roadveh_cmd.cpp

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00001 /* $Id: roadveh_cmd.cpp 24424 2012-07-20 19:45:31Z rubidium $ */
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 
00163 static uint GetRoadVehLength(const RoadVehicle *v)
00164 {
00165   const Engine *e = v->GetEngine();
00166   uint length = VEHICLE_LENGTH;
00167 
00168   uint16 veh_len = CALLBACK_FAILED;
00169   if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
00170     /* Use callback 36 */
00171     veh_len = GetVehicleProperty(v, PROP_ROADVEH_SHORTEN_FACTOR, CALLBACK_FAILED);
00172   } else {
00173     /* Use callback 11 */
00174     veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
00175   }
00176   if (veh_len == CALLBACK_FAILED) veh_len = e->u.road.shorten_factor;
00177   if (veh_len != 0) {
00178     if (veh_len >= VEHICLE_LENGTH) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
00179     length -= Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
00180   }
00181 
00182   return length;
00183 }
00184 
00191 void RoadVehUpdateCache(RoadVehicle *v, bool same_length)
00192 {
00193   assert(v->type == VEH_ROAD);
00194   assert(v->IsFrontEngine());
00195 
00196   v->InvalidateNewGRFCacheOfChain();
00197 
00198   v->gcache.cached_total_length = 0;
00199 
00200   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00201     /* Check the v->first cache. */
00202     assert(u->First() == v);
00203 
00204     /* Update the 'first engine' */
00205     u->gcache.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;
00206 
00207     /* Update the length of the vehicle. */
00208     uint veh_len = GetRoadVehLength(u);
00209     /* Verify length hasn't changed. */
00210     if (same_length && veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
00211 
00212     u->gcache.cached_veh_length = veh_len;
00213     v->gcache.cached_total_length += u->gcache.cached_veh_length;
00214 
00215     /* Update visual effect */
00216     v->UpdateVisualEffect();
00217 
00218     /* Invalidate the vehicle colour map */
00219     u->colourmap = PAL_NONE;
00220 
00221     /* Update cargo aging period. */
00222     u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_ROADVEH_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
00223   }
00224 
00225   uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0);
00226   v->vcache.cached_max_speed = (max_speed != 0) ? max_speed * 4 : RoadVehInfo(v->engine_type)->max_speed;
00227 }
00228 
00238 CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
00239 {
00240   if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
00241 
00242   if (flags & DC_EXEC) {
00243     const RoadVehicleInfo *rvi = &e->u.road;
00244 
00245     RoadVehicle *v = new RoadVehicle();
00246     *ret = v;
00247     v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
00248     v->owner = _current_company;
00249 
00250     v->tile = tile;
00251     int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
00252     int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
00253     v->x_pos = x;
00254     v->y_pos = y;
00255     v->z_pos = GetSlopePixelZ(x, y);
00256 
00257     v->state = RVSB_IN_DEPOT;
00258     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00259 
00260     v->spritenum = rvi->image_index;
00261     v->cargo_type = e->GetDefaultCargoType();
00262     v->cargo_cap = rvi->capacity;
00263 
00264     v->last_station_visited = INVALID_STATION;
00265     v->engine_type = e->index;
00266     v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00267 
00268     v->reliability = e->reliability;
00269     v->reliability_spd_dec = e->reliability_spd_dec;
