2;
|
|
if (spd <= v->max_speed) v->cur_speed = spd;
|
|
}
|
|
}
|
|
|
|
static int PickRandomBit(uint bits)
|
|
{
|
|
uint i;
|
|
uint num = RandomRange(CountBits(bits));
|
|
|
|
for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
|
|
return i;
|
|
}
|
|
|
|
struct FindRoadToChooseData {
|
|
TileIndex dest;
|
|
uint maxtracklen;
|
|
uint mindist;
|
|
};
|
|
|
|
static bool EnumRoadTrackFindDist(TileIndex tile, void* data, Trackdir trackdir, uint length)
|
|
{
|
|
FindRoadToChooseData* frd = (FindRoadToChooseData*)data;
|
|
uint dist = DistanceManhattan(tile, frd->dest);
|
|
|
|
if (dist <= frd->mindist) {
|
|
if (dist != frd->mindist || length < frd->maxtracklen) {
|
|
frd->maxtracklen = length;
|
|
}
|
|
frd->mindist = dist;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData* target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
|
|
{
|
|
|
|
void* perf = NpfBeginInterval();
|
|
NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, sub_type, owner, railtypes);
|
|
int t = NpfEndInterval(perf);
|
|
DEBUG(yapf, 4, "[NPFR] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* Returns direction to for a road vehicle to take or
|
|
* INVALID_TRACKDIR if the direction is currently blocked
|
|
* @param v the Vehicle to do the pathfinding for
|
|
* @param tile the where to start the pathfinding
|
|
* @param enterdir the direction the vehicle enters the tile from
|
|
* @return the Trackdir to take
|
|
*/
|
|
static Trackdir RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection enterdir)
|
|
{
|
|
#define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
|
|
|
|
TileIndex desttile;
|
|
FindRoadToChooseData frd;
|
|
Trackdir best_track;
|
|
|
|
TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->u.road.compatible_roadtypes);
|
|
TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
|
|
TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
|
|
|
|
if (IsTileType(tile, MP_ROAD)) {
|
|
if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->u.road.compatible_roadtypes) == 0)) {
|
|
/* Road depot owned by another company or with the wrong orientation */
|
|
trackdirs = TRACKDIR_BIT_NONE;
|
|
}
|
|
} else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
|
|
/* Standard road stop (drive-through stops are treated as normal road) */
|
|
|
|
if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || RoadVehHasArticPart(v)) {
|
|
/* different station owner or wrong orientation or the vehicle has articulated parts */
|
|
trackdirs = TRACKDIR_BIT_NONE;
|
|
} else {
|
|
/* Our station */
|
|
RoadStopType rstype = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK;
|
|
|
|
if (GetRoadStopType(tile) != rstype) {
|
|
/* Wrong station type */
|
|
trackdirs = TRACKDIR_BIT_NONE;
|
|
} else {
|
|
/* Proper station type, check if there is free loading bay */
|
|
if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
|
|
!GetRoadStopByTile(tile, rstype)->HasFreeBay()) {
|
|
/* Station is full and RV queuing is off */
|
|
trackdirs = TRACKDIR_BIT_NONE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* The above lookups should be moved to GetTileTrackStatus in the
|
|
* future, but that requires more changes to the pathfinder and other
|
|
* stuff, probably even more arguments to GTTS.
|
|
*/
|
|
|
|
/* Remove tracks unreachable from the enter dir */
|
|
trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir];
|
|
if (trackdirs == TRACKDIR_BIT_NONE) {
|
|
/* No reachable tracks, so we'll reverse */
|
|
return_track(_road_reverse_table[enterdir]);
|
|
}
|
|
|
|
if (v->u.road.reverse_ctr != 0) {
|
|
bool reverse = true;
|
|
if (v->u.road.roadtype == ROADTYPE_TRAM) {
|
|
/* Trams may only reverse on a tile if it contains at least the straight
|
|
* trackbits or when it is a valid turning tile (i.e. one roadbit) */
|
|
RoadBits rb = GetAnyRoadBits(tile, ROADTYPE_TRAM);
|
|
RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
|
|
reverse = ((rb & straight) == straight) ||
|
|
(rb == DiagDirToRoadBits(enterdir));
|
|
}
|
|
if (reverse) {
|
|
v->u.road.reverse_ctr = 0;
|
|
if (v->tile != tile) {
|
|
return_track(_road_reverse_table[enterdir]);
|
|
}
|
|
}
|
|
}
|
|
|
|
desttile = v->dest_tile;
|
|
if (desttile == 0) {
|
|
/* We've got no destination, pick a random track */
|
|
return_track(PickRandomBit(trackdirs));
|
|
}
|
|
|
|
/* Only one track to choose between? */
|
|
if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
|
|
return_track(FindFirstBit2x64(trackdirs));
|
|
}
|
|
|
|
switch (_settings_game.pf.pathfinder_for_roadvehs) {
|
|
case VPF_YAPF: { /* YAPF */
|
|
Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir);
|
|
if (trackdir != INVALID_TRACKDIR) return_track(trackdir);
|
|
return_track(PickRandomBit(trackdirs));
|
|
} break;
|
|
|
|
case VPF_NPF: { /* NPF */
|
|
NPFFindStationOrTileData fstd;
|
|
|
|
NPFFillWithOrderData(&fstd, v);
|
|
Trackdir trackdir = DiagDirToDiagTrackdir(enterdir);
|
|
//debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir);
|
|
|
|
NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES);
|
|
if (ftd.best_trackdir == INVALID_TRACKDIR) {
|
|
/* We are already at our target. Just do something
|
|
* @todo: maybe display error?
