roadveh_cmd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "roadveh.h"
00014 #include "command_func.h"
00015 #include "news_func.h"
00016 #include "pathfinder/npf/npf_func.h"
00017 #include "station_base.h"
00018 #include "company_func.h"
00019 #include "articulated_vehicles.h"
00020 #include "newgrf_sound.h"
00021 #include "pathfinder/yapf/yapf.h"
00022 #include "strings_func.h"
00023 #include "tunnelbridge_map.h"
00024 #include "date_func.h"
00025 #include "vehicle_func.h"
00026 #include "sound_func.h"
00027 #include "ai/ai.hpp"
00028 #include "game/game.hpp"
00029 #include "depot_map.h"
00030 #include "effectvehicle_func.h"
00031 #include "roadstop_base.h"
00032 #include "spritecache.h"
00033 #include "core/random_func.hpp"
00034 #include "company_base.h"
00035 #include "core/backup_type.hpp"
00036 #include "newgrf.h"
00037 #include "zoom_func.h"
00038 
00039 #include "table/strings.h"
00040 
00041 static const uint16 _roadveh_images[63] = {
00042   0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
00043   0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
00044   0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
00045   0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
00046   0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
00047   0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
00048   0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
00049   0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
00050 };
00051 
00052 static const uint16 _roadveh_full_adder[63] = {
00053    0,  88,   0,   0,   0,   0,  48,  48,
00054   48,  48,   0,   0,  64,  64,   0,  16,
00055   16,   0,  88,   0,   0,   0,   0,  48,
00056   48,  48,  48,   0,   0,  64,  64,   0,
00057   16,  16,   0,  88,   0,   0,   0,   0,
00058   48,  48,  48,  48,   0,   0,  64,  64,
00059    0,  16,  16,   0,   8,   8,   8,   8,
00060    0,   0,   0,   8,   8,   8,   8
00061 };
00062 
00064 static const TrackdirBits _road_enter_dir_to_reachable_trackdirs[DIAGDIR_END] = {
00065   TRACKDIR_BIT_LEFT_N  | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_X_NE,    // Enter from north east
00066   TRACKDIR_BIT_LEFT_S  | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_Y_SE,    // Enter from south east
00067   TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_X_SW    | TRACKDIR_BIT_RIGHT_S, // Enter from south west
00068   TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_Y_NW     // Enter from north west
00069 };
00070 
00071 static const Trackdir _road_reverse_table[DIAGDIR_END] = {
00072   TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
00073 };
00074 
00076 static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
00077   TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
00078 };
00079 
00080 
00085 bool RoadVehicle::IsBus() const
00086 {
00087   assert(this->IsFrontEngine());
00088   return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
00089 }
00090 
00096 int RoadVehicle::GetDisplayImageWidth(Point *offset) const
00097 {
00098   int reference_width = ROADVEHINFO_DEFAULT_VEHICLE_WIDTH;
00099 
00100   if (offset != NULL) {
00101     offset->x = reference_width / 2;
00102     offset->y = 0;
00103   }
00104   return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
00105 }
00106 
00107 static SpriteID GetRoadVehIcon(EngineID engine, EngineImageType image_type)
00108 {
00109   const Engine *e = Engine::Get(engine);
00110   uint8 spritenum = e->u.road.image_index;
00111 
00112   if (is_custom_sprite(spritenum)) {
00113     SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W, image_type);
00114     if (sprite != 0) return sprite;
00115 
00116     spritenum = e->original_image_index;
00117   }
00118 
00119   return DIR_W + _roadveh_images[spritenum];
00120 }
00121 
00122 SpriteID RoadVehicle::GetImage(Direction direction, EngineImageType image_type) const
00123 {
00124   uint8 spritenum = this->spritenum;
00125   SpriteID sprite;
00126 
00127   if (is_custom_sprite(spritenum)) {
00128     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
00129     if (sprite != 0) return sprite;
00130 
00131     spritenum = this->GetEngine()->original_image_index;
00132   }
00133 
00134   sprite = direction + _roadveh_images[spritenum];
00135 
00136   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];
00137 
00138   return sprite;
00139 }
00140 
00150 void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
00151 {
00152   SpriteID sprite = GetRoadVehIcon(engine, image_type);
00153   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00154   preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI), right - UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI));
00155   DrawSprite(sprite, pal, preferred_x, y);
00156 }
00157 
00167 void GetRoadVehSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
00168 {
00169   const Sprite *spr = GetSprite(GetRoadVehIcon(engine, image_type), ST_NORMAL);
00170 
00171   width  = UnScaleByZoom(spr->width, ZOOM_LVL_GUI);
00172   height = UnScaleByZoom(spr->height, ZOOM_LVL_GUI);
00173   xoffs  = UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI);
00174   yoffs  = UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI);
00175 }
00176 
00182 static uint GetRoadVehLength(const RoadVehicle *v)
00183 {
00184   const Engine *e = v->GetEngine();
00185   uint length = VEHICLE_LENGTH;
00186 
00187   uint16 veh_len = CALLBACK_FAILED;
00188   if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
00189     /* Use callback 36 */
00190     veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
00191     if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
00192   } else {
00193     /* Use callback 11 */
00194     veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
00195   }
00196   if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
00197   if (veh_len != 0) {
00198     length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
00199   }
00200 
00201   return length;
00202 }
00203 
00210 void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
00211 {
00212   assert(v->type == VEH_ROAD);
00213   assert(v->IsFrontEngine());
00214 
00215   v->InvalidateNewGRFCacheOfChain();
00216 
00217   v->gcache.cached_total_length = 0;
00218 
00219   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00220     /* Check the v->first cache. */
00221     assert(u->First() == v);
00222 
00223     /* Update the 'first engine' */
00224     u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
00225 
00226     /* Update the length of the vehicle. */
00227     uint veh_len = GetRoadVehLength(u);
00228     /* Verify length hasn't changed. */
00229     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