00270     v->max_age = e->GetLifeLengthInDays();
00271     _new_vehicle_id = v->index;
00272 
00273     v->service_interval = Company::Get(v->owner)->settings.vehicle.servint_roadveh;
00274 
00275     v->date_of_last_service = _date;
00276     v->build_year = _cur_year;
00277 
00278     v->cur_image = SPR_IMG_QUERY;
00279     v->random_bits = VehicleRandomBits();
00280     v->SetFrontEngine();
00281 
00282     v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
00283     v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
00284     v->gcache.cached_veh_length = VEHICLE_LENGTH;
00285 
00286     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00287 
00288     AddArticulatedParts(v);
00289     v->InvalidateNewGRFCacheOfChain();
00290 
00291     /* Call various callbacks after the whole consist has been constructed */
00292     for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00293       u->cargo_cap = u->GetEngine()->DetermineCapacity(u);
00294       v->InvalidateNewGRFCache();
00295       u->InvalidateNewGRFCache();
00296     }
00297     RoadVehUpdateCache(v);
00298     /* Initialize cached values for realistic acceleration. */
00299     if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
00300 
00301     VehicleUpdatePosition(v);
00302 
00303     CheckConsistencyOfArticulatedVehicle(v);
00304   }
00305 
00306   return CommandCost();
00307 }
00308 
00309 static FindDepotData FindClosestRoadDepot(const RoadVehicle *v, int max_distance)
00310 {
00311   if (IsRoadDepotTile(v->tile)) return FindDepotData(v->tile, 0);
00312 
00313   switch (_settings_game.pf.pathfinder_for_roadvehs) {
00314     case VPF_NPF: return NPFRoadVehicleFindNearestDepot(v, max_distance);
00315     case VPF_YAPF: return YapfRoadVehicleFindNearestDepot(v, max_distance);
00316 
00317     default: NOT_REACHED();
00318   }
00319 }
00320 
00321 bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
00322 {
00323   FindDepotData rfdd = FindClosestRoadDepot(this, 0);
00324   if (rfdd.best_length == UINT_MAX) return false;
00325 
00326   if (location    != NULL) *location    = rfdd.tile;
00327   if (destination != NULL) *destination = GetDepotIndex(rfdd.tile);
00328 
00329   return true;
00330 }
00331 
00341 CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00342 {
00343   RoadVehicle *v = RoadVehicle::GetIfValid(p1);
00344   if (v == NULL) return CMD_ERROR;
00345 
00346   if (!v->IsPrimaryVehicle()) return CMD_ERROR;
00347 
00348   CommandCost ret = CheckOwnership(v->owner);
00349   if (ret.Failed()) return ret;
00350 
00351   if ((v->vehstatus & VS_STOPPED) ||
00352       (v->vehstatus & VS_CRASHED) ||
00353       v->breakdown_ctr != 0 ||
00354       v->overtaking != 0 ||
00355       v->state == RVSB_WORMHOLE ||
00356       v->IsInDepot() ||
00357       v->current_order.IsType(OT_LOADING)) {
00358     return CMD_ERROR;
00359   }
00360 
00361   if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;
00362 
00363   if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;
00364 
00365   if (flags & DC_EXEC) v->reverse_ctr = 180;
00366 
00367   return CommandCost();
00368 }
00369 
00370 
00371 void RoadVehicle::MarkDirty()
00372 {
00373   for (RoadVehicle *v = this; v != NULL; v = v->Next()) {
00374     v->UpdateViewport(false, false);
00375   }
00376   this->CargoChanged();
00377 }
00378 
00379 void RoadVehicle::UpdateDeltaXY(Direction direction)
00380 {
00381 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
00382   static const uint32 _delta_xy_table[8] = {
00383     MKIT(3, 3, -1, -1),
00384     MKIT(3, 7, -1, -3),
00385     MKIT(3, 3, -1, -1),
00386     MKIT(7, 3, -3, -1),
00387     MKIT(3, 3, -1, -1),
00388     MKIT(3, 7, -1, -3),