|
|
* @todo: go straight ahead if possible? */
|
|
return_track(FindFirstBit2x64(trackdirs));
|
|
} else {
|
|
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
|
|
* the direction we need to take to get there, if ftd.best_bird_dist is not 0,
|
|
* we did not find our target, but ftd.best_trackdir contains the direction leading
|
|
* to the tile closest to our target. */
|
|
return_track(ftd.best_trackdir);
|
|
}
|
|
} break;
|
|
|
|
default:
|
|
case VPF_OPF: { /* OPF */
|
|
DiagDirection dir;
|
|
|
|
if (IsTileType(desttile, MP_ROAD)) {
|
|
if (IsRoadDepot(desttile)) {
|
|
dir = GetRoadDepotDirection(desttile);
|
|
goto do_it;
|
|
}
|
|
} else if (IsTileType(desttile, MP_STATION)) {
|
|
/* For drive-through stops we can head for the actual station tile */
|
|
if (IsStandardRoadStopTile(desttile)) {
|
|
dir = GetRoadStopDir(desttile);
|
|
do_it:;
|
|
/* When we are heading for a depot or station, we just
|
|
* pretend we are heading for the tile in front, we'll
|
|
* see from there */
|
|
desttile += TileOffsByDiagDir(dir);
|
|
if (desttile == tile && trackdirs & _road_exit_dir_to_incoming_trackdirs[dir]) {
|
|
/* If we are already in front of the
|
|
* station/depot and we can get in from here,
|
|
* we enter */
|
|
return_track(FindFirstBit2x64(trackdirs & _road_exit_dir_to_incoming_trackdirs[dir]));
|
|
}
|
|
}
|
|
}
|
|
/* Do some pathfinding */
|
|
frd.dest = desttile;
|
|
|
|
best_track = INVALID_TRACKDIR;
|
|
uint best_dist = UINT_MAX;
|
|
uint best_maxlen = UINT_MAX;
|
|
uint bitmask = (uint)trackdirs;
|
|
uint i;
|
|
FOR_EACH_SET_BIT(i, bitmask) {
|
|
if (best_track == INVALID_TRACKDIR) best_track = (Trackdir)i; // in case we don't find the path, just pick a track
|
|
frd.maxtracklen = UINT_MAX;
|
|
frd.mindist = UINT_MAX;
|
|
FollowTrack(tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, _road_pf_directions[i], EnumRoadTrackFindDist, NULL, &frd);
|
|
|
|
if (frd.mindist < best_dist || (frd.mindist == best_dist && frd.maxtracklen < best_maxlen)) {
|
|
best_dist = frd.mindist;
|
|
best_maxlen = frd.maxtracklen;
|
|
best_track = (Trackdir)i;
|
|
}
|
|
}
|
|
} break;
|
|
}
|
|
|
|
found_best_track:;
|
|
|
|
if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
|
|
|
|
return best_track;
|
|
}
|
|
|
|
static uint RoadFindPathToStop(const Vehicle *v, TileIndex tile)
|
|
{
|
|
if (_settings_game.pf.pathfinder_for_roadvehs == VPF_YAPF) {
|
|
/* use YAPF */
|
|
return YapfRoadVehDistanceToTile(v, tile);
|
|
}
|
|
|
|
/* use NPF */
|
|
Trackdir trackdir = GetVehicleTrackdir(v);
|
|
assert(trackdir != INVALID_TRACKDIR);
|
|
|
|
NPFFindStationOrTileData fstd;
|
|
fstd.dest_coords = tile;
|
|
fstd.station_index = INVALID_STATION; // indicates that the destination is a tile, not a station
|
|
|
|
uint dist = NPFRouteToStationOrTile(v->tile, trackdir, false, &fstd, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES).best_path_dist;
|
|
/* change units from NPF_TILE_LENGTH to # of tiles */
|
|
if (dist != UINT_MAX) dist = (dist + NPF_TILE_LENGTH - 1) / NPF_TILE_LENGTH;
|
|
|
|
return dist;
|
|
}
|
|
|
|
enum {
|
|
RDE_NEXT_TILE = 0x80,
|
|
RDE_TURNED = 0x40,
|
|
|
|
/* Start frames for when a vehicle enters a tile/changes its state.
|
|
* The start frame is different for vehicles that turned around or
|
|
* are leaving the depot as the do not start at the edge of the tile.