00230 
00231     u->gcache.cached_veh_length = veh_len;
00232     v->gcache.cached_total_length += u->gcache.cached_veh_length;
00233 
00234     /* Update visual effect */
00235     v->UpdateVisualEffect();
00236 
00237     /* Invalidate the vehicle colour map */
00238     u->colourmap = PAL_NONE;
00239 
00240     /* Update cargo aging period. */
00241     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
00242   }
00243 
00244   uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
00245   v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
00246 }
00247 
00257 CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
00258 {
00259   if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
00260 
00261   if (flags & DC_EXEC) {
00262     const RoadVehicleInfo *rvi = &e->u.road;
00263 
00264     RoadVehicle *v = new RoadVehicle();
00265     *ret = v;
00266     v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
00267     v->owner = _current_company;
00268 
00269     v->tile = tile;
00270     int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
00271     int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
00272     v->x_pos = x;
00273     v->y_pos = y;
00274     v->z_pos = GetSlopePixelZ(x, y);
00275 
00276     v->state = RVSB_IN_DEPOT;
00277     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00278 
00279     v->spritenum = rvi->image_index;
00280     v->cargo_type = e->GetDefaultCargoType();
00281     v->cargo_cap = rvi->capacity;
00282 
00283     v->last_station_visited = INVALID_STATION;
00284     v->last_loading_station = INVALID_STATION;
00285     v->engine_type = e->index;
00286     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00287 
00288     v->reliability = e->reliability;
00289     v->reliability_spd_dec = e->reliability_spd_dec;
00290     v->max_age = e->GetLifeLengthInDays();
00291     _new_vehicle_id = v->index;
00292 
00293     v->service_interval = Company::Get(v->owner)->settings.vehicle.servint_roadveh;
00294 
00295     v->date_of_last_service = _date;
00296     v->build_year = _cur_year;
00297 
00298     v->cur_image = SPR_IMG_QUERY;
00299     v->random_bits = VehicleRandomBits();
00300     v->SetFrontEngine();
00301 
00302     v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
00303     v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
00304     v->gcache.cached_veh_length = VEHICLE_LENGTH;
00305 
00306     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00307 
00308     AddArticulatedParts(v);
00309     v->InvalidateNewGRFCacheOfChain();
00310 
00311     /* Call various callbacks after the whole consist has been constructed */
00312     for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00313       u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
00314       v->InvalidateNewGRFCache();
00315       u->InvalidateNewGRFCache();
00316     }
00317     RoadVehUpdateCache(v);
00318     /* Initialize cached values for realistic acceleration. */
00319     if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
00320 
00321     VehicleUpdatePosition(v);
00322 
00323     CheckConsistencyOfArticulatedVehicle(v);
00324   }
00325 
00326   return CommandCost();
00327 }
00328 
00329 static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
00330 {
00331   if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
00332 
00333   switch (_settings_game.pf.pathfinder_for_roadvehs) {
00334     case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
00335     case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
00336 
00337     default: NOT_REACHED();
00338   }
00339 }
00340 
00341 bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
00342 {
00343   FindDepotData rfdd = FindClosestRoadDepot(this, 0);
00344   if (rfdd.best_length == UINT_MAX) return false;
00345 
00346   if (location    != NULL) *location    = rfdd.tile;
00347   if (destination != NULL) *destination = GetDepotIndex(rfdd.tile);
00348 
00349   return true;
00350 }
00351 
00361 CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00362 {
00363   RoadVehicle *v = RoadVehicle::GetIfValid(p1);
00364   if (v == NULL) return CMD_ERROR;
00365 
00366   if (!v->IsPrimaryVehicle()) return CMD_ERROR;
00367 
00368   CommandCost ret = CheckOwnership(v->owner);
00369   if (ret.Failed()) return ret;
00370 
00371   if ((v->vehstatus & VS_STOPPED) ||
00372       (v->vehstatus & VS_CRASHED) ||
00373       v->breakdown_ctr != 0 ||
00374       v->overtaking != 0 ||
00375       v->state == RVSB_WORMHOLE ||
00376       v->IsInDepot() ||
00377       v->current_order.IsType(OT_LOADING)) {
00378     return CMD_ERROR;
00379   }
00380 
00381   if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
00382 
00383   if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
00384 
00385   if (flags & DC_EXEC) v->reverse_ctr = 180;
00386 
00387   return CommandCost();
00388 }
00389 
00390 
00391 void RoadVehicle::MarkDirty()
00392 {
00393   for (RoadVehicle *v = this; v != NULL; v = v->Next()) {
00394     v->UpdateViewport(false, false);
00395   }
00396   this->CargoChanged();
00397 }
00398 
00399 void RoadVehicle::UpdateDeltaXY(Direction direction)
00400 {
00401   static const int8 _delta_xy_table[8][10] = {
00402     /* y_extent, x_extent, y_offs, x_offs, y_bb_offs, x_bb_offs, y_extent_shorten, x_extent_shorten, y_bb_offs_shorten, x_bb_offs_shorten */
00403     {3, 3, -1, -1,  0,  0, -1, -1, -1, -1}, // N
00404     {3, 7, -1, -3,  0, -1,  0, -1,  0,  0}, // NE
00405     {3, 3, -1, -1,  0,  0,  1, -1,  1, -1}, // E
00406     {7, 3, -3, -1, -1,  0,  0,  0,  1,  0}, // SE
00407     {3, 3, -1, -1,  0,  0,  1,  1,  1,  1}, // S
00408     {3, 7, -1, -3,  0, -1,  0,  0,  0,  1}, // SW
00409     {3, 3, -1, -1,  0,  0, -1,  1, -1,  1}, // W
00410     {7, 3, -3, -1, -1,  0, -1,  0,  0,  0}, // NW
00411   };
00412 
00413   int shorten = VEHICLE_LENGTH - this->gcache.cached_veh_length;
00414   if (!IsDiagonalDirection(direction)) shorten >>= 1;
00415 
00416   const int8 *bb = _delta_xy_table[direction];
00417   this->x_bb_offs     = bb[5] + bb[9] * shorten;
00418   this->y_bb_offs     = bb[4] + bb[8] * shorten;;
00419   this->x_offs        = bb[3];
00420   this->y_offs        = bb[2];
00421   this->x_extent      = bb[1] + bb[7] * shorten;
00422   this->y_extent      = bb[0] + bb[6] * shorten;
00423   this->z_extent      = 6;
00424 }
00425 
00430 inline int RoadVehicle::GetCurrentMaxSpeed() const
00431 {
00432   if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) return min(this->vcache.cached_max_speed, this->current_order.max_speed * 2);
00433 
00434   int max_speed = this->vcache.cached_max_speed;
00435 
00436   /* Limit speed to 50% while reversing, 75% in curves. */