00389     MKIT(3, 3, -1, -1),
00390     MKIT(7, 3, -3, -1),
00391   };
00392 #undef MKIT
00393 
00394   uint32 x = _delta_xy_table[direction];
00395   this->x_offs        = GB(x,  0, 8);
00396   this->y_offs        = GB(x,  8, 8);
00397   this->x_extent      = GB(x, 16, 8);
00398   this->y_extent      = GB(x, 24, 8);
00399   this->z_extent      = 6;
00400 }
00401 
00406 inline int RoadVehicle::GetCurrentMaxSpeed() const
00407 {
00408   if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) return min(this->vcache.cached_max_speed, this->current_order.max_speed * 2);
00409 
00410   int max_speed = this->vcache.cached_max_speed;
00411 
00412   /* Limit speed to 50% while reversing, 75% in curves. */
00413   for (const RoadVehicle *u = this; u != NULL; u = u->Next()) {
00414     if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
00415       max_speed = this->vcache.cached_max_speed / 2;
00416       break;
00417     } else if ((u->direction & 1) == 0) {
00418       max_speed = this->vcache.cached_max_speed * 3 / 4;
00419     }
00420   }
00421 
00422   return min(max_speed, this->current_order.max_speed * 2);
00423 }
00424 
00429 static void DeleteLastRoadVeh(RoadVehicle *v)
00430 {
00431   Vehicle *u = v;
00432   for (; v->Next() != NULL; v = v->Next()) u = v;
00433   u->SetNext(NULL);
00434 
00435   /* Only leave the road stop when we're really gone. */
00436   if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
00437 
00438   delete v;
00439 }
00440 
00441 static void RoadVehSetRandomDirection(RoadVehicle *v)
00442 {
00443   static const DirDiff delta[] = {
00444     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
00445   };
00446 
00447   do {
00448     uint32 r = Random();
00449 
00450     v->direction = ChangeDir(v->direction, delta[r & 3]);
00451     v->UpdateViewport(true, true);
00452   } while ((v = v->Next()) != NULL);
00453 }
00454 
00460 static bool RoadVehIsCrashed(RoadVehicle *v)
00461 {
00462   v->crashed_ctr++;
00463   if (v->crashed_ctr == 2) {
00464     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
00465   } else if (v->crashed_ctr <= 45) {
00466     if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
00467   } else if (v->crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
00468     bool ret = v->Next() != NULL;
00469     DeleteLastRoadVeh(v);
00470     return ret;
00471   }
00472 
00473   return true;
00474 }
00475 
00482 static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
00483 {
00484   const Vehicle *u = (Vehicle*)data;
00485 
00486   return (v->type == VEH_TRAIN &&
00487       abs(v->z_pos - u->z_pos) <= 6 &&
00488       abs(v->x_pos - u->x_pos) <= 4 &&
00489       abs(v->y_pos - u->y_pos) <= 4) ? v : NULL;
00490 }
00491 
00492 uint RoadVehicle::Crash(bool flooded)
00493 {
00494   uint pass = this->GroundVehicleBase::Crash(flooded);
00495   if (this->IsFrontEngine()) {
00496     pass += 1; // driver
00497 
00498     /* If we're in a drive through road stop we ought to leave it */
00499     if (IsInsideMM(this->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
00500       RoadStop::GetByTile(this->tile, GetRoadStopType(this->tile))->Leave(this);
00501     }
00502   }
00503   this->crashed_ctr = flooded ? 2000 : 1; // max 2220, disappear pretty fast when flooded
00504   return pass;
00505 }
00506 
00507 static void RoadVehCrash(RoadVehicle *v)
00508 {
00509   uint pass = v->Crash();
00510 
00511   AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
00512   Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_RV_LEVEL_CROSSING));
00513 
00514   SetDParam(0, pass);
00515   AddVehicleNewsItem(
00516     (pass == 1) ?