|
|
* For trams there are a few different start frames as there are two
|
|
* places where trams can turn. */
|
|
RVC_DEFAULT_START_FRAME = 0,
|
|
RVC_TURN_AROUND_START_FRAME = 1,
|
|
RVC_DEPOT_START_FRAME = 6,
|
|
RVC_START_FRAME_AFTER_LONG_TRAM = 21,
|
|
RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16,
|
|
/* Stop frame for a vehicle in a drive-through stop */
|
|
RVC_DRIVE_THROUGH_STOP_FRAME = 7
|
|
};
|
|
|
|
struct RoadDriveEntry {
|
|
byte x, y;
|
|
};
|
|
|
|
#include "table/roadveh_movement.h"
|
|
|
|
static const byte _road_veh_data_1[] = {
|
|
20, 20, 16, 16, 0, 0, 0, 0,
|
|
19, 19, 15, 15, 0, 0, 0, 0,
|
|
16, 16, 12, 12, 0, 0, 0, 0,
|
|
15, 15, 11, 11
|
|
};
|
|
|
|
static bool RoadVehLeaveDepot(Vehicle *v, bool first)
|
|
{
|
|
/* Don't leave if not all the wagons are in the depot. */
|
|
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
if (u->u.road.state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
|
|
}
|
|
|
|
DiagDirection dir = GetRoadDepotDirection(v->tile);
|
|
v->direction = DiagDirToDir(dir);
|
|
|
|
Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
|
|
const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
|
|
|
|
int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
|
|
int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
|
|
|
|
if (first) {
|
|
if (RoadVehFindCloseTo(v, x, y, v->direction) != NULL) return true;
|
|
|
|
VehicleServiceInDepot(v);
|
|
|
|
StartRoadVehSound(v);
|
|
|
|
/* Vehicle is about to leave a depot */
|
|
v->cur_speed = 0;
|
|
}
|
|
|
|
BeginVehicleMove(v);
|
|
|
|
v->vehstatus &= ~VS_HIDDEN;
|
|
v->u.road.state = tdir;
|
|
v->u.road.frame = RVC_DEPOT_START_FRAME;
|
|
|
|
v->cur_image = v->GetImage(v->direction);
|
|
v->UpdateDeltaXY(v->direction);
|
|
SetRoadVehPosition(v, x, y);
|
|
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
|
|
|
|
return true;
|
|
}
|
|
|
|
static Trackdir FollowPreviousRoadVehicle(const Vehicle *v, const Vehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
|
|
{
|
|
if (prev->tile == v->tile && !already_reversed) {
|
|
/* If the previous vehicle is on the same tile as this vehicle is
|
|
* then it must have reversed. */
|
|
return _road_reverse_table[entry_dir];
|
|
}
|
|
|
|
byte prev_state = prev->u.road.state;
|
|
Trackdir dir;
|
|
|
|
if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
|
|
DiagDirection diag_dir = INVALID_DIAGDIR;
|
|
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
|
|
diag_dir = GetTunnelBridgeDirection(tile);
|
|
} else if (IsRoadDepotTile(tile)) {
|
|
diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
|
|
}
|
|
|
|
if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
|
|
dir = DiagDirToDiagTrackdir(diag_dir);
|
|
} else {
|
|
if (already_reversed && prev->tile != tile) {
|
|
/*
|
|
* The vehicle has reversed, but did not go straight back.
|
|
* It immediatelly turn onto another tile. This means that
|
|
* the roadstate of the previous vehicle cannot be used
|
|
* as the direction we have to go with this vehicle.
|
|
*
|
|
* Next table is build in the following way:
|
|
* - first row for when the vehicle in front went to the northern or
|
|
* western tile, second for southern and eastern.
|
|
* - columns represent the entry direction.
|
|
* - cell values are determined by the Trackdir one has to take from
|
|
* the entry dir (column) to the tile in north or south by only
|
|
* going over the trackdirs used for turning 90 degrees, i.e.
|
|
* TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
|
|
*/
|
|
Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
|
|
{ TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N, TRACKDIR_UPPER_E },
|
|
{ TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S }};
|
|
dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
|
|
} else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
|
|
dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
|
|
} else if (prev_state < TRACKDIR_END) {
|
|
dir = (Trackdir)prev_state;
|
|
} else {
|
|
return INVALID_TRACKDIR;
|
|
}
|
|
}
|
|
|
|
/* Do some sanity checking. */
|
|
static const RoadBits required_roadbits[] = {
|
|
ROAD_X, ROAD_Y, ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
|
|
ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X, ROAD_Y
|
|
};
|
|
RoadBits required = required_roadbits[dir & 0x07];
|
|
|
|
if ((required & GetAnyRoadBits(tile, v->u.road.roadtype, true)) == ROAD_NONE) {
|
|
dir = INVALID_TRACKDIR;
|
|
}
|
|
|
|
return dir;
|
|
}
|
|
|
|
/**
|
|
* Can a tram track build without destruction on the given tile?
|
|
* @param c the company that would be building the tram tracks
|
|
* @param t the tile to build on.
|
|
* @param r the road bits needed.
|
|
* @return true when a track track can be build on 't'
|
|
*/
|
|
static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadBits r)
|
|
{
|
|
/* The 'current' company is not necessarily the owner of the vehicle. */
|
|
CompanyID original_company = _current_company;
|
|
_current_company = c;
|
|
|
|
CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, 0, CMD_BUILD_ROAD);
|
|
|
|
_current_company = original_company;
|
|
return CmdSucceeded(ret);
|
|
}
|
|
|
|
static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev)
|
|
{
|
|
Direction new_dir;
|
|
Direction old_dir;
|
|
RoadDriveEntry rd;
|
|
int x, y;
|
|
uint32 r;
|
|
|
|
if (v->u.road.overtaking != 0) {
|
|
if (IsTileType(v->tile, MP_STATION)) {
|
|
/* Force us to be not overtaking! */
|
|
v->u.road.overtaking = 0;
|
|
} else if (++v->u.road.overtaking_ctr >= 35) {
|
|
/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
|
|
* if the vehicle started a corner. To protect that, only allow an abort of
|
|
* overtake if we are on straight roads */
|
|
if (v->u.road.state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->u.road.state)) {
|
|
v->u.road.overtaking = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If this vehicle is in a depot and we've reached this point it must be
|
|
* one of the articulated parts. It will stay in the depot until activated
|
|
* by the previous vehicle in the chain when it gets to the right place. */
|
|
if (v->IsInDepot()) return true;
|
|
|
|
/* Save old vehicle position to use at end of move to set viewport area dirty */
|
|
BeginVehicleMove(v);
|
|
|
|
if (v->u.road.state == RVSB_WORMHOLE) {
|
|
/* Vehicle is entering a depot or is on a bridge or in a tunnel */
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
|
|
if (IsRoadVehFront(v)) {
|
|
const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
|
|
if (u != NULL) {
|
|
v->cur_speed = u->First()->cur_speed;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
|
|
/* Vehicle has just entered a bridge or tunnel */
|
|
v->cur_image = v->GetImage(v->direction);
|
|
v->UpdateDeltaXY(v->direction);
|
|
SetRoadVehPosition(v, gp.x, gp.y);
|
|
return true;
|
|
}
|
|
|
|
v->x_pos = gp.x;
|
|
v->y_pos = gp.y;
|
|
VehiclePositionChanged(v);
|
|
if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
|
|
return true;
|
|
}
|
|
|
|
/* Get move position data for next frame.
|
|
* For a drive-through road stop use 'straight road' move data.
|
|
* In this case v->u.road.state is masked to give the road stop entry direction. */
|
|
rd = _road_drive_data[v->u.road.roadtype][(
|
|
(HasBit(v->u.road.state, RVS_IN_DT_ROAD_STOP) ? v->u.road.state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->u.road.state) +
|
|
(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1];
|
|
|
|
if (rd.x & RDE_NEXT_TILE) {
|
|
TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
|
|
Trackdir dir;
|
|
uint32 r;
|
|
Direction newdir;
|
|
const RoadDriveEntry *rdp;
|
|
|
|
if (IsRoadVehFront(v)) {
|
|
/* If this is the front engine, look for the right path. */
|
|
dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
|
|
} else {
|
|
dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
|
|
}
|
|
|
|
if (dir == INVALID_TRACKDIR) {
|
|
if (!IsRoadVehFront(v)) error("Disconnecting road vehicle.");
|
|
v->cur_speed = 0;
|
|
return false;
|
|
}
|
|
|
|
again:
|
|
uint start_frame = RVC_DEFAULT_START_FRAME;
|
|
if (IsReversingRoadTrackdir(dir)) {
|
|
/* Turning around */
|
|
if (v->u.road.roadtype == ROADTYPE_TRAM) {
|
|
/* Determine the road bits the tram needs to be able to turn around
|
|
* using the 'big' corner loop. */
|
|
RoadBits needed;
|
|
switch (dir) {
|
|
default: NOT_REACHED();
|
|
case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
|
|
case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
|
|
case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
|
|
case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
|
|
}
|
|
if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
|
|
(IsRoadVehFront(v) && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
|
|
(needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
|
|
/*
|
|
* Taking the 'big' corner for trams only happens when:
|
|
* - The previous vehicle in this (articulated) tram chain is
|
|
* already on the 'next' tile, we just follow them regardless of
|
|
* anything. When it is NOT on the 'next' tile, the tram started
|
|
* doing a reversing turn when the piece of tram track on the next
|
|
* tile did not exist yet. Do not use the big tram loop as that is
|
|
* going to cause the tram to split up.
|
|
* - Or the front of the tram can drive over the next tile.
|
|
*/
|
|
} else if (!IsRoadVehFront(v) || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
|
|
/*
|
|
* Taking the 'small' corner for trams only happens when:
|
|
* - We are not the from vehicle of an articulated tram.
|
|
* - Or when the company cannot build on the next tile.
|
|
*
|
|
* The 'small' corner means that the vehicle is on the end of a
|
|
* tram track and needs to start turning there. To do this properly
|
|
* the tram needs to start at an offset in the tram turning 'code'
|
|
* for 'big' corners. It furthermore does not go to the next tile,
|
|
* so that needs to be fixed too.
|
|
*/
|
|
tile = v->tile;
|
|
start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
|
|
} else {
|
|
/* The company can build on the next tile, so wait till (s)he does. */
|
|
v->cur_speed = 0;
|
|
return false;
|
|
}
|
|
} else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
|
|
v->cur_speed = 0;
|
|
return false;
|
|
} else {
|
|
tile = v->tile;
|
|
}
|
|
}
|
|
|
|
/* Get position data for first frame on the new tile */
|
|
rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking];
|
|
|
|
x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
|
|
y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
|
|
|
|
newdir = RoadVehGetSlidingDirection(v, x, y);
|
|
if (IsRoadVehFront(v)) {
|
|
Vehicle *u = RoadVehFindCloseTo(v, x, y, newdir);
|
|
if (u != NULL) {
|
|
v->cur_speed = u->First()->cur_speed;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
r = VehicleEnterTile(v, tile, x, y);
|
|
if (HasBit(r, VETS_CANNOT_ENTER)) {
|
|
if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
|
|
v->cur_speed = 0;
|
|
return false;
|
|
}
|
|
/* Try an about turn to re-enter the previous tile */
|
|
dir = _road_reverse_table[rd.x & 3];
|
|
goto again;
|
|
}
|
|
|
|
if (IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
|
|
if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
|
|
/* New direction is trying to turn vehicle around.
|
|
* We can't turn at the exit of a road stop so wait.*/
|
|
v->cur_speed = 0;
|
|
return false;
|
|
}
|
|
if (IsRoadStop(v->tile)) {
|
|
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
|
|
|
|
/* Vehicle is leaving a road stop tile, mark bay as free
|
|
* For drive-through stops, only do it if the vehicle stopped here */
|
|
if (IsStandardRoadStopTile(v->tile) || HasBit(v->u.road.state, RVS_IS_STOPPING)) {
|
|
rs->FreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY));
|
|
ClrBit(v->u.road.state, RVS_IS_STOPPING);
|
|
}
|
|
if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(false);
|
|
}
|
|
}
|
|
|
|
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
|
|
v->tile = tile;
|
|
v->u.road.state = (byte)dir;
|
|
v->u.road.frame = start_frame;
|
|
}
|
|
if (newdir != v->direction) {
|
|
v->direction = newdir;
|
|
v->cur_speed -= v->cur_speed >> 2;
|
|
}
|
|
|
|
v->cur_image = v->GetImage(newdir);
|
|
v->UpdateDeltaXY(v->direction);
|
|
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
|
|
return true;
|
|
}
|
|
|
|
if (rd.x & RDE_TURNED) {
|
|
/* Vehicle has finished turning around, it will now head back onto the same tile */
|
|
Trackdir dir;
|
|
uint32 r;
|
|
Direction newdir;
|
|
const RoadDriveEntry *rdp;
|
|
|
|
uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
|
|
|
|
RoadBits tram;
|
|
if (v->u.road.roadtype == ROADTYPE_TRAM && CountBits(tram = GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true)) == 1) {
|
|
/*
|
|
* The tram is turning around with one tram 'roadbit'. This means that
|
|
* it is using the 'big' corner 'drive data'. However, to support the
|
|
* trams to take a small corner, there is a 'turned' marker in the middle
|
|
* of the turning 'drive data'. When the tram took the long corner, we
|
|
* will still use the 'big' corner drive data, but we advance it one
|
|
* frame. We furthermore set the driving direction so the turning is
|
|
* going to be properly shown.
|
|
*/
|
|
turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
|
|
switch (rd.x & 0x3) {
|
|
default: NOT_REACHED();
|
|
case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
|
|
case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
|
|
case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
|
|
case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
|
|
}
|
|
} else {
|
|
if (IsRoadVehFront(v)) {
|
|
/* If this is the front engine, look for the right path. */
|
|
dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
|
|
} else {
|
|
dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
|
|
}
|
|
}
|
|
|
|
if (dir == INVALID_TRACKDIR) {
|
|
v->cur_speed = 0;
|
|
return false;
|
|
}
|
|
|
|
rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
|
|
|
|
x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
|
|
y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
|
|
|
|
newdir = RoadVehGetSlidingDirection(v, x, y);
|
|
if (IsRoadVehFront(v) && RoadVehFindCloseTo(v, x, y, newdir) != NULL) return false;
|
|
|
|
r = VehicleEnterTile(v, v->tile, x, y);
|
|
if (HasBit(r, VETS_CANNOT_ENTER)) {
|
|
v->cur_speed = 0;
|
|
return false;
|
|
}
|
|
|
|
v->u.road.state = dir;
|
|
v->u.road.frame = turn_around_start_frame;
|
|
|
|
if (newdir != v->direction) {
|
|
v->direction = newdir;
|
|
v->cur_speed -= v->cur_speed >> 2;
|
|
}
|
|
|
|
v->cur_image = v->GetImage(newdir);
|
|
v->UpdateDeltaXY(v->direction);
|
|
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
|
|
return true;
|
|
}
|
|
|
|
/* This vehicle is not in a wormhole and it hasn't entered a new tile. If
|
|
* it's on a depot tile, check if it's time to activate the next vehicle in
|
|
* the chain yet. */
|
|
if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
|
|
if (v->u.road.frame == v->u.road.cached_veh_length + RVC_DEPOT_START_FRAME) {
|
|
RoadVehLeaveDepot(v->Next(), false);
|
|
}
|
|
}
|
|
|
|
/* Calculate new position for the vehicle */
|
|
x = (v->x_pos & ~15) + (rd.x & 15);
|
|
y = (v->y_pos & ~15) + (rd.y & 15);
|
|
|
|
new_dir = RoadVehGetSlidingDirection(v, x, y);
|
|
|
|
if (IsRoadVehFront(v) && !IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
|
|
/* Vehicle is not in a road stop.
|
|
* Check for another vehicle to overtake */
|
|
Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir);
|
|
|
|
if (u != NULL) {
|
|
u = u->First();
|
|
/* There is a vehicle in front overtake it if possible */
|
|
if (v->u.road.overtaking == 0) RoadVehCheckOvertake(v, u);
|
|
if (v->u.road.overtaking == 0) v->cur_speed = u->cur_speed;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
old_dir = v->direction;
|
|
if (new_dir != old_dir) {
|
|
v->direction = new_dir;
|
|
v->cur_speed -= (v->cur_speed >> 2);
|
|
if (old_dir != v->u.road.state) {
|
|
/* The vehicle is in a road stop */
|
|
v->cur_image = v->GetImage(new_dir);
|
|
v->UpdateDeltaXY(v->direction);
|
|
SetRoadVehPosition(v, v->x_pos, v->y_pos);
|
|
/* Note, return here means that the frame counter is not incremented
|
|
* for vehicles changing direction in a road stop. This causes frames to
|
|
* be repeated. (XXX) Is this intended? */
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/* If the vehicle is in a normal road stop and the frame equals the stop frame OR
|
|
* if the vehicle is in a drive-through road stop and this is the destination station
|
|
* and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
|
|
* (the station test and stop type test ensure that other vehicles, using the road stop as
|
|
* a through route, do not stop) */
|
|
if (IsRoadVehFront(v) && ((IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
|
|
_road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) ||
|
|
(IsInsideMM(v->u.road.state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
|
|
v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
|
|
v->owner == GetRoadOwner(v->tile, v->u.road.roadtype) &&
|
|
GetRoadStopType(v->tile) == (IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
|
|
v->u.road.frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
|
|
|
|
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
|
|
Station *st = GetStationByTile(v->tile);
|
|
|
|
/* Vehicle is at the stop position (at a bay) in a road stop.
|
|
* Note, if vehicle is loading/unloading it has already been handled,
|
|
* so if we get here the vehicle has just arrived or is just ready to leave. */
|
|
if (!v->current_order.IsType(OT_LEAVESTATION)) {
|
|
/* Vehicle has arrived at a bay in a road stop */
|
|
|
|
if (IsDriveThroughStopTile(v->tile)) {
|
|
TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
|
|
RoadStopType type = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK;
|
|
|
|
/* Check if next inline bay is free */
|
|
if (IsDriveThroughStopTile(next_tile) && (GetRoadStopType(next_tile) == type) && GetStationIndex(v->tile) == GetStationIndex(next_tile)) {
|
|
RoadStop *rs_n = GetRoadStopByTile(next_tile, type);
|
|
|
|
if (rs_n->IsFreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY))) {
|
|
/* Bay in next stop along is free - use it */
|
|
ClearSlot(v);
|
|
rs_n->num_vehicles++;
|
|
v->u.road.slot = rs_n;
|
|
v->dest_tile = rs_n->xy;
|
|
v->u.road.slot_age = 14;
|
|
|
|
v->u.road.frame++;
|
|
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
rs->SetEntranceBusy(false);
|
|
|
|
v->last_station_visited = st->index;
|
|
|
|
if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
|
|
RoadVehArrivesAt(v, st);
|
|
v->BeginLoading();
|
|
return false;
|
|
}
|
|
} else {
|
|
/* Vehicle is ready to leave a bay in a road stop */
|
|
if (rs->IsEntranceBusy()) {
|
|
/* Road stop entrance is busy, so wait as there is nowhere else to go */
|
|
v->cur_speed = 0;
|
|
return false;
|
|
}
|
|
v->current_order.Free();
|
|
ClearSlot(v);
|
|
}
|
|
|
|
if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
|
|
|
|
if (rs == v->u.road.slot) {
|
|
/* We are leaving the correct station */
|
|
ClearSlot(v);
|
|
} else if (v->u.road.slot != NULL) {
|
|
/* We are leaving the wrong station
|
|
* XXX The question is .. what to do? Actually we shouldn't be here
|
|
* but I guess we need to clear the slot */
|
|
DEBUG(ms, 0, "Vehicle %d (index %d) arrived at wrong stop", v->unitnumber, v->index);
|
|
if (v->tile != v->dest_tile) {
|
|
DEBUG(ms, 2, " current tile 0x%X is not destination tile 0x%X. Route problem", v->tile, v->dest_tile);
|
|
}
|
|
if (v->dest_tile != v->u.road.slot->xy) {
|
|
DEBUG(ms, 2, " stop tile 0x%X is not destination tile 0x%X. Multistop desync", v->u.road.slot->xy, v->dest_tile);
|
|
}
|
|
if (!v->current_order.IsType(OT_GOTO_STATION)) {
|
|
DEBUG(ms, 2, " current order type (%d) is not OT_GOTO_STATION", v->current_order.GetType());
|
|
} else {
|
|
if (v->current_order.GetDestination() != st->index)
|
|
DEBUG(ms, 2, " current station %d is not target station in current_order.station (%d)",
|
|
st->index, v->current_order.GetDestination());
|
|
}
|
|
|
|
DEBUG(ms, 2, " force a slot clearing");
|
|
ClearSlot(v);
|
|
}
|
|
|
|
StartRoadVehSound(v);
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
|
|
/* Check tile position conditions - i.e. stop position in depot,
|
|
* entry onto bridge or into tunnel */
|
|
r = VehicleEnterTile(v, v->tile, x, y);
|
|
if (HasBit(r, VETS_CANNOT_ENTER)) {
|
|
v->cur_speed = 0;
|
|
return false;
|
|
}
|
|
|
|
if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
|
|
v->current_order.Free();
|
|
ClearSlot(v);
|
|
}
|
|
|
|
/* Move to next frame unless vehicle arrived at a stop position
|
|
* in a depot or entered a tunnel/bridge */
|
|
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->u.road.frame++;
|
|
|
|
v->cur_image = v->GetImage(v->direction);
|
|
v->UpdateDeltaXY(v->direction);
|
|
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
|
|
return true;
|
|
}
|
|
|
|
static void RoadVehController(Vehicle *v)
|
|
{
|
|
/* decrease counters */
|
|
v->tick_counter++;
|
|
v->current_order_time++;
|
|
if (v->u.road.reverse_ctr != 0) v->u.road.reverse_ctr--;
|
|
|
|
/* handle crashed */
|
|
if (v->vehstatus & VS_CRASHED) {
|
|
RoadVehIsCrashed(v);
|
|
return;
|
|
}
|
|
|
|
RoadVehCheckTrainCrash(v);
|
|
|
|
/* road vehicle has broken down? */
|
|
if (v->breakdown_ctr != 0) {
|
|
if (v->breakdown_ctr <= 2) {
|
|
HandleBrokenRoadVeh(v);
|
|
return;
|
|
}
|
|
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
|
|
}
|
|
|
|
if (v->vehstatus & VS_STOPPED) return;
|
|
|
|
ProcessOrders(v);
|
|
v->HandleLoading();
|
|
|
|
if (v->current_order.IsType(OT_LOADING)) return;
|
|
|
|
if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return;
|
|
|
|
/* Check if vehicle needs to proceed, return if it doesn't */
|
|
if (!RoadVehAccelerate(v)) return;
|
|
|
|
for (Vehicle *prev = NULL; v != NULL; prev = v, v = v->Next()) {
|
|
if (!IndividualRoadVehicleController(v, prev)) break;
|
|
}
|
|
}
|
|
|
|
static void AgeRoadVehCargo(Vehicle *v)
|
|
{
|
|
if (_age_cargo_skip_counter != 0) return;
|
|
v->cargo.AgeCargo();
|
|
}
|
|
|
|
void RoadVehicle::Tick()
|
|
{
|
|
AgeRoadVehCargo(this);
|
|
|
|
if (IsRoadVehFront(this)) {
|
|
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
|
|
RoadVehController(this);
|
|
}
|
|
}
|
|
|
|
static void CheckIfRoadVehNeedsService(Vehicle *v)
|
|
{
|
|
/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
|
|
if (v->u.road.slot != NULL || _settings_game.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
|
|
if (v->IsInDepot()) {
|
|
VehicleServiceInDepot(v);
|
|
return;
|
|
}
|
|
|
|
/* XXX If we already have a depot order, WHY do we search over and over? */
|
|
const Depot *depot = FindClosestRoadDepot(v);
|
|
|
|
if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) {
|
|
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
|
|
v->current_order.MakeDummy();
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
|
|
v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
|
|
!Chance16(1, 20)) {
|
|
return;
|
|
}
|
|
|
|
if (v->current_order.IsType(OT_LOADING)) v->LeaveStation();
|
|
ClearSlot(v);
|
|
|
|
v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
|
|
v->dest_tile = depot->xy;
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
|
|
void RoadVehicle::OnNewDay()
|
|
{
|
|
if (!IsRoadVehFront(this)) return;
|
|
|
|
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
|
|
if (this->u.road.blocked_ctr == 0) CheckVehicleBreakdown(this);
|
|
|
|
AgeVehicle(this);
|
|
CheckIfRoadVehNeedsService(this);
|
|
|
|
CheckOrders(this);
|
|
|
|
/* Current slot has expired */
|
|
if (this->current_order.IsType(OT_GOTO_STATION) && this->u.road.slot != NULL && this->u.road.slot_age-- == 0) {
|
|
DEBUG(ms, 3, "Slot expired for vehicle %d (index %d) at stop 0x%X",
|
|
this->unitnumber, this->index, this->u.road.slot->xy);
|
|
ClearSlot(this);
|
|
}
|
|
|
|
/* update destination */
|
|
if (!(this->vehstatus & VS_STOPPED) && this->current_order.IsType(OT_GOTO_STATION) && !(this->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) && this->u.road.slot == NULL && !(this->vehstatus & VS_CRASHED)) {
|
|
Station *st = GetStation(this->current_order.GetDestination());
|
|
RoadStop *rs = st->GetPrimaryRoadStop(this);
|
|
RoadStop *best = NULL;
|
|
|
|
if (rs != NULL) {
|
|
/* We try to obtain a slot if:
|
|
* 1) we're reasonably close to the primary road stop
|
|
* or
|
|
* 2) we're somewhere close to the station rectangle (to make sure we do assign
|
|
* slots even if the station and its road stops are incredibly spread out)
|
|
*/
|
|
if (DistanceManhattan(this->tile, rs->xy) < 16 || st->rect.PtInExtendedRect(TileX(this->tile), TileY(this->tile), 2)) {
|
|
uint dist, badness;
|
|
uint minbadness = UINT_MAX;
|
|
|
|
DEBUG(ms, 2, "Attempting to obtain a slot for vehicle %d (index %d) at station %d (0x%X)",
|
|
this->unitnumber, this->index, st->index, st->xy
|
|
);
|
|
/* Now we find the nearest road stop that has a free slot */
|
|
for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
|
|
dist = RoadFindPathToStop(this, rs->xy);
|
|
if (dist == UINT_MAX) {
|
|
DEBUG(ms, 4, " stop 0x%X is unreachable, not treating further", rs->xy);
|
|
continue;
|
|
}
|
|
badness = (rs->num_vehicles + 1) * (rs->num_vehicles + 1) + dist;
|
|
|
|
DEBUG(ms, 4, " stop 0x%X has %d vehicle%s waiting", rs->xy, rs->num_vehicles, rs->num_vehicles == 1 ? "":"s");
|
|
DEBUG(ms, 4, " distance is %u", dist);
|
|
DEBUG(ms, 4, " badness %u", badness);
|
|
|
|
if (badness < minbadness) {
|
|
best = rs;
|
|
minbadness = badness;
|
|
}
|
|
}
|
|
|
|
if (best != NULL) {
|
|
best->num_vehicles++;
|
|
DEBUG(ms, 3, "Assigned to stop 0x%X", best->xy);
|
|
|
|
this->u.road.slot = best;
|
|
this->dest_tile = best->xy;
|
|
this->u.road.slot_age = 14;
|
|
} else {
|
|
DEBUG(ms, 3, "Could not find a suitable stop");
|
|
}
|
|
} else {
|
|
DEBUG(ms, 5, "Distance from station too far. Postponing slotting for vehicle %d (index %d) at station %d, (0x%X)",
|
|
this->unitnumber, this->index, st->index, st->xy);
|
|
}
|
|
} else {
|
|
DEBUG(ms, 4, "No road stop for vehicle %d (index %d) at station %d (0x%X)",
|
|
this->unitnumber, this->index, st->index, st->xy);
|
|
}
|
|
}
|
|
|
|
if (this->running_ticks == 0) return;
|
|
|
|
const RoadVehicleInfo *rvi = RoadVehInfo(this->engine_type);
|
|
CommandCost cost(EXPENSES_ROADVEH_RUN, rvi->running_cost * GetPriceByIndex(rvi->running_cost_class) * this->running_ticks / (364 * DAY_TICKS));
|
|
|
|
this->profit_this_year -= cost.GetCost();
|
|
this->running_ticks = 0;
|
|
|
|
SubtractMoneyFromCompanyFract(this->owner, cost);
|
|
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
|
|
InvalidateWindowClasses(WC_ROADVEH_LIST);
|
|
}
|
|
|
|
|
|
void RoadVehiclesYearlyLoop()
|
|
{
|
|
Vehicle *v;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_ROAD) {
|
|
v->profit_last_year = v->profit_this_year;
|
|
v->profit_this_year = 0;
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Refit a road vehicle to the specified cargo type
|
|
* @param tile unused
|
|
* @param flags operation to perform
|
|
* @param p1 Vehicle ID of the vehicle to refit
|
|
* @param p2 Bitstuffed elements
|
|
* - p2 = (bit 0-7) - the new cargo type to refit to
|
|
* - p2 = (bit 8-15) - the new cargo subtype to refit to
|
|
* - p2 = (bit 16) - refit only this vehicle
|
|
* @return cost of refit or error
|
|
*/
|
|
CommandCost CmdRefitRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
Vehicle *v;
|
|
CommandCost cost(EXPENSES_ROADVEH_RUN);
|
|
CargoID new_cid = GB(p2, 0, 8);
|
|
byte new_subtype = GB(p2, 8, 8);
|
|
bool only_this = HasBit(p2, 16);
|
|
uint16 capacity = CALLBACK_FAILED;
|
|
uint total_capacity = 0;
|
|
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
v = GetVehicle(p1);
|
|
|
|
if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;
|
|
if (!v->IsStoppedInDepot()) return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
|
|
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
|
|
|
|
if (new_cid >= NUM_CARGO) return CMD_ERROR;
|
|
|
|
for (; v != NULL; v = v->Next()) {
|
|
/* XXX: We refit all the attached wagons en-masse if they can be
|
|
* refitted. This is how TTDPatch does it. TODO: Have some nice
|
|
* [Refit] button near each wagon. */
|
|
if (!CanRefitTo(v->engine_type, new_cid)) continue;
|
|
|
|
if (v->cargo_cap == 0) continue;
|
|
|
|
if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
|
|
/* Back up the cargo type */
|
|
CargoID temp_cid = v->cargo_type;
|
|
byte temp_subtype = v->cargo_subtype;
|
|
v->cargo_type = new_cid;
|
|
v->cargo_subtype = new_subtype;
|
|
|
|
/* Check the refit capacity callback */
|
|
capacity = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
|
|
|
|
/* Restore the original cargo type */
|
|
v->cargo_type = temp_cid;
|
|
v->cargo_subtype = temp_subtype;
|
|
}
|
|
|
|
if (capacity == CALLBACK_FAILED) {
|
|
/* callback failed or not used, use default capacity */
|
|
const RoadVehicleInfo *rvi = RoadVehInfo(v->engine_type);
|
|
|
|
CargoID old_cid = rvi->cargo_type;
|
|
/* normally, the capacity depends on the cargo type, a vehicle can
|
|
* carry twice as much mail/goods as normal cargo, and four times as
|
|
* many passengers
|
|
*/
|
|
capacity = GetVehicleProperty(v, 0x0F, rvi->capacity);
|
|
switch (old_cid) {
|
|
case CT_PASSENGERS: break;
|
|
case CT_MAIL:
|
|
case CT_GOODS: capacity *= 2; break;
|
|
default: capacity *= 4; break;
|
|
}
|
|
switch (new_cid) {
|
|
case CT_PASSENGERS: break;
|
|
case CT_MAIL:
|
|
case CT_GOODS: capacity /= 2; break;
|
|
default: capacity /= 4; break;
|
|
}
|
|
}
|
|
|
|
total_capacity += capacity;
|
|
|
|
if (IsHumanCompany(v->owner) && new_cid != v->cargo_type) {
|
|
cost.AddCost(GetRefitCost(v->engine_type));
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
v->cargo_cap = capacity;
|
|
v->cargo.Truncate((v->cargo_type == new_cid) ? capacity : 0);
|
|
v->cargo_type = new_cid;
|
|
v->cargo_subtype = new_subtype;
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
|
|
}
|
|
|
|
if (only_this) break;
|
|
}
|
|
|
|
_returned_refit_capacity = total_capacity;
|
|
|
|
return cost;
|
|
}
|