00437   for (const RoadVehicle *u = this; u != NULL; u = u->Next()) {
00438     if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
00439       max_speed = this->vcache.cached_max_speed / 2;
00440       break;
00441     } else if ((u->direction & 1) == 0) {
00442       max_speed = this->vcache.cached_max_speed * 3 / 4;
00443     }
00444 
00445     /* Vehicle is on the middle part of a bridge. */
00446     if (u->state == RVSB_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
00447       max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed * 2);
00448     }
00449   }
00450 
00451   return min(max_speed, this->current_order.max_speed * 2);
00452 }
00453 
00458 static void DeleteLastRoadVeh(RoadVehicle *v)
00459 {
00460   Vehicle *u = v;
00461   for (; v->Next() != NULL; v = v->Next()) u = v;
00462   u->SetNext(NULL);
00463 
00464   /* Only leave the road stop when we're really gone. */
00465   if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
00466 
00467   delete v;
00468 }
00469 
00470 static void RoadVehSetRandomDirection(RoadVehicle *v)
00471 {
00472   static const DirDiff delta[] = {
00473     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
00474   };
00475 
00476   do {
00477     uint32 r = Random();
00478 
00479     v->direction = ChangeDir(v->direction, delta[r & 3]);
00480     v->UpdateViewport(true, true);
00481   } while ((v = v->Next()) != NULL);
00482 }
00483 
00489 static bool RoadVehIsCrashed(RoadVehicle *v)
00490 {
00491   v->crashed_ctr++;
00492   if (v->crashed_ctr == 2) {
00493     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
00494   } else if (v->crashed_ctr <= 45) {
00495     if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
00496   } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
00497     bool ret = v->Next() != NULL;
00498     DeleteLastRoadVeh(v);
00499     return ret;
00500   }
00501 
00502   return true;
00503 }
00504 
00511 static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
00512 {
00513   const Vehicle *u = (Vehicle*)data;
00514 
00515   return (v->type == VEH_TRAIN &&
00516       abs(v->z_pos - u->z_pos) <= 6 &&
00517       abs(v->x_pos - u->x_pos) <= 4 &&
00518       abs(v->y_pos - u->y_pos) <= 4) ? v : NULL;
00519 }
00520 
00521 uint RoadVehicle::Crash(bool flooded)
00522 {
00523   uint pass = this->GroundVehicleBase::Crash(flooded);
00524   if (this->IsFrontEngine()) {
00525     pass += 1; // driver
00526 
00527     /* If we're in a drive through road stop we ought to leave it */
00528     if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
00529       RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
00530     }
00531   }
00532   this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
00533   return pass;
00534 }
00535 
00536 static void RoadVehCrash(RoadVehicle *v)
00537 {
00538   uint pass = v->Crash();
00539 
00540   AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
00541   Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
00542 
00543   SetDParam(0, pass);
00544   AddVehicleNewsItem(
00545     (pass == 1) ?
00546       STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH,
00547     NT_ACCIDENT,
00548     v->index
00549   );
00550 
00551   ModifyStationRatingAround(v->tile, v->owner, -160, 22);
00552   if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
00553 }
00554 
00555 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
00556 {
00557   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00558     if (u->state == RVSB_WORMHOLE) continue;
00559 
00560     TileIndex tile = u->tile;
00561 
00562     if (!IsLevelCrossingTile(tile)) continue;
00563 
00564     if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
00565       RoadVehCrash(v);
00566       return true;
00567     }
00568   }
00569 
00570   return false;
00571 }
00572 
00573 TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
00574 {
00575   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
00576 
00577   const Station *st = Station::Get(station);
00578   if (!CanVehicleUseStation(this, st)) {
00579     /* There is no stop left at the station, so don't even TRY to go there */
00580     this->IncrementRealOrderIndex();
00581     return 0;
00582   }
00583 
00584   return st->xy;
00585 }
00586 
00587 static void StartRoadVehSound(const RoadVehicle *v)
00588 {
00589   if (!PlayVehicleSound(v, VSE_START)) {
00590     SoundID s = RoadVehInfo(v->engine_type)->sfx;
00591     if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) {
00592       s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
00593     }
00594     SndPlayVehicleFx(s, v);
00595   }
00596 }
00597 
00598 struct RoadVehFindData {
00599   int x;
00600   int y;
00601   const Vehicle *veh;
00602   Vehicle *best;
00603   uint best_diff;
00604   Direction dir;
00605 };
00606 
00607 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
00608 {
00609   static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
00610   static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
00611 
00612   RoadVehFindData *rvf = (RoadVehFindData*)data;
00613 
00614   short x_diff = v->x_pos - rvf->x;
00615   short y_diff = v->y_pos - rvf->y;
00616 
00617   if (v->type == VEH_ROAD &&
00618       !v->IsInDepot() &&
00619       abs(v->z_pos - rvf->veh->z_pos) < 6 &&
00620       v->direction == rvf->dir &&
00621       rvf->veh->First() != v->First() &&
00622       (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
00623       (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
00624       (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
00625       (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
00626     uint diff = abs(x_diff) + abs(y_diff);
00627 
00628     if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
00629       rvf->best = v;
00630       rvf->best_diff = diff;
00631     }
00632   }
00633 
00634   return NULL;
00635 }
00636 
00637 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
00638 {
00639   RoadVehFindData rvf;
00640   RoadVehicle *front = v->First();
00641 
00642   if (front->reverse_ctr != 0) return NULL;
00643 
00644   rvf.x = x;
00645   rvf.y = y;
00646   rvf.dir = dir;
00647   rvf.veh = v;
00648   rvf.best_diff = UINT_MAX;
00649 
00650   if (front->state == RVSB_WORMHOLE) {
00651     FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
00652     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
00653   } else {
00654     FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
00655   }
00656 
00657   /* This code protects a roadvehicle from being blocked for ever
00658    * If more than 1480 / 74 days a road vehicle is blocked, it will
00659    * drive just through it. The ultimate backup-code of TTD.