00517       STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER : STR_NEWS_ROAD_VEHICLE_CRASH,
00518     NS_ACCIDENT,
00519     v->index
00520   );
00521 
00522   ModifyStationRatingAround(v->tile, v->owner, -160, 22);
00523   SndPlayVehicleFx(SND_12_EXPLOSION, v);
00524 }
00525 
00526 static bool RoadVehCheckTrainCrash(RoadVehicle *v)
00527 {
00528   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
00529     if (u->state == RVSB_WORMHOLE) continue;
00530 
00531     TileIndex tile = u->tile;
00532 
00533     if (!IsLevelCrossingTile(tile)) continue;
00534 
00535     if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
00536       RoadVehCrash(v);
00537       return true;
00538     }
00539   }
00540 
00541   return false;
00542 }
00543 
00544 TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
00545 {
00546   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
00547 
00548   const Station *st = Station::Get(station);
00549   if (!CanVehicleUseStation(this, st)) {
00550     /* There is no stop left at the station, so don't even TRY to go there */
00551     this->IncrementRealOrderIndex();
00552     return 0;
00553   }
00554 
00555   return st->xy;
00556 }
00557 
00558 static void StartRoadVehSound(const RoadVehicle *v)
00559 {
00560   if (!PlayVehicleSound(v, VSE_START)) {
00561     SoundID s = RoadVehInfo(v->engine_type)->sfx;
00562     if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0) {
00563       s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
00564     }
00565     SndPlayVehicleFx(s, v);
00566   }
00567 }
00568 
00569 struct RoadVehFindData {
00570   int x;
00571   int y;
00572   const Vehicle *veh;
00573   Vehicle *best;
00574   uint best_diff;
00575   Direction dir;
00576 };
00577 
00578 static Vehicle *EnumCheckRoadVehClose(Vehicle *v, void *data)
00579 {
00580   static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
00581   static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };
00582 
00583   RoadVehFindData *rvf = (RoadVehFindData*)data;
00584 
00585   short x_diff = v->x_pos - rvf->x;
00586   short y_diff = v->y_pos - rvf->y;
00587 
00588   if (v->type == VEH_ROAD &&
00589       !v->IsInDepot() &&
00590       abs(v->z_pos - rvf->veh->z_pos) < 6 &&
00591       v->direction == rvf->dir &&
00592       rvf->veh->First() != v->First() &&
00593       (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
00594       (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
00595       (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
00596       (dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0))) {
00597     uint diff = abs(x_diff) + abs(y_diff);
00598 
00599     if (diff < rvf->best_diff || (diff == rvf->best_diff && v->index < rvf->best->index)) {
00600       rvf->best = v;
00601       rvf->best_diff = diff;
00602     }
00603   }
00604 
00605   return NULL;
00606 }
00607 
00608 static RoadVehicle *RoadVehFindCloseTo(RoadVehicle *v, int x, int y, Direction dir, bool update_blocked_ctr = true)
00609 {
00610   RoadVehFindData rvf;
00611   RoadVehicle *front = v->First();
00612 
00613   if (front->reverse_ctr != 0) return NULL;
00614 
00615   rvf.x = x;
00616   rvf.y = y;
00617   rvf.dir = dir;
00618   rvf.veh = v;
00619   rvf.best_diff = UINT_MAX;
00620 
00621   if (front->state == RVSB_WORMHOLE) {
00622     FindVehicleOnPos(v->tile, &rvf, EnumCheckRoadVehClose);
00623     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
00624   } else {
00625     FindVehicleOnPosXY(x, y, &rvf, EnumCheckRoadVehClose);
00626   }
00627 
00628   /* This code protects a roadvehicle from being blocked for ever
00629    * If more than 1480 / 74 days a road vehicle is blocked, it will
00630    * drive just through it. The ultimate backup-code of TTD.
00631    * It can be disabled. */
00632   if (rvf.best_diff == UINT_MAX) {
00633     front->blocked_ctr = 0;
00634     return NULL;
00635   }
00636 
00637   if (update_blocked_ctr && ++front->blocked_ctr > 1480) return NULL;
00638 
00639   return RoadVehicle::From(rvf.best);
00640 }
00641 
00647 static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
00648 {
00649   if (v->IsBus()) {
00650     /* Check if station was ever visited before */
00651     if (!(st->had_vehicle_of_type & HVOT_BUS)) {
00652       st->had_vehicle_of_type |= HVOT_BUS;
00653       SetDParam(0, st->index);
00654       AddVehicleNewsItem(
00655         v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_BUS_ARRIVAL : STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL,
00656         (v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
00657         v->index,
00658         st->index
00659       );
00660       AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
00661       Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
00662     }
00663   } else {
00664     /* Check if station was ever visited before */
00665     if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
00666       st->had_vehicle_of_type |= HVOT_TRUCK;
00667       SetDParam(0, st->index);
00668       AddVehicleNewsItem(
00669         v->roadtype == ROADTYPE_ROAD ? STR_NEWS_FIRST_TRUCK_ARRIVAL : STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL,
00670         (v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
00671         v->index,
00672         st->index
00673       );
00674       AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
00675       Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
00676     }
00677   }
00678 }
00679 
00687 int RoadVehicle::UpdateSpeed()
00688 {
00689   switch (_settings_game.vehicle.roadveh_acceleration_model) {
00690     default: NOT_REACHED();
00691     case AM_ORIGINAL:
00692       return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
00693 
00694     case AM_REALISTIC:
00695       return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
00696   }
00697 }
00698 
00699 static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
00700 {
00701   static const Direction _roadveh_new_dir[] = {
00702     DIR_N , DIR_NW, DIR_W , INVALID_DIR,
00703     DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
00704     DIR_E , DIR_SE, DIR_S
00705   };
00706 
00707   x = x - v->x_pos + 1;
00708   y = y - v->y_pos + 1;
00709 
00710   if ((uint)x > 2 || (uint)y > 2) return v->direction;
00711   return _roadveh_new_dir[y * 4 + x];
00712 }
00713 
00714 static Direction RoadVehGetSlidingDirection(const RoadVehicle *v, int x, int y)
00715 {
00716   Direction new_dir = RoadVehGetNewDirection(v, x, y);
00717   Direction old_dir = v->direction;
00718   DirDiff delta;
00719 
00720   if (new_dir == old_dir) return old_dir;
00721   delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
00722   return ChangeDir(old_dir, delta);
00723 }
00724 
00725 struct OvertakeData {
00726   const RoadVehicle *u;
00727   const RoadVehicle *v;
00728   TileIndex tile;
00729   Trackdir trackdir;
00730 };
00731 
00732 static Vehicle *EnumFindVehBlockingOvertake(Vehicle *v, void *data)
00733 {
00734   const OvertakeData *od = (OvertakeData*)data;
00735 
00736   return (v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v) ? v : NULL;
00737 }
00738 
00745 static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
00746 {
00747   TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->compatible_roadtypes);
00748   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
00749   TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
00750   TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);
00751 
00752   /* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
00753   if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;
00754 
00755   /* Are there more vehicles on the tile except the two vehicles involved in overtaking */
00756   return HasVehicleOnPos(od->tile, od, EnumFindVehBlockingOvertake);
00757 }
00758 
00759 static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
00760 {
00761   OvertakeData od;
00762 
00763   od.v = v;
00764   od.u = u;
00765 
00766   if (u->vcache.cached_max_speed >= v->vcache.cached_max_speed &&
00767       !(u->vehstatus & VS_STOPPED) &&
00768       u->cur_speed != 0) {
00769     return;
00770   }
00771 
00772   /* Trams can't overtake other trams */
00773   if (v->roadtype == ROADTYPE_TRAM) return;
00774 
00775   /* Don't overtake in stations */
00776   if (IsTileType(v->tile, MP_STATION) || IsTileType(u->tile, MP_STATION)) return;
00777 
00778   /* For now, articulated road vehicles can't overtake anything. */
00779   if (v->HasArticulatedPart()) return;
00780 
00781   /* Vehicles are not driving in same direction || direction is not a diagonal direction */
00782   if (v->direction != u->direction || !(v->direction & 1)) return;
00783 
00784   /* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
00785   if (v->state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->state & RVSB_TRACKDIR_MASK))) return;
00786 
00787   od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
00788 
00789   /* Are the current and the next tile suitable for overtaking?
00790    *  - Does the track continue along od.trackdir
00791    *  - No junctions
00792    *  - No barred levelcrossing
00793    *  - No other vehicles in the way
00794    */
00795   od.tile = v->tile;
00796   if (CheckRoadBlockedForOvertaking(&od)) return;
00797 
00798   od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
00799   if (CheckRoadBlockedForOvertaking(&od)) return;
00800 
00801   /* When the vehicle in front of us is stopped we may only take
00802    * half the time to pass it than when the vehicle is moving. */
00803   v->overtaking_ctr = (od.u->cur_speed == 0 || (od.u->vehstatus & VS_STOPPED)) ? RV_OVERTAKE_TIMEOUT / 2 : 0;
00804   v->overtaking = RVSB_DRIVE_SIDE;
00805 }
00806 
00807 static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z)
00808 {
00809   if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
00810 
00811   if (old_z < v->z_pos) {
00812     v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
00813   } else {
00814     uint16 spd = v->cur_speed + 2;
00815     if (spd <= v->vcache.cached_max_speed) v->cur_speed = spd;
00816   }
00817 }
00818 
00819 static int PickRandomBit(uint bits)
00820 {
00821   uint i;
00822   uint num = RandomRange(CountBits(bits));
00823 
00824   for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
00825   return i;
00826 }
00827 
00836 static Trackdir RoadFindPathToDest(RoadVehicle *v, TileIndex tile, DiagDirection enterdir)
00837 {
00838 #define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }
00839 
00840   TileIndex desttile;
00841   Trackdir best_track;
00842   bool path_found = true;
00843 
00844   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->compatible_roadtypes);
00845   TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
00846   TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);
00847 
00848   if (IsTileType(tile, MP_ROAD)) {
00849     if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->compatible_roadtypes) == 0)) {
00850       /* Road depot owned by another company or with the wrong orientation */
00851       trackdirs = TRACKDIR_BIT_NONE;
00852     }
00853   } else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
00854     /* Standard road stop (drive-through stops are treated as normal road) */
00855 
00856     if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || v->HasArticulatedPart()) {
00857       /* different station owner or wrong orientation or the vehicle has articulated parts */
00858       trackdirs = TRACKDIR_BIT_NONE;
00859     } else {
00860       /* Our station */
00861       RoadStopType rstype = v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK;
00862 
00863       if (GetRoadStopType(tile) != rstype) {
00864         /* Wrong station type */
00865         trackdirs = TRACKDIR_BIT_NONE;
00866       } else {
00867         /* Proper station type, check if there is free loading bay */
00868         if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
00869             !RoadStop::GetByTile(tile, rstype)->HasFreeBay()) {
00870           /* Station is full and RV queuing is off */
00871           trackdirs = TRACKDIR_BIT_NONE;
00872         }
00873       }
00874     }
00875   }
00876   /* The above lookups should be moved to GetTileTrackStatus in the
00877    * future, but that requires more changes to the pathfinder and other
00878    * stuff, probably even more arguments to GTTS.
00879    */
00880 
00881   /* Remove tracks unreachable from the enter dir */
00882   trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir];
00883   if (trackdirs == TRACKDIR_BIT_NONE) {
00884     /* No reachable tracks, so we'll reverse */
00885     return_track(_road_reverse_table[enterdir]);
00886   }
00887 
00888   if (v->reverse_ctr != 0) {
00889     bool reverse = true;
00890     if (v->roadtype == ROADTYPE_TRAM) {
00891       /* Trams may only reverse on a tile if it contains at least the straight
00892        * trackbits or when it is a valid turning tile (i.e. one roadbit) */
00893       RoadBits rb = GetAnyRoadBits(tile, ROADTYPE_TRAM);
00894       RoadBits straight = AxisToRoadBits(DiagDirToAxis(enterdir));
00895       reverse = ((rb & straight) == straight) ||
00896                 (rb == DiagDirToRoadBits(enterdir));
00897     }
00898     if (reverse) {
00899       v->reverse_ctr = 0;
00900       if (v->tile != tile) {
00901         return_track(_road_reverse_table[enterdir]);
00902       }
00903     }
00904   }
00905 
00906   desttile = v->dest_tile;
00907   if (desttile == 0) {
00908     /* We've got no destination, pick a random track */
00909     return_track(PickRandomBit(trackdirs));
00910   }
00911 
00912   /* Only one track to choose between? */
00913   if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
00914     return_track(FindFirstBit2x64(trackdirs));
00915   }
00916 
00917   switch (_settings_game.pf.pathfinder_for_roadvehs) {
00918     case VPF_NPF:  best_track = NPFRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
00919     case VPF_YAPF: best_track = YapfRoadVehicleChooseTrack(v, tile, enterdir, trackdirs, path_found); break;
00920 
00921     default: NOT_REACHED();
00922   }
00923   v->HandlePathfindingResult(path_found);
00924 
00925 found_best_track:;
00926 
00927   if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;
00928 
00929   return best_track;
00930 }
00931 
00932 struct RoadDriveEntry {
00933   byte x, y;
00934 };
00935 
00936 #include "table/roadveh_movement.h"
00937 
00938 static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
00939 {
00940   /* Don't leave if not all the wagons are in the depot. */
00941   for (const RoadVehicle *u = v; u != NULL; u = u->Next()) {
00942     if (u->state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
00943   }
00944 
00945   DiagDirection dir = GetRoadDepotDirection(v->tile);
00946   v->direction = DiagDirToDir(dir);
00947 
00948   Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
00949   const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];
00950 
00951   int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
00952   int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);
00953 
00954   if (first) {
00955     /* We are leaving a depot, but have to go to the exact same one; re-enter */
00956     if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
00957       VehicleEnterDepot(v);
00958       return true;
00959     }
00960 
00961     if (RoadVehFindCloseTo(v, x, y, v->direction, false) != NULL) return true;
00962 
00963     VehicleServiceInDepot(v);
00964 
00965     StartRoadVehSound(v);
00966 
00967     /* Vehicle is about to leave a depot */
00968     v->cur_speed = 0;
00969   }
00970 
00971   v->vehstatus &= ~VS_HIDDEN;
00972   v->state = tdir;
00973   v->frame = RVC_DEPOT_START_FRAME;
00974 
00975   v->x_pos = x;
00976   v->y_pos = y;
00977   VehicleUpdatePosition(v);
00978   v->UpdateInclination(true, true);
00979 
00980   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00981 
00982   return true;
00983 }
00984 
00985 static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
00986 {
00987   if (prev->tile == v->tile && !already_reversed) {
00988     /* If the previous vehicle is on the same tile as this vehicle is
00989      * then it must have reversed. */
00990     return _road_reverse_table[entry_dir];
00991   }
00992 
00993   byte prev_state = prev->state;
00994   Trackdir dir;
00995 
00996   if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
00997     DiagDirection diag_dir = INVALID_DIAGDIR;
00998 
00999     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01000       diag_dir = GetTunnelBridgeDirection(tile);
01001     } else if (IsRoadDepotTile(tile)) {
01002       diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
01003     }
01004 
01005     if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
01006     dir = DiagDirToDiagTrackdir(diag_dir);
01007   } else {
01008     if (already_reversed && prev->tile != tile) {
01009       /*
01010        * The vehicle has reversed, but did not go straight back.
01011        * It immediately turn onto another tile. This means that
01012        * the roadstate of the previous vehicle cannot be used
01013        * as the direction we have to go with this vehicle.
01014        *
01015        * Next table is build in the following way:
01016        *  - first row for when the vehicle in front went to the northern or
01017        *    western tile, second for southern and eastern.
01018        *  - columns represent the entry direction.
01019        *  - cell values are determined by the Trackdir one has to take from
01020        *    the entry dir (column) to the tile in north or south by only
01021        *    going over the trackdirs used for turning 90 degrees, i.e.
01022        *    TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
01023        */
01024       static const Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
01025         { TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N,  TRACKDIR_UPPER_E },
01026         { TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S  }};
01027       dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
01028     } else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
01029       dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
01030     } else if (prev_state < TRACKDIR_END) {
01031       dir = (Trackdir)prev_state;
01032     } else {
01033       return INVALID_TRACKDIR;
01034     }
01035   }
01036 
01037   /* Do some sanity checking. */
01038   static const RoadBits required_roadbits[] = {
01039     ROAD_X,            ROAD_Y,            ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
01040     ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X,            ROAD_Y
01041   };
01042   RoadBits required = required_roadbits[dir & 0x07];
01043 
01044   if ((required & GetAnyRoadBits(tile, v->roadtype, true)) == ROAD_NONE) {
01045     dir = INVALID_TRACKDIR;
01046   }
01047 
01048   return dir;
01049 }
01050 
01058 static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadBits r)
01059 {
01060   /* The 'current' company is not necessarily the owner of the vehicle. */
01061   Backup<CompanyByte> cur_company(_current_company, c, FILE_LINE);
01062 
01063   CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, DC_NONE, CMD_BUILD_ROAD);
01064 
01065   cur_company.Restore();
01066   return ret.Succeeded();
01067 }
01068 
01069 static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
01070 {
01071   if (v->overtaking != 0)  {
01072     if (IsTileType(v->tile, MP_STATION)) {
01073       /* Force us to be not overtaking! */
01074       v->overtaking = 0;
01075     } else if (++v->overtaking_ctr >= RV_OVERTAKE_TIMEOUT) {
01076       /* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
01077        *  if the vehicle started a corner. To protect that, only allow an abort of
01078        *  overtake if we are on straight roads */
01079       if (v->state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->state)) {
01080         v->overtaking = 0;
01081       }
01082     }
01083   }
01084 
01085   /* If this vehicle is in a depot and we've reached this point it must be
01086    * one of the articulated parts. It will stay in the depot until activated
01087    * by the previous vehicle in the chain when it gets to the right place. */
01088   if (v->IsInDepot()) return true;
01089 
01090   if (v->state == RVSB_WORMHOLE) {
01091     /* Vehicle is entering a depot or is on a bridge or in a tunnel */
01092     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
01093 
01094     /* Apply bridge speed limit */
01095     if (!(v->vehstatus & VS_HIDDEN)) {
01096       RoadVehicle *first = v->First();
01097       first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed * 2);
01098     }
01099 
01100     if (v->IsFrontEngine()) {
01101       const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
01102       if (u != NULL) {
01103         v->cur_speed = u->First()->cur_speed;
01104         return false;
01105       }
01106     }
01107 
01108     if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
01109       /* Vehicle has just entered a bridge or tunnel */
01110       v->x_pos = gp.x;
01111       v->y_pos = gp.y;
01112       VehicleUpdatePosition(v);
01113       v->UpdateInclination(true, true);
01114       return true;
01115     }
01116 
01117     v->x_pos = gp.x;
01118     v->y_pos = gp.y;
01119     VehicleUpdatePosition(v);
01120     if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
01121     return true;
01122   }
01123 
01124   /* Get move position data for next frame.
01125    * For a drive-through road stop use 'straight road' move data.
01126    * In this case v->state is masked to give the road stop entry direction. */
01127   RoadDriveEntry rd = _road_drive_data[v->roadtype][(
01128     (HasBit(v->state, RVS_IN_DT_ROAD_STOP) ? v->state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->state) +
01129     (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking][v->frame + 1];
01130 
01131   if (rd.x & RDE_NEXT_TILE) {
01132     TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
01133     Trackdir dir;
01134 
01135     if (v->IsFrontEngine()) {
01136       /* If this is the front engine, look for the right path. */
01137       dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
01138     } else {
01139       dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
01140     }
01141 
01142     if (dir == INVALID_TRACKDIR) {
01143       if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
01144       v->cur_speed = 0;
01145       return false;
01146     }
01147 
01148 again:
01149     uint start_frame = RVC_DEFAULT_START_FRAME;
01150     if (IsReversingRoadTrackdir(dir)) {
01151       /* When turning around we can't be overtaking. */
01152       v->overtaking = 0;
01153 
01154       /* Turning around */
01155       if (v->roadtype == ROADTYPE_TRAM) {
01156         /* Determine the road bits the tram needs to be able to turn around
01157          * using the 'big' corner loