OpenTTD-patches/roadveh_cmd.c

1724 lines
43 KiB
C

/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "road_map.h"
#include "station_map.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "engine.h"
#include "command.h"
#include "station.h"
#include "news.h"
#include "pathfind.h"
#include "npf.h"
#include "player.h"
#include "sound.h"
#include "depot.h"
#include "tunnel_map.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
static const uint16 _roadveh_images[63] = {
0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
};
static const uint16 _roadveh_full_adder[63] = {
0, 88, 0, 0, 0, 0, 48, 48,
48, 48, 0, 0, 64, 64, 0, 16,
16, 0, 88, 0, 0, 0, 0, 48,
48, 48, 48, 0, 0, 64, 64, 0,
16, 16, 0, 88, 0, 0, 0, 0,
48, 48, 48, 48, 0, 0, 64, 64,
0, 16, 16, 0, 8, 8, 8, 8,
0, 0, 0, 8, 8, 8, 8
};
static const uint16 _road_veh_fp_ax_or[4] = {
0x100,0x200,1,2,
};
static const uint16 _road_veh_fp_ax_and[4] = {
0x1009, 0x16, 0x520, 0x2A00
};
static const byte _road_reverse_table[4] = {
6, 7, 14, 15
};
static const uint16 _road_pf_table_3[4] = {
0x910, 0x1600, 0x2005, 0x2A
};
int GetRoadVehImage(const Vehicle* v, Direction direction)
{
int img = v->spritenum;
int image;
if (is_custom_sprite(img)) {
image = GetCustomVehicleSprite(v, direction);
if (image != 0) return image;
img = orig_road_vehicle_info[v->engine_type - ROAD_ENGINES_INDEX].image_index;
}
image = direction + _roadveh_images[img];
if (v->cargo_count >= v->cargo_cap / 2) image += _roadveh_full_adder[img];
return image;
}
void DrawRoadVehEngine(int x, int y, EngineID engine, uint32 image_ormod)
{
int spritenum = RoadVehInfo(engine)->image_index;
if (is_custom_sprite(spritenum)) {
int sprite = GetCustomVehicleIcon(engine, DIR_W);
if (sprite != 0) {
DrawSprite(sprite | image_ormod, x, y);
return;
}
spritenum = orig_road_vehicle_info[engine - ROAD_ENGINES_INDEX].image_index;
}
DrawSprite((6 + _roadveh_images[spritenum]) | image_ormod, x, y);
}
static int32 EstimateRoadVehCost(EngineID engine_type)
{
return ((_price.roadveh_base >> 3) * RoadVehInfo(engine_type)->base_cost) >> 5;
}
/** Build a road vehicle.
* @param x,y tile coordinates of depot where road vehicle is built
* @param p1 bus/truck type being built (engine)
* @param p2 unused
*/
int32 CmdBuildRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost;
Vehicle *v;
UnitID unit_num;
TileIndex tile = TileVirtXY(x, y);
Engine *e;
if (!IsEngineBuildable(p1, VEH_Road)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
cost = EstimateRoadVehCost(p1);
if (flags & DC_QUERY_COST) return cost;
/* The ai_new queries the vehicle cost before building the route,
* so we must check against cheaters no sooner than now. --pasky */
if (!IsTileDepotType(tile, TRANSPORT_ROAD)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
v = AllocateVehicle();
if (v == NULL || IsOrderPoolFull())
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
/* find the first free roadveh id */
unit_num = GetFreeUnitNumber(VEH_Road);
if (unit_num > _patches.max_roadveh)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
const RoadVehicleInfo *rvi = RoadVehInfo(p1);
v->unitnumber = unit_num;
v->direction = 0;
v->owner = _current_player;
v->tile = tile;
x = TileX(tile) * TILE_SIZE + 8;
y = TileY(tile) * TILE_SIZE + 8;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x,y);
v->z_height = 6;
v->u.road.state = 254;
v->vehstatus = VS_HIDDEN|VS_STOPPED|VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
// v->cargo_count = 0;
v->value = cost;
// v->day_counter = 0;
// v->next_order_param = v->next_order = 0;
// v->load_unload_time_rem = 0;
// v->progress = 0;
// v->u.road.unk2 = 0;
// v->u.road.overtaking = 0;
v->u.road.slot = NULL;
v->u.road.slotindex = 0;
v->u.road.slot_age = 0;
v->last_station_visited = INVALID_STATION;
v->max_speed = rvi->max_speed;
v->engine_type = (byte)p1;
e = GetEngine(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
_new_roadveh_id = v->index;
_new_vehicle_id = v->index;
v->string_id = STR_SV_ROADVEH_NAME;
v->service_interval = _patches.servint_roadveh;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->type = VEH_Road;
v->cur_image = 0xC15;
v->random_bits = VehicleRandomBits();
VehiclePositionChanged(v);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalPlayer())
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Road); // updates the replace Road window
}
return cost;
}
/** Start/Stop a road vehicle.
* @param x,y unused
* @param p1 road vehicle ID to start/stop
* @param p2 unused
*/
int32 CmdStartStopRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Road || !CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) {
if (v->vehstatus & VS_STOPPED && v->u.road.state == 254) {
DeleteVehicleNews(p1, STR_9016_ROAD_VEHICLE_IS_WAITING);
}
v->vehstatus ^= VS_STOPPED;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
return 0;
}
void ClearSlot(Vehicle *v)
{
RoadStop *rs = v->u.road.slot;
if (v->u.road.slot == NULL) return;
v->u.road.slot = NULL;
v->u.road.slot_age = 0;
// check that the slot is indeed assigned to the same vehicle
assert(rs->slot[v->u.road.slotindex] == v->index);
rs->slot[v->u.road.slotindex] = INVALID_VEHICLE;
DEBUG(ms, 3) ("Multistop: Clearing slot %d at 0x%x", v->u.road.slotindex, rs->xy);
}
/** Sell a road vehicle.
* @param x,y unused
* @param p1 vehicle ID to be sold
* @param p2 unused
*/
int32 CmdSellRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Road || !CheckOwnership(v->owner)) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) ||
v->u.road.state != 254 ||
!(v->vehstatus & VS_STOPPED)) {
return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
}
if (flags & DC_EXEC) {
// Invalidate depot
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
ClearSlot(v);
DeleteVehicle(v);
if (IsLocalPlayer()) InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Road);
}
return -(int32)v->value;
}
typedef struct RoadFindDepotData {
uint best_length;
TileIndex tile;
byte owner;
} RoadFindDepotData;
static const DiagDirection _road_pf_directions[] = {
DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, 255, 255,
DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE, 255, 255
};
static bool EnumRoadSignalFindDepot(TileIndex tile, void* data, int track, uint length, byte* state)
{
RoadFindDepotData* rfdd = data;
tile += TileOffsByDir(_road_pf_directions[track]);
if (IsTileType(tile, MP_STREET) &&
GetRoadType(tile) == ROAD_DEPOT &&
IsTileOwner(tile, rfdd->owner) &&
length < rfdd->best_length) {
rfdd->best_length = length;
rfdd->tile = tile;
}
return false;
}
static const Depot* FindClosestRoadDepot(const Vehicle* v)
{
TileIndex tile = v->tile;
if (v->u.road.state == 255) tile = GetVehicleOutOfTunnelTile(v);
if (_patches.new_pathfinding_all) {
NPFFoundTargetData ftd;
/* See where we are now */
Trackdir trackdir = GetVehicleTrackdir(v);
ftd = NPFRouteToDepotBreadthFirst(v->tile, trackdir, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE);
if (ftd.best_bird_dist == 0) {
return GetDepotByTile(ftd.node.tile); /* Target found */
} else {
return NULL; /* Target not found */
}
/* We do not search in two directions here, why should we? We can't reverse right now can we? */
} else {
RoadFindDepotData rfdd;
DiagDirection i;
rfdd.owner = v->owner;
rfdd.best_length = (uint)-1;
/* search in all directions */
for (i = 0; i != 4; i++) {
FollowTrack(tile, 0x2000 | TRANSPORT_ROAD, i, EnumRoadSignalFindDepot, NULL, &rfdd);
}
if (rfdd.best_length == (uint)-1) return NULL;
return GetDepotByTile(rfdd.tile);
}
}
/** Send a road vehicle to the depot.
* @param x,y unused
* @param p1 vehicle ID to send to the depot
* @param p2 unused
*/
int32 CmdSendRoadVehToDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
const Depot *dep;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Road || !CheckOwnership(v->owner)) return CMD_ERROR;
if (v->vehstatus & VS_CRASHED) return CMD_ERROR;
/* If the current orders are already goto-depot */
if (v->current_order.type == OT_GOTO_DEPOT) {
if (flags & DC_EXEC) {
/* If the orders to 'goto depot' are in the orders list (forced servicing),
* then skip to the next order; effectively cancelling this forced service */
if (HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS))
v->cur_order_index++;
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
dep = FindClosestRoadDepot(v);
if (dep == NULL) return_cmd_error(STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT);
if (flags & DC_EXEC) {
ClearSlot(v);
v->vehstatus &= ~VS_WAIT_FOR_SLOT;
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP | OF_HALT_IN_DEPOT;
v->current_order.station = dep->index;
v->dest_tile = dep->xy;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
/** Turn a roadvehicle around.
* @param x,y unused
* @param p1 vehicle ID to turn
* @param p2 unused
*/
int32 CmdTurnRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Road || !CheckOwnership(v->owner)) return CMD_ERROR;
if (v->vehstatus & (VS_HIDDEN | VS_STOPPED | VS_WAIT_FOR_SLOT) ||
v->u.road.crashed_ctr != 0 ||
v->breakdown_ctr != 0 ||
v->u.road.overtaking != 0 ||
v->cur_speed < 5) {
return CMD_ERROR;
}
if (flags & DC_EXEC) v->u.road.reverse_ctr = 180;
return 0;
}
static void MarkRoadVehDirty(Vehicle *v)
{
v->cur_image = GetRoadVehImage(v, v->direction);
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
}
static void UpdateRoadVehDeltaXY(Vehicle *v)
{
#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[v->direction];
v->x_offs = GB(x, 0, 8);
v->y_offs = GB(x, 8, 8);
v->sprite_width = GB(x, 16, 8);
v->sprite_height = GB(x, 24, 8);
}
static void ClearCrashedStation(Vehicle *v)
{
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
// mark station as not busy
CLRBIT(rs->status, 7);
// free parking bay
SETBIT(rs->status, HASBIT(v->u.road.state, 1) ? 1 : 0);
}
static void RoadVehDelete(Vehicle *v)
{
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
if (IsTileType(v->tile, MP_STATION)) ClearCrashedStation(v);
BeginVehicleMove(v);
EndVehicleMove(v);
ClearSlot(v);
DeleteVehicle(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.
_get_z_hint = v->z_pos;
v->x_pos = x;
v->y_pos = y;
new_z = GetSlopeZ(x, y);
_get_z_hint = 0;
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
};
uint32 r = Random();
v->direction = ChangeDir(v->direction, delta[r & 3]);
BeginVehicleMove(v);
UpdateRoadVehDeltaXY(v);
v->cur_image = GetRoadVehImage(v, v->direction);
SetRoadVehPosition(v, v->x_pos, v->y_pos);
}
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) {
RoadVehDelete(v);
}
}
static void* EnumCheckRoadVehCrashTrain(Vehicle* v, void* data)
{
const Vehicle* u = data;
return
v->type == VEH_Train &&
myabs(v->z_pos - u->z_pos) <= 6 &&
myabs(v->x_pos - u->x_pos) <= 4 &&
myabs(v->y_pos - u->y_pos) <= 4 ?
v : NULL;
}
static void RoadVehCrash(Vehicle *v)
{
uint16 pass;
v->u.road.crashed_ctr++;
v->vehstatus |= VS_CRASHED;
ClearSlot(v);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
pass = 1;
if (v->cargo_type == CT_PASSENGERS) pass += v->cargo_count;
v->cargo_count = 0;
SetDParam(0, pass);
AddNewsItem(
(pass == 1) ?
STR_9031_ROAD_VEHICLE_CRASH_DRIVER : STR_9032_ROAD_VEHICLE_CRASH_DIE,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0
);
ModifyStationRatingAround(v->tile, v->owner, -160, 22);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
static void RoadVehCheckTrainCrash(Vehicle *v)
{
TileIndex tile;
if (v->u.road.state == 255) return;
tile = v->tile;
if (!IsTileType(tile, MP_STREET) || !IsLevelCrossing(tile)) return;
if (VehicleFromPos(tile, v, EnumCheckRoadVehCrashTrain) != NULL)
RoadVehCrash(v);
}
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);
SndPlayVehicleFx((_opt.landscape != LT_CANDY) ?
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.special.unk0 = 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);
}
}
}
static void ProcessRoadVehOrder(Vehicle *v)
{
const Order *order;
switch (v->current_order.type) {
case OT_GOTO_DEPOT:
// Let a depot order in the orderlist interrupt.
if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return;
if (v->current_order.flags & OF_SERVICE_IF_NEEDED &&
!VehicleNeedsService(v)) {
v->cur_order_index++;
}
break;
case OT_LOADING:
case OT_LEAVESTATION:
return;
}
if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;
order = GetVehicleOrder(v, v->cur_order_index);
if (order == NULL) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
v->dest_tile = 0;
ClearSlot(v);
v->vehstatus &= ~VS_WAIT_FOR_SLOT;
return;
}
if (order->type == v->current_order.type &&
order->flags == v->current_order.flags &&
order->station == v->current_order.station) {
return;
}
v->current_order = *order;
v->dest_tile = 0;
/* We have changed the destination STATION, so resume movement */
v->vehstatus &= ~VS_WAIT_FOR_SLOT;
if (order->type == OT_GOTO_STATION) {
const Station* st = GetStation(order->station);
const RoadStop* rs;
TileIndex dest;
uint mindist;
if (order->station == v->last_station_visited) {
v->last_station_visited = INVALID_STATION;
}
rs = GetPrimaryRoadStop(st, v->cargo_type == CT_PASSENGERS ? RS_BUS : RS_TRUCK);
if (rs == NULL) {
// There is no stop left at the station, so don't even TRY to go there
v->cur_order_index++;
InvalidateVehicleOrder(v);
return;
}
dest = rs->xy;
mindist = DistanceManhattan(v->tile, rs->xy);
for (rs = rs->next; rs != NULL; rs = rs->next) {
uint dist = DistanceManhattan(v->tile, rs->xy);
if (dist < mindist) {
mindist = dist;
dest = rs->xy;
}
}
v->dest_tile = dest;
} else if (order->type == OT_GOTO_DEPOT) {
v->dest_tile = GetDepot(order->station)->xy;
}
InvalidateVehicleOrder(v);
}
static void HandleRoadVehLoading(Vehicle *v)
{
switch (v->current_order.type) {
case OT_LOADING: {
Order b;
if (--v->load_unload_time_rem != 0) return;
if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) {
SET_EXPENSES_TYPE(EXPENSES_ROADVEH_INC);
if (LoadUnloadVehicle(v)) {
InvalidateWindow(WC_ROADVEH_LIST, v->owner);
MarkRoadVehDirty(v);
}
return;
}
b = v->current_order;
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
if (!(b.flags & OF_NON_STOP)) return;
break;
}
case OT_DUMMY: break;
default: return;
}
v->cur_order_index++;
InvalidateVehicleOrder(v);
}
static void StartRoadVehSound(const Vehicle* v)
{
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);
}
typedef struct RoadVehFindData {
int x;
int y;
const Vehicle* veh;
Direction dir;
} RoadVehFindData;
static void* 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 };
const RoadVehFindData* rvf = data;
short x_diff = v->x_pos - rvf->x;
short y_diff = v->y_pos - rvf->y;
return
rvf->veh != v &&
v->type == VEH_Road &&
v->u.road.state != 254 &&
myabs(v->z_pos - rvf->veh->z_pos) < 6 &&
v->direction == rvf->dir &&
(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)) ?
v : NULL;
}
static Vehicle* RoadVehFindCloseTo(Vehicle* v, int x, int y, Direction dir)
{
RoadVehFindData rvf;
Vehicle *u;
if (v->u.road.reverse_ctr != 0) return NULL;
rvf.x = x;
rvf.y = y;
rvf.dir = dir;
rvf.veh = v;
u = VehicleFromPos(TileVirtXY(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 (u == NULL) {
v->u.road.blocked_ctr = 0;
return NULL;
}
if (++v->u.road.blocked_ctr > 1480) return NULL;
return u;
}
static void RoadVehArrivesAt(const Vehicle* v, Station* st)
{
if (v->cargo_type == CT_PASSENGERS) {
/* Check if station was ever visited before */
if (!(st->had_vehicle_of_type & HVOT_BUS)) {
uint32 flags;
st->had_vehicle_of_type |= HVOT_BUS;
SetDParam(0, st->index);
flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
AddNewsItem(
STR_902F_CITIZENS_CELEBRATE_FIRST,
flags,
v->index,
0);
}
} else {
/* Check if station was ever visited before */
if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
uint32 flags;
st->had_vehicle_of_type |= HVOT_TRUCK;
SetDParam(0, st->index);
flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
AddNewsItem(
STR_9030_CITIZENS_CELEBRATE_FIRST,
flags,
v->index,
0
);
}
}
}
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);
//updates statusbar only if speed have changed to save CPU time
if (spd != v->cur_speed) {
v->cur_speed = spd;
if (_patches.vehicle_speed) {
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
// 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 , 0,
DIR_NE, DIR_N , DIR_SW, 0,
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 = RoadVehGetNewDirection(v, x, y);
Direction old = v->direction;
DirDiff delta;
if (new == old) return old;
delta = (DirDifference(new, old) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
return ChangeDir(old, delta);
}
typedef struct OvertakeData {
const Vehicle* u;
const Vehicle* v;
TileIndex tile;
byte tilebits;
} OvertakeData;
static void* EnumFindVehToOvertake(Vehicle* v, void* data)
{
const OvertakeData* od = data;
return
v->tile == od->tile && v->type == VEH_Road && v == od->u && v == od->v ?
v : NULL;
}
static bool FindRoadVehToOvertake(OvertakeData *od)
{
uint32 bits;
bits = GetTileTrackStatus(od->tile, TRANSPORT_ROAD) & 0x3F;
if (!(od->tilebits & bits) || (bits & 0x3C) || (bits & 0x3F3F0000))
return true;
return VehicleFromPos(od->tile, od, EnumFindVehToOvertake) != NULL;
}
static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u)
{
OvertakeData od;
byte tt;
od.v = v;
od.u = u;
if (u->max_speed >= v->max_speed &&
!(u->vehstatus & (VS_STOPPED | VS_WAIT_FOR_SLOT)) &&
u->cur_speed != 0) {
return;
}
if (v->direction != u->direction || !(v->direction & 1)) return;
if (v->u.road.state >= 32 || (v->u.road.state & 7) > 1) return;
tt = GetTileTrackStatus(v->tile, TRANSPORT_ROAD) & 0x3F;
if ((tt & 3) == 0) return;
if ((tt & 0x3C) != 0) return;
if (tt == 3) tt = (v->direction & 2) ? 2 : 1;
od.tilebits = tt;
od.tile = v->tile;
if (FindRoadVehToOvertake(&od)) return;
od.tile = v->tile + TileOffsByDir(DirToDiagDir(v->direction));
if (FindRoadVehToOvertake(&od)) return;
if (od.u->cur_speed == 0 || od.u->vehstatus& (VS_STOPPED | VS_WAIT_FOR_SLOT)) {
v->u.road.overtaking_ctr = 0x11;
v->u.road.overtaking = 0x10;
} else {
// if (FindRoadVehToOvertake(&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 num = 0;
uint b = bits;
uint i;
do {
if (b & 1) num++;
} while (b >>= 1);
num = RandomRange(num);
for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
return i;
}
typedef struct {
TileIndex dest;
uint maxtracklen;
uint mindist;
} FindRoadToChooseData;
static bool EnumRoadTrackFindDist(TileIndex tile, void* data, int track, uint length, byte* state)
{
FindRoadToChooseData* frd = 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;
}
// Returns direction to choose
// or -1 if the direction is currently blocked
static int RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection enterdir)
{
#define return_track(x) {best_track = x; goto found_best_track; }
uint16 signal;
uint bitmask;
TileIndex desttile;
FindRoadToChooseData frd;
int best_track;
uint best_dist, best_maxlen;
uint i;
{
uint32 r = GetTileTrackStatus(tile, TRANSPORT_ROAD);
signal = GB(r, 16, 16);
bitmask = GB(r, 0, 16);
}
if (IsTileType(tile, MP_STREET)) {
if (GetRoadType(tile) == ROAD_DEPOT && IsTileOwner(tile, v->owner)) {
/* Road depot */
bitmask |= _road_veh_fp_ax_or[GetRoadDepotDirection(tile)];
}
} else if (IsTileType(tile, MP_STATION) && IsRoadStopTile(tile)) {
if (IsTileOwner(tile, v->owner)) {
/* Our station */
RoadStopType rstype = (v->cargo_type == CT_PASSENGERS) ? RS_BUS : RS_TRUCK;
if (GetRoadStopType(tile) == rstype) {
const RoadStop *rs = GetRoadStopByTile(tile, rstype);
if (rs != NULL && (_patches.roadveh_queue || GB(rs->status, 0, 2) != 0)) {
bitmask |= _road_veh_fp_ax_or[GetRoadStopDir(tile)];
}
}
}
}
/* 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 unreachable tracks */
bitmask &= _road_veh_fp_ax_and[enterdir];
if (bitmask == 0) {
/* No reachable tracks, so we'll reverse */
return_track(_road_reverse_table[enterdir]);
}
if (v->u.road.reverse_ctr != 0) {
/* What happens here?? */
v->u.road.reverse_ctr = 0;
if (v->tile != tile) {
return_track(_road_reverse_table[enterdir]);
}
}
desttile = v->dest_tile;
if (desttile == 0) {
// Pick a random track
return_track(PickRandomBit(bitmask));
}
// Only one track to choose between?
if (!(KillFirstBit2x64(bitmask))) {
return_track(FindFirstBit2x64(bitmask));
}
if (_patches.new_pathfinding_all) {
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
byte trackdir;
NPFFillWithOrderData(&fstd, v);
trackdir = DiagdirToDiagTrackdir(enterdir);
//debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir);
ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE);
if (ftd.best_trackdir == 0xff) {
/* We are already at our target. Just do something */
//TODO: maybe display error?
//TODO: go straight ahead if possible?
return_track(FindFirstBit2x64(bitmask));
} 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);
}
} else {
DiagDirection dir;
if (IsTileType(desttile, MP_STREET)) {
if (GetRoadType(desttile) == ROAD_DEPOT) {
dir = GetRoadDepotDirection(desttile);
goto do_it;
}
} else if (IsTileType(desttile, MP_STATION)) {
if (IsRoadStop(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 += TileOffsByDir(dir);
if (desttile == tile && bitmask & _road_pf_table_3[dir]) {
/* If we are already in front of the
* station/depot and we can get in from here,
* we enter */
return_track(FindFirstBit2x64(bitmask & _road_pf_table_3[dir]));
}
}
}
// do pathfind
frd.dest = desttile;
best_track = -1;
best_dist = (uint)-1;
best_maxlen = (uint)-1;
i = 0;
do {
if (bitmask & 1) {
if (best_track == -1) best_track = i; // in case we don't find the path, just pick a track
frd.maxtracklen = (uint)-1;
frd.mindist = (uint)-1;
FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _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 = i;
}
}
} while (++i,(bitmask>>=1) != 0);
}
found_best_track:;
if (HASBIT(signal, best_track)) return -1;
return best_track;
}
#if 0 /* Commented out until NPF works properly here */
static uint RoadFindPathToStop(const Vehicle *v, TileIndex tile)
{
NPFFindStationOrTileData fstd;
byte trackdir = GetVehicleTrackdir(v);
assert(trackdir != 0xFF);
fstd.dest_coords = tile;
fstd.station_index = INVALID_STATION; // indicates that the destination is a tile, not a station
return NPFRouteToStationOrTile(v->tile, trackdir, &fstd, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE).best_path_dist;
}
#endif
typedef struct RoadDriveEntry {
byte x,y;
} RoadDriveEntry;
#include "table/roadveh.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 const byte _roadveh_data_2[4] = { 0,1,8,9 };
static void RoadVehController(Vehicle *v)
{
Direction new_dir;
Direction old_dir;
RoadDriveEntry rd;
int x,y;
uint32 r;
// decrease counters
v->tick_counter++;
if (v->u.road.reverse_ctr != 0) v->u.road.reverse_ctr--;
// handle crashed
if (v->u.road.crashed_ctr != 0) {
RoadVehIsCrashed(v);
return;
}
RoadVehCheckTrainCrash(v);
// road vehicle has broken down?
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenRoadVeh(v);
return;
}
v->breakdown_ctr--;
}
if (v->vehstatus & (VS_STOPPED | VS_WAIT_FOR_SLOT)) return;
ProcessRoadVehOrder(v);
HandleRoadVehLoading(v);
if (v->current_order.type == OT_LOADING) return;
if (v->u.road.state == 254) {
DiagDirection dir;
const RoadDriveEntry* rdp;
byte rd2;
v->cur_speed = 0;
dir = GetRoadDepotDirection(v->tile);
v->direction = DiagDirToDir(dir);
rd2 = _roadveh_data_2[dir];
rdp = _road_drive_data[(_opt.road_side << 4) + rd2];
x = TileX(v->tile) * TILE_SIZE + (rdp[6].x & 0xF);
y = TileY(v->tile) * TILE_SIZE + (rdp[6].y & 0xF);
if (RoadVehFindCloseTo(v, x, y, v->direction) != NULL) return;
VehicleServiceInDepot(v);
StartRoadVehSound(v);
BeginVehicleMove(v);
v->vehstatus &= ~VS_HIDDEN;
v->u.road.state = rd2;
v->u.road.frame = 6;
v->cur_image = GetRoadVehImage(v, v->direction);
UpdateRoadVehDeltaXY(v);
SetRoadVehPosition(v,x,y);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
return;
}
if (!RoadVehAccelerate(v)) return;
if (v->u.road.overtaking != 0) {
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 road, which are the 8 states below */
if (v->u.road.state == 0 || v->u.road.state == 1 ||
v->u.road.state == 8 || v->u.road.state == 9 ||
v->u.road.state == 16 || v->u.road.state == 17 ||
v->u.road.state == 24 || v->u.road.state == 25) {
v->u.road.overtaking = 0;
}
}
BeginVehicleMove(v);
if (v->u.road.state == 255) {
GetNewVehiclePosResult gp;
GetNewVehiclePos(v, &gp);
if (RoadVehFindCloseTo(v, gp.x, gp.y, v->direction) != NULL) {
v->cur_speed = 0;
return;
}
if (IsTunnelTile(gp.new_tile) &&
VehicleEnterTile(v, gp.new_tile, gp.x, gp.y) & 4) {
//new_dir = RoadGetNewDirection(v, gp.x, gp.y)
v->cur_image = GetRoadVehImage(v, v->direction);
UpdateRoadVehDeltaXY(v);
SetRoadVehPosition(v,gp.x,gp.y);
return;
}
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
return;
}
rd = _road_drive_data[(v->u.road.state + (_opt.road_side << 4)) ^ v->u.road.overtaking][v->u.road.frame + 1];
// switch to another tile
if (rd.x & 0x80) {
TileIndex tile = v->tile + TileOffsByDir(rd.x & 3);
int dir = RoadFindPathToDest(v, tile, rd.x & 3);
uint32 r;
Direction newdir;
const RoadDriveEntry *rdp;
if (dir == -1) {
v->cur_speed = 0;
return;
}
again:
if ((dir & 7) >= 6) {
/* Turning around */
tile = v->tile;
}
rdp = _road_drive_data[(dir + (_opt.road_side << 4)) ^ v->u.road.overtaking];
x = TileX(tile) * TILE_SIZE + rdp[0].x;
y = TileY(tile) * TILE_SIZE + rdp[0].y;
newdir = RoadVehGetSlidingDirection(v, x, y);
if (RoadVehFindCloseTo(v, x, y, newdir) != NULL) return;
r = VehicleEnterTile(v, tile, x, y);
if (r & 8) {
if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
v->cur_speed = 0;
return;
}
dir = _road_reverse_table[rd.x&3];
goto again;
}
if (IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30) && IsTileType(v->tile, MP_STATION)) {
if ((dir & 7) >= 6) {
v->cur_speed = 0;
return;
}
if (IsRoadStop(v->tile)) {
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
// reached a loading bay, mark it as used and clear the usage bit
SETBIT(rs->status, v->u.road.state & 2 ? 1 : 0); // occupied bay
CLRBIT(rs->status, 7); // usage bit
}
}
if (!(r & 4)) {
v->tile = tile;
v->u.road.state = (byte)dir;
v->u.road.frame = 0;
}
if (newdir != v->direction) {
v->direction = newdir;
v->cur_speed -= v->cur_speed >> 2;
}
v->cur_image = GetRoadVehImage(v, newdir);
UpdateRoadVehDeltaXY(v);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return;
}
if (rd.x & 0x40) {
int dir = RoadFindPathToDest(v, v->tile, rd.x & 3);
uint32 r;
int tmp;
Direction newdir;
const RoadDriveEntry *rdp;
if (dir == -1) {
v->cur_speed = 0;
return;
}
tmp = (_opt.road_side << 4) + dir;
rdp = _road_drive_data[tmp];
x = TileX(v->tile) * TILE_SIZE + rdp[1].x;
y = TileY(v->tile) * TILE_SIZE + rdp[1].y;
newdir = RoadVehGetSlidingDirection(v, x, y);
if (RoadVehFindCloseTo(v, x, y, newdir) != NULL) return;
r = VehicleEnterTile(v, v->tile, x, y);
if (r & 8) {
v->cur_speed = 0;
return;
}
v->u.road.state = tmp & ~16;
v->u.road.frame = 1;
if (newdir != v->direction) {
v->direction = newdir;
v->cur_speed -= v->cur_speed >> 2;
}
v->cur_image = GetRoadVehImage(v, newdir);
UpdateRoadVehDeltaXY(v);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
return;
}
x = (v->x_pos & ~15) + (rd.x & 15);
y = (v->y_pos & ~15) + (rd.y & 15);
new_dir = RoadVehGetSlidingDirection(v, x, y);
if (!IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30)) {
Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir);
if (u != NULL) {
if (v->u.road.overtaking == 0) RoadVehCheckOvertake(v, u);
return;
}
}
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) {
v->cur_image = GetRoadVehImage(v, new_dir);
UpdateRoadVehDeltaXY(v);
SetRoadVehPosition(v, v->x_pos, v->y_pos);
return;
}
}
if (v->u.road.state >= 0x20 &&
_road_veh_data_1[v->u.road.state - 0x20 + (_opt.road_side<<4)] == v->u.road.frame) {
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
Station* st = GetStationByTile(v->tile);
if (v->current_order.type != OT_LEAVESTATION &&
v->current_order.type != OT_GOTO_DEPOT) {
Order old_order;
CLRBIT(rs->status, 7);
v->last_station_visited = GetStationIndex(v->tile);
RoadVehArrivesAt(v, st);
old_order = v->current_order;
v->current_order.type = OT_LOADING;
v->current_order.flags = 0;
if (old_order.type == OT_GOTO_STATION &&
v->current_order.station == v->last_station_visited) {
v->current_order.flags =
(old_order.flags & (OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER)) | OF_NON_STOP;
}
SET_EXPENSES_TYPE(EXPENSES_ROADVEH_INC);
if (LoadUnloadVehicle(v)) {
InvalidateWindow(WC_ROADVEH_LIST, v->owner);
MarkRoadVehDirty(v);
}
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
return;
}
if (v->current_order.type != OT_GOTO_DEPOT) {
if (HASBIT(rs->status, 7)) {
v->cur_speed = 0;
return;
}
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
ClearSlot(v);
v->vehstatus &= ~VS_WAIT_FOR_SLOT;
}
SETBIT(rs->status, 7);
if (rs == v->u.road.slot) {
//we have arrived at the correct station
ClearSlot(v);
} else if (v->u.road.slot != NULL) {
//we have arrived at 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) ("Multistop: Vehicle %d (index %d) arrived at wrong stop.", v->unitnumber, v->index);
if (v->tile != v->dest_tile) {
DEBUG(ms, 0) ("Multistop: -- 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, 0) ("Multistop: -- Stop tile 0x%x is not destination tile 0x%x. Multistop desync", v->u.road.slot->xy, v->dest_tile);
}
if (v->current_order.type != OT_GOTO_STATION) {
DEBUG(ms, 0) ("Multistop: -- Current order type (%d) is not OT_GOTO_STATION.", v->current_order.type);
} else {
if (v->current_order.station != st->index)
DEBUG(ms, 0) ("Multistop: -- Current station %d is not target station in current_order.station (%d).",
st->index, v->current_order.station);
}
DEBUG(ms, 0) (" -- Force a slot clearing.");
ClearSlot(v);
}
StartRoadVehSound(v);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
r = VehicleEnterTile(v, v->tile, x, y);
if (r & 8) {
v->cur_speed = 0;
return;
}
if ((r & 4) == 0) v->u.road.frame++;
v->cur_image = GetRoadVehImage(v, v->direction);
UpdateRoadVehDeltaXY(v);
RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
}
void RoadVehEnterDepot(Vehicle *v)
{
v->u.road.state = 254;
v->vehstatus |= VS_HIDDEN;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
VehicleServiceInDepot(v);
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
if (v->current_order.type == OT_GOTO_DEPOT) {
Order t;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
t = v->current_order;
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
// Part of the orderlist?
if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) {
v->cur_order_index++;
} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) {
v->vehstatus |= VS_STOPPED;
if (v->owner == _local_player) {
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_9016_ROAD_VEHICLE_IS_WAITING,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0
);
}
}
}
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClasses(WC_ROADVEH_LIST);
}
static void AgeRoadVehCargo(Vehicle *v)
{
if (_age_cargo_skip_counter != 0) return;
if (v->cargo_days != 255) v->cargo_days++;
}
void RoadVeh_Tick(Vehicle *v)
{
AgeRoadVehCargo(v);
RoadVehController(v);
}
static void CheckIfRoadVehNeedsService(Vehicle *v)
{
const Depot* depot;
if (_patches.servint_roadveh == 0) return;
if (!VehicleNeedsService(v)) return;
if (v->vehstatus & (VS_STOPPED | VS_WAIT_FOR_SLOT)) return;
if (_patches.gotodepot && VehicleHasDepotOrders(v)) return;
// Don't interfere with a depot visit scheduled by the user, or a
// depot visit by the order list.
if (v->current_order.type == OT_GOTO_DEPOT &&
(v->current_order.flags & (OF_HALT_IN_DEPOT | OF_PART_OF_ORDERS)) != 0)
return;
// If we already got a slot at a stop, use that FIRST, and go to a depot later
if (v->u.road.slot != NULL) return;
depot = FindClosestRoadDepot(v);
if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) {
if (v->current_order.type == OT_GOTO_DEPOT) {
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return;
}
if (v->current_order.type == OT_GOTO_DEPOT &&
v->current_order.flags & OF_NON_STOP &&
!CHANCE16(1, 20)) {
return;
}
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP;
v->current_order.station = depot->index;
v->dest_tile = depot->xy;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
void OnNewDay_RoadVeh(Vehicle *v)
{
int32 cost;
Station *st;
if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v);
if (v->u.road.blocked_ctr == 0) CheckVehicleBreakdown(v);
AgeVehicle(v);
CheckIfRoadVehNeedsService(v);
CheckOrders(v);
//Current slot has expired
if (v->u.road.slot_age-- == 0 && v->u.road.slot != NULL) {
DEBUG(ms, 2) ("Multistop: Slot %d expired for vehicle %d (index %d) at stop 0x%x",
v->u.road.slotindex, v->unitnumber, v->index, v->u.road.slot->xy
);
ClearSlot(v);
}
if (v->vehstatus & VS_STOPPED) return;
/* update destination */
if (v->current_order.type == OT_GOTO_STATION &&
v->u.road.slot == NULL &&
!IsLevelCrossing(v->tile) &&
v->u.road.overtaking == 0 &&
!(v->vehstatus & VS_CRASHED)) {
RoadStopType type = (v->cargo_type == CT_PASSENGERS) ? RS_BUS : RS_TRUCK;
RoadStop *rs;
uint mindist = 0xFFFFFFFF;
int i;
RoadStop *nearest = NULL;
st = GetStation(v->current_order.station);
rs = GetPrimaryRoadStop(st, type);
if (rs != NULL) {
if (DistanceManhattan(v->tile, st->xy) < 16) {
int new_slot = -1;
DEBUG(ms, 2) ("Multistop: Attempting to obtain a slot for vehicle %d (index %d) at station %d (0x%x)", v->unitnumber,
v->index, st->index, st->xy);
/* Now we find the nearest road stop that has a free slot */
for (i = 0; rs != NULL; rs = rs->next, i++) {
uint dist = 0xFFFFFFFF;
bool is_slot_free = false;
int k;
int last_free = -1;
for (k = 0; k < NUM_SLOTS; k++)
if (rs->slot[k] == INVALID_VEHICLE) {
is_slot_free = true;
last_free = k;
dist = DistanceManhattan(v->tile, st->xy);
break;
}
if (!is_slot_free) {
DEBUG(ms, 4) ("Multistop: ---- stop %d is full", i);
continue;
}
DEBUG(ms, 4) ("Multistop: ---- distance to stop %d is %d", i, dist);
if (dist < mindist) {
nearest = rs;
mindist = dist;
new_slot = last_free;
}
}
if (nearest != NULL) { /* We have a suitable stop */
DEBUG(ms, 3) ("Multistop: -- Slot %d of stop at 0x%x assinged.", new_slot, nearest->xy);
nearest->slot[new_slot] = v->index;
v->u.road.slot = nearest;
v->dest_tile = nearest->xy;
v->u.road.slot_age = 14;
v->u.road.slotindex = new_slot;
if (v->vehstatus & VS_WAIT_FOR_SLOT) {
DEBUG(ms, 4) ("Multistop: ---- stopped vehicle got a slot. resuming movement");
v->vehstatus &= ~VS_WAIT_FOR_SLOT;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
} else {
DEBUG(ms, 2) ("Multistop -- No free slot at station. Waiting");
v->vehstatus |= VS_WAIT_FOR_SLOT;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
} else {
DEBUG(ms, 5) ("Multistop: --- Distance from station too far. Postponing slotting for vehicle %d (index %d) at station %d, (0x%x)",
v->unitnumber, v->index, st->index, st->xy);
}
} else {
DEBUG(ms, 4) ("Multistop: No road stop for vehicle %d (index %d) at station %d (0x%x)",
v->unitnumber, v->index, st->index, st->xy);
}
}
cost = RoadVehInfo(v->engine_type)->running_cost * _price.roadveh_running / 364;
v->profit_this_year -= cost >> 8;
SET_EXPENSES_TYPE(EXPENSES_ROADVEH_RUN);
SubtractMoneyFromPlayerFract(v->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindowClasses(WC_ROADVEH_LIST);
}
void RoadVehiclesYearlyLoop(void)
{
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);
}
}
}