00660    * It can be disabled. */
00661   if (rvf.best_diff == UINT_MAX) {
00662     front->blocked_ctr = 0;
00663     return NULL;
00664   }
00665 
00666   if (update_blocked_ctr && ++front->blocked_ctr > 1480) return NULL;
00667 
00668   return RoadVehicle::From(rvf.best);
00669 }
00670 
00676 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
00677 {
00678   if (v->IsBus()) {
00679     /* Check if station was ever visited before */
00680     if (!(st->had_vehicle_of_type & HVOT_BUS)) {
00681       st->had_vehicle_of_type |= HVOT_BUS;
00682       SetDParam(0, st->index);
00683       AddVehicleNewsItem(
00684         v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
00685         (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
00686         v->index,
00687         st->index
00688       );
00689       AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
00690       Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
00691     }
00692   } else {
00693     /* Check if station was ever visited before */
00694     if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
00695       st->had_vehicle_of_type |= HVOT_TRUCK;
00696       SetDParam(0, st->index);
00697       AddVehicleNewsItem(
00698         v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
00699         (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
00700         v->index,
00701         st->index
00702       );
00703       AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
00704       Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
00705     }
00706   }
00707 }
00708 
00716 int RoadVehicle::UpdateSpeed()
00717 {
00718   switch (_settings_game.vehicle.roadveh_acceleration_model) {
00719     default: NOT_REACHED();
00720     case AM_ORIGINAL:
00721       return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
00722 
00723     case AM_REALISTIC:
00724       return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
00725   }
00726 }
00727 
00728 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
00729 {
00730   static const Direction _roadveh_new_dir[] = {
00731     DIR_N , DIR_NW, DIR_W , INVALID_DIR,
00732     DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
00733     DIR_E , DIR_SE, DIR_S
00734   };
00735 
00736   x = x - v->x_pos + 1;
00737   y = y - v->y_pos + 1;
00738 
00739   if ((uint)x > 2 || (uint)y > 2) return v->direction;
00740   return _roadveh_new_dir[y * 4 + x];
00741 }
00742 
00743 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
00744 {
00745   Direction new_dir = RoadVehGetNewDirection(v, x, y);
00746   Direction old_dir = v->direction;
00747   DirDiff delta;
00748 
00749   if (new_dir == old_dir) return old_dir;
00750   delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
00751   return ChangeDir(old_dir, delta);
00752 }
00753 
00754 struct OvertakeData {
00755   const RoadVehicle *u;
00756   const RoadVehicle *v;
00757   TileIndex tile;
00758   Trackdir trackdir;
00759 };
00760 
00761 static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
00762 {
00763   const OvertakeData *od = (OvertakeData*)data;
00764 
00765   return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) ? v : NULL;
00766 }
00767 
00774 static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
00775 {
00776   TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->compatible_roadtypes);
00777   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
00778   TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
00779   TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
00780 
00781   /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
00782   if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
00783 
00784   /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
00785   return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
00786 }
00787 
00788 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
00789 {
00790   OvertakeData od;
00791 
00792   od.v = v;
00793   od.u = u;
00794 
00795   if (u->vcache.cached_max_speed >= v->vcache.cached_max_speed &&
00796       !(u->vehstatus & VS_STOPPED) &&
00797       u->cur_speed != 0) {
00798     return;
00799   }
00800 
00801   /* Trams can't overtake other trams */
00802   if (v->roadtype == ROADTYPE_TRAM) return;
00803 
00804   /* Don't overtake in stations */
00805   if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
00806 
00807   /* For now, articulated road vehicles can't overtake anything. */
00808   if (v->HasArticulatedPart()) return;
00809 
00810   /* Vehicles are not driving in same direction || direction is not a diagonal direction */
00811   if (v->direction != u->direction || !(v->direction & 1)) return;
00812 
00813   /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
00814   if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
00815 
00816   od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
00817 
00818   /* Are the current and the next tile suitable for overtaking?
00819    *  - Does the track continue along od.trackdir
00820    *  - No junctions
00821    *  - No barred levelcrossing
00822    *  - No other vehicles in the way
00823    */
00824   od.tile = v->tile;
00825   if (CheckRoadBlockedForOvertaking(&od)) return;
00826 
00827   od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
00828   if (CheckRoadBlockedForOvertaking(&od)) return;
00829 
00830   /* When the vehicle in front of us is stopped we may only take
00831    * half the time to pass it than when the vehicle is moving. */
00832   v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
00833   v->overtaking = RVSB_DRIVE_SIDE;
00834 }
00835 
00836 static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z)
00837 {
00838   if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
00839 
00840   if (old_z < v->z_pos) {
00841     v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
00842   } else {
00843     uint16 spd = v->cur_speed + 2;
00844     if (spd <= v->vcache.cached_max_speed) v->cur_speed = spd;
00845   }
00846 }
00847 
00848 static int PickRandomBit(uint bits)
00849 {
00850   uint i;
00851   uint num = RandomRange(CountBits(bits));
00852 
00853   for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
00854   return i;
00855 }
00856 
00865 static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
00866 {
00867 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
00868 
00869   TileIndex desttile;
00870   Trackdir best_track;
00871   bool path_found = true;
00872 
00873   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes);
00874   TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
00875   TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
00876 
00877   if (IsTileType(tile, MP_ROAD)) {
00878     if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->compatible_roadtypes) == 0)) {
00879       /* Road depot owned by another company or with the wrong orientation */
00880       trackdirs = TRACKDIR_BIT_NONE;
00881     }
00882   } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
00883     /* Standard road stop (drive-through stops are treated as normal road) */
00884 
00885     if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
00886       /* different station owner or wrong orientation or the vehicle has articulated parts */
00887       trackdirs = TRACKDIR_BIT_NONE;
00888     } else {
00889       /* Our station */
00890       RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
00891 
00892       if (GetRoadStopType(tile) != rstype) {
00893         /* Wrong station type */
00894         trackdirs = TRACKDIR_BIT_NONE;
00895       } else {
00896         /* Proper station type, check if there is free loading bay */
00897         if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
00898             !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
00899           /* Station is full and RV queuing is off */
00900           trackdirs = TRACKDIR_BIT_NONE;
00901         }
00902       }
00903     }
00904   }
00905   /* The above lookups should be moved to GetTileTrackStatus in the
00906    * future, but that requires more changes to the pathfinder and other
00907    * stuff, probably even more arguments to GTTS.
00908    */
00909 
00910   /* Remove tracks unreachable from the enter dir */
00911   trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir];
00912   if (trackdirs == TRACKDIR_BIT_NONE) {
00913     /* No reachable tracks, so we'll reverse */
00914     return_track(_road_reverse_table[enterdir]);
00915   }
00916 
00917   if (v->reverse_ctr != 0) {
00918     bool reverse = true;
00919     if (v->roadtype == ROADTYPE_TRAM) {
00920       /* Trams may only reverse on a tile if it contains at least the straight
00921        * trackbits or when it is a valid turning tile (i.e. one roadbit) */
00922       RoadBits rb = GetAnyRoadBits(tile, ROADTYPE_TRAM);
00923       RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
00924       reverse = ((rb & straight) == straight) ||
00925                 (rb == DiagDirToRoadBits(enterdir));
00926     }
00927     if (reverse) {
00928       v->reverse_ctr = 0;
00929       if (v->tile != tile) {
00930         return_track(_road_reverse_table[enterdir]);
00931       }
00932     }
00933   }
00934 
00935   desttile = v->dest_tile;
00936   if (desttile == 0) {
00937     /* We've got no destination, pick a random track */
00938     return_track(PickRandomBit(trackdirs));
00939   }
00940 
00941   /* Only one track to choose between? */
00942   if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
00943     return_track(FindFirstBit2x64(trackdirs));
00944   }
00945 
00946   switch (_settings_game.pf.pathfinder_for_roadvehs) {
00947     case VPF_NPF:  best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
00948     case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
00949 
00950     default: NOT_REACHED();
00951   }
00952   v->HandlePathfindingResult(path_found);
00953 
00954 found_best_track:;
00955 
00956   if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
00957 
00958   return best_track;
00959 }
00960 
00961 struct RoadDriveEntry {
00962   byte x, y;
00963 };
00964 
00965 #include "table/roadveh_movement.h"
00966 
00967 static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
00968 {
00969   /* Don't leave unless v and following wagons are in the depot. */
00970   for (const RoadVehicle *u = v; u != NULL; u = u->Next()) {
00971     if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
00972   }
00973 
00974   DiagDirection dir = GetRoadDepotDirection(v->tile);
00975   v->direction = DiagDirToDir(dir);
00976 
00977   Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
00978   const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
00979 
00980   int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
00981   int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
00982 
00983   if (first) {
00984     /* We are leaving a depot, but have to go to the exact same one; re-enter */
00985     if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
00986       VehicleEnterDepot(v);
00987       return true;
00988     }
00989 
00990     if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true;
00991 
00992     VehicleServiceInDepot(v);
00993 
00994     StartRoadVehSound(v);
00995 
00996     /* Vehicle is about to leave a depot */
00997     v->cur_speed = 0;
00998   }
00999 
01000   v->vehstatus &= ~VS_HIDDEN;
01001   v->state = tdir;
01002   v->frame = RVC_DEPOT_START_FRAME;
01003 
01004   v->x_pos = x;
01005   v->y_pos = y;
01006   VehicleUpdatePosition(v);
01007   v->UpdateInclination(true, true);
01008 
01009   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01010 
01011   return true;
01012 }
01013 
01014 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
01015 {
01016   if (prev->tile == v->tile && !already_reversed) {
01017     /* If the previous vehicle is on the same tile as this vehicle is
01018      * then it must have reversed. */
01019     return _road_reverse_table[entry_dir];
01020   }
01021 
01022   byte prev_state = prev->state;
01023   Trackdir dir;
01024 
01025   if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
01026     DiagDirection diag_dir = INVALID_DIAGDIR;
01027 
01028     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01029       diag_dir = GetTunnelBridgeDirection(tile);
01030     } else if (IsRoadDepotTile(tile)) {
01031       diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
01032     }
01033 
01034     if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
01035     dir = DiagDirToDiagTrackdir(diag_dir);
01036   } else {
01037     if (already_reversed && prev->tile != tile) {
01038       /*
01039        * The vehicle has reversed, but did not go straight back.
01040        * It immediately turn onto another tile. This means that
01041        * the roadstate of the previous vehicle cannot be used
01042        * as the direction we have to go with this vehicle.
01043        *
01044        * Next table is build in the following way:
01045        *  - first row for when the vehicle in front went to the northern or
01046        *    western tile, second for southern and eastern.
01047        *  - columns represent the entry direction.
01048        *  - cell values are determined by the Trackdir one has to take from
01049        *    the entry dir (column) to the tile in north or south by only
01050        *    going over the trackdirs used for turning 90 degrees, i.e.
01051        *    TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
01052        */
01053       static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
01054         { TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N,  TRACKDIR_UPPER_E },
01055         { TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S  }};
01056       dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
01057     } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
01058       dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
01059     } else if (prev_state < TRACKDIR_END) {
01060       dir = (Trackdir)prev_state;
01061     } else {
01062       return INVALID_TRACKDIR;
01063     }
01064   }
01065 
01066   /* Do some sanity checking. */
01067   static const RoadBits required_roadbits[] = {
01068     ROAD_X,            ROAD_Y,            ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
01069     ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X,            ROAD_Y
01070   };
01071   RoadBits required = required_roadbits[dir & 0x07];
01072 
01073   if ((required & GetAnyRoadBits(tile, v->roadtype, true)) == ROAD_NONE) {
01074     dir = INVALID_TRACKDIR;
01075   }
01076 
01077   return dir;
01078 }
01079 
01087 static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadBits r)
01088 {
01089   /* The 'current' company is not necessarily the owner of the vehicle. */
01090   Backup<CompanyByte> cur_company(_current_company, c, FILE_LINE);
01091 
01092   CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, DC_NONE, CMD_BUILD_ROAD);
01093 
01094   cur_company.Restore();
01095   return ret.Succeeded();
01096 }
01097 
01098 static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
01099 {
01100   if (v->overtaking != 0)  {
01101     if (IsTileType(v->tile, MP_STATION)) {
01102       /* Force us to be not overtaking! */
01103       v->overtaking = 0;
01104     } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
01105       /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
01106        *  if the vehicle started a corner. To protect that, only allow an abort of
01107        *  overtake if we are on straight roads */
01108       if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
01109         v->overtaking = 0;
01110       }
01111     }
01112   }
01113 
01114   /* If this vehicle is in a depot and we've reached this point it must be
01115    * one of the articulated parts. It will stay in the depot until activated
01116    * by the previous vehicle in the chain when it gets to the right place. */
01117   if (v->IsInDepot()) return true;
01118 
01119   if (v->state == RVSB_WORMHOLE) {
01120     /* Vehicle is entering a depot or is on a bridge or in a tunnel */
01121     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
01122 
01123     if (v->IsFrontEngine()) {
01124       const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
01125       if (u != NULL) {
01126         v->cur_speed = u->First()->cur_speed;
01127         return false;
01128       }
01129     }
01130 
01131     if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
01132       /* Vehicle has just entered a bridge or tunnel */
01133       v->x_pos = gp.x;
01134       v->y_pos = gp.y;
01135       VehicleUpdatePosition(v);
01136       v->UpdateInclination(true, true);
01137       return true;
01138     }
01139 
01140     v->x_pos = gp.x;
01141     v->y_pos = gp.y;
01142     VehicleUpdatePosition(v);
01143     if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
01144     return true;
01145   }
01146 
01147   /* Get move position data for next frame.
01148    * For a drive-through road stop use 'straight road' move data.
01149    * In this case v->state is masked to give the road stop entry direction. */
01150   RoadDriveEntry rd = _road_drive_data[v->roadtype][(
01151     (HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) +
01152     (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
01153 
01154   if (rd.x & RDE_NEXT_TILE) {
01155     TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
01156     Trackdir dir;
01157 
01158     if (v->IsFrontEngine()) {
01159       /* If this is the front engine, look for the right path. */
01160       dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
01161     } else {
01162       dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
01163     }
01164 
01165     if (dir == INVALID_TRACKDIR) {
01166       if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
01167       v->cur_speed = 0;
01168       return false;
01169     }
01170 
01171 again:
01172     uint start_frame = RVC_DEFAULT_START_FRAME;
01173     if (IsReversingRoadTrackdir(dir)) {
01174       /* When turning around we can't be overtaking. */
01175       v->overtaking = 0;
01176 
01177       /* Turning around */
01178       if (v->roadtype == ROADTYPE_TRAM) {
01179         /* Determine the road bits the tram needs to be able to turn around
01180          * using the 'big' corner loop. */
01181         RoadBits needed;
01182         switch (dir) {
01183           default: NOT_REACHED();
01184           case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
01185           case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
01186           case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
01187           case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
01188         }
01189         if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
01190             (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
01191               (needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
01192           /*
01193            * Taking the 'big' corner for trams only happens when:
01194            * - The previous vehicle in this (articulated) tram chain is
01195            *   already on the 'next' tile, we just follow them regardless of
01196            *   anything. When it is NOT on the 'next' tile, the tram started
01197            *   doing a reversing turn when the piece of tram track on the next
01198            *   tile did not exist yet. Do not use the big tram loop as that is
01199            *   going to cause the tram to split up.
01200            * - Or the front of the tram can drive over the next tile.
01201            */
01202         } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
01203           /*
01204            * Taking the 'small' corner for trams only happens when:
01205            * - We are not the from vehicle of an articulated tram.
01206            * - Or when the company cannot build on the next tile.
01207            *
01208            * The 'small' corner means that the vehicle is on the end of a
01209            * tram track and needs to start turning there. To do this properly
01210            * the tram needs to start at an offset in the tram turning 'code'
01211            * for 'big' corners. It furthermore does not go to the next tile,
01212            * so that needs to be fixed too.
01213            */
01214           tile = v->tile;
01215           start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
01216         } else {
01217           /* The company can build on the next tile, so wait till (s)he does. */
01218           v->cur_speed = 0;
01219           return false;
01220         }
01221       } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
01222         v->cur_speed = 0;
01223         return false;
01224       } else {
01225         tile = v->tile;
01226       }
01227     }
01228 
01229     /* Get position data for first frame on the new tile */
01230     const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
01231 
01232     int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
01233     int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
01234 
01235     Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01236     if (v->IsFrontEngine()) {
01237       Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
01238       if (u != NULL) {
01239         v->cur_speed = u->First()->cur_speed;
01240         return false;
01241       }
01242     }
01243 
01244     uint32 r = VehicleEnterTile(v, tile, x, y);
01245     if (HasBit(r, VETS_CANNOT_ENTER)) {
01246       if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
01247         v->cur_speed = 0;
01248         return false;
01249       }
01250       /* Try an about turn to re-enter the previous tile */
01251       dir = _road_reverse_table[rd.x & 3];
01252       goto again;
01253     }
01254 
01255     if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
01256       if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
01257         /* New direction is trying to turn vehicle around.
01258          * We can't turn at the exit of a road stop so wait.*/
01259         v->cur_speed = 0;
01260         return false;
01261       }
01262 
01263       /* If we are a drive through road stop and the next tile is of
01264        * the same road stop and the next tile isn't this one (i.e. we
01265        * are not reversing), then keep the reservation and state.
01266        * This way we will not be shortly unregister from the road
01267        * stop. It also makes it possible to load when on the edge of
01268        * two road stops; otherwise you could get vehicles that should
01269        * be loading but are not actually loading. */
01270       if (IsDriveThroughStopTile(v->tile) &&
01271           RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
01272           v->tile != tile) {
01273         /* So, keep 'our' state */
01274         dir = (Trackdir)v->state;
01275       } else if (IsRoadStop(v->tile)) {
01276         /* We're not continuing our drive through road stop, so leave. */
01277         RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
01278       }
01279     }
01280 
01281     if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
01282       v->tile = tile;
01283       v->state = (byte)dir;
01284       v->frame = start_frame;
01285     }
01286     if (new_dir != v->direction) {
01287       v->direction = new_dir;
01288       if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
01289     }
01290     v->x_pos = x;
01291     v->y_pos = y;
01292     VehicleUpdatePosition(v);
01293     RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
01294     return true;
01295   }
01296 
01297   if (rd.x & RDE_TURNED) {
01298     /* Vehicle has finished turning around, it will now head back onto the same tile */
01299     Trackdir dir;
01300     uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
01301 
01302     if (v->roadtype == ROADTYPE_TRAM && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true))) {
01303       /*
01304        * The tram is turning around with one tram 'roadbit'. This means that
01305        * it is using the 'big' corner 'drive data'. However, to support the
01306        * trams to take a small corner, there is a 'turned' marker in the middle
01307        * of the turning 'drive data'. When the tram took the long corner, we
01308        * will still use the 'big' corner drive data, but we advance it one
01309        * frame. We furthermore set the driving direction so the turning is
01310        * going to be properly shown.
01311        */
01312       turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
01313       switch (rd.x & 0x3) {
01314         default: NOT_REACHED();
01315         case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
01316         case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
01317         case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
01318         case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
01319       }
01320     } else {
01321       if (v->IsFrontEngine()) {
01322         /* If this is the front engine, look for the right path. */
01323         dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
01324       } else {
01325         dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
01326       }
01327     }
01328 
01329     if (dir == INVALID_TRACKDIR) {
01330       v->cur_speed = 0;
01331       return false;
01332     }
01333 
01334     const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
01335 
01336     int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
01337     int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
01338 
01339     Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01340     if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
01341 
01342     uint32 r = VehicleEnterTile(v, v->tile, x, y);
01343     if (HasBit(r, VETS_CANNOT_ENTER)) {
01344       v->cur_speed = 0;
01345       return false;
01346     }
01347 
01348     v->state = dir;
01349     v->frame = turn_around_start_frame;
01350 
01351     if (new_dir != v->direction) {
01352       v->direction = new_dir;
01353       if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
01354     }
01355 
01356     v->x_pos = x;
01357     v->y_pos = y;
01358     VehicleUpdatePosition(v);
01359     RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
01360     return true;
01361   }
01362 
01363   /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
01364    * it's on a depot tile, check if it's time to activate the next vehicle in
01365    * the chain yet. */
01366   if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
01367     if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
01368       RoadVehLeaveDepot(v->Next(), false);
01369     }
01370   }
01371 
01372   /* Calculate new position for the vehicle */
01373   int x = (v->x_pos & ~15) + (rd.x & 15);
01374   int y = (v->y_pos & ~15) + (rd.y & 15);
01375 
01376   Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01377 
01378   if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
01379     /* Vehicle is not in a road stop.
01380      * Check for another vehicle to overtake */
01381     RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
01382 
01383     if (u != NULL) {
01384       u = u->First();
01385       /* There is a vehicle in front overtake it if possible */
01386       if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
01387       if (v->overtaking == 0) v->cur_speed = u->cur_speed;
01388 
01389       /* In case an RV is stopped in a road stop, why not try to load? */
01390       if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
01391           v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
01392           v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
01393           GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
01394         Station *st = Station::GetByTile(v->tile);
01395         v->last_station_visited = st->index;
01396         RoadVehArrivesAt(v, st);
01397         v->BeginLoading();
01398       }
01399       return false;
01400     }
01401   }
01402 
01403   Direction old_dir = v->direction;
01404   if (new_dir != old_dir) {
01405     v->direction = new_dir;
01406     if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
01407     if (old_dir != v->state) {
01408       /* The vehicle is in a road stop */
01409       v->UpdateInclination(false, true);
01410       /* Note, return here means that the frame counter is not incremented
01411        * for vehicles changing direction in a road stop. This causes frames to
01412        * be repeated. (XXX) Is this intended? */
01413       return true;
01414     }
01415   }
01416 
01417   /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
01418    * if the vehicle is in a drive-through road stop and this is the destination station
01419    * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
01420    * (the station test and stop type test ensure that other vehicles, using the road stop as
01421    * a through route, do not stop) */
01422   if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
01423       _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
01424       (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
01425       v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
01426       v->owner == GetTileOwner(v->tile) &&
01427       GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
01428       v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
01429 
01430     RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
01431     Station *st = Station::GetByTile(v->tile);
01432 
01433     /* Vehicle is at the stop position (at a bay) in a road stop.
01434      * Note, if vehicle is loading/unloading it has already been handled,
01435      * so if we get here the vehicle has just arrived or is just ready to leave. */
01436     if (!HasBit(v->state, RVS_ENTERED_STOP)) {
01437       /* Vehicle has arrived at a bay in a road stop */
01438 
01439       if (IsDriveThroughStopTile(v->tile)) {
01440         TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
01441 
01442         /* Check if next inline bay is free and has compatible road. */
01443         if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) {
01444           v->frame++;
01445           v->x_pos = x;
01446           v->y_pos = y;
01447           VehicleUpdatePosition(v);
01448           RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
01449           return true;
01450         }
01451       }
01452 
01453       rs->SetEntranceBusy(false);
01454       SetBit(v->state, RVS_ENTERED_STOP);
01455 
01456       v->last_station_visited = st->index;
01457 
01458       if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
01459         RoadVehArrivesAt(v, st);
01460         v->BeginLoading();
01461         return false;
01462       }
01463     } else {
01464       /* Vehicle is ready to leave a bay in a road stop */
01465       if (rs->IsEntranceBusy()) {
01466         /* Road stop entrance is busy, so wait as there is nowhere else to go */
01467         v->cur_speed = 0;
01468         return false;
01469       }
01470       if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
01471     }
01472 
01473     if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
01474 
01475     StartRoadVehSound(v);
01476     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01477   }
01478 
01479   /* Check tile position conditions - i.e. stop position in depot,
01480    * entry onto bridge or into tunnel */
01481   uint32 r = VehicleEnterTile(v, v->tile, x, y);
01482   if (HasBit(r, VETS_CANNOT_ENTER)) {
01483     v->cur_speed = 0;
01484     return false;
01485   }
01486 
01487   if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
01488     v->current_order.Free();
01489   }
01490 
01491   /* Move to next frame unless vehicle arrived at a stop position
01492    * in a depot or entered a tunnel/bridge */
01493   if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
01494   v->x_pos = x;
01495   v->y_pos = y;
01496   VehicleUpdatePosition(v);
01497   RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
01498   return true;
01499 }
01500 
01501 static bool RoadVehController(RoadVehicle *v)
01502 {
01503   /* decrease counters */
01504   v->tick_counter++;
01505   v->current_order_time++;
01506   if (v->reverse_ctr != 0) v->reverse_ctr--;
01507 
01508   /* handle crashed */
01509   if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
01510     return RoadVehIsCrashed(v);
01511   }
01512 
01513   /* road vehicle has broken down? */
01514   if (v->HandleBreakdown()) return true;
01515   if (v->vehstatus & VS_STOPPED) return true;
01516 
01517   ProcessOrders(v);
01518   v->HandleLoading();
01519 
01520   if (v->current_order.IsType(OT_LOADING)) return true;
01521 
01522   if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
01523 
01524   v->ShowVisualEffect();
01525 
01526   /* Check how far the vehicle needs to proceed */
01527   int j = v->UpdateSpeed();
01528 
01529   int adv_spd = v->GetAdvanceDistance();
01530   bool blocked = false;
01531   while (j >= adv_spd) {
01532     j -= adv_spd;
01533 
01534     RoadVehicle *u = v;
01535     for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
01536       if (!IndividualRoadVehicleController(u, prev)) {
01537         blocked = true;
01538         break;
01539       }
01540     }
01541     if (blocked) break;
01542 
01543     /* Determine distance to next map position */
01544     adv_spd = v->GetAdvanceDistance();
01545 
01546     /* Test for a collision, but only if another movement will occur. */
01547     if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
01548   }
01549 
01550   v->SetLastSpeed();
01551 
01552   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
01553     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
01554 
01555     u->UpdateViewport(false, false);
01556   }
01557 
01558   /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
01559    * not accelerate again before it can actually move. I.e. make sure it tries to advance again
01560    * on next tick to discover whether it is still blocked. */
01561   if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
01562 
01563   return true;
01564 }
01565 
01566 Money RoadVehicle::GetRunningCost() const
01567 {
01568   const Engine *e = this->GetEngine();
01569   if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
01570 
01571   uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
01572   if (cost_factor == 0) return 0;
01573 
01574   return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
01575 }
01576 
01577 bool RoadVehicle::Tick()
01578 {
01579   if (this->IsFrontEngine()) {
01580     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
01581     return RoadVehController(this);
01582   }
01583 
01584   return true;
01585 }
01586 
01587 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
01588 {
01589   /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
01590   if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
01591   if (v->IsChainInDepot()) {
01592     VehicleServiceInDepot(v);
01593     return;
01594   }
01595 
01596   uint max_penalty;
01597   switch (_settings_game.pf.pathfinder_for_roadvehs) {
01598     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
01599     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
01600     default: NOT_REACHED();
01601   }
01602 
01603   FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
01604   /* Only go to the depot if it is not too far out of our way. */
01605   if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
01606     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
01607       /* If we were already heading for a depot but it has
01608        * suddenly moved farther away, we continue our normal
01609        * schedule? */
01610       v->current_order.MakeDummy();
01611       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01612     }
01613     return;
01614   }
01615 
01616   DepotID depot = GetDepotIndex(rfdd.tile);
01617 
01618   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
01619       v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
01620       !Chance16(1, 20)) {
01621     return;
01622   }
01623 
01624   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
01625   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
01626   v->dest_tile = rfdd.tile;
01627   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01628 }
01629 
01630 void RoadVehicle::OnNewDay()
01631 {
01632   AgeVehicle(this);
01633 
01634   if (!this->IsFrontEngine()) return;
01635 
01636   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
01637   if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
01638 
01639   CheckIfRoadVehNeedsService(this);
01640 
01641   CheckOrders(this);
01642 
01643   if (this->running_ticks == 0) return;
01644 
01645   CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
01646 
01647   this->profit_this_year -= cost.GetCost();
01648   this->running_ticks = 0;
01649 
01650   SubtractMoneyFromCompanyFract(this->owner, cost);
01651 
01652   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01653   SetWindowClassesDirty(WC_ROADVEH_LIST);
01654 }
01655 
01656 Trackdir RoadVehicle::GetVehicleTrackdir() const
01657 {
01658   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
01659 
01660   if (this->IsInDepot()) {
01661     /* We'll assume the road vehicle is facing outwards */
01662     return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
01663   }
01664 
01665   if (IsStandardRoadStopTile(this->tile)) {
01666     /* We'll assume the road vehicle is facing outwards */
01667     return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
01668   }
01669 
01670   /* Drive through road stops / wormholes (tunnels) */
01671   if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
01672 
01673   /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
01674    * otherwise transform it into a valid track direction */
01675   return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);
01676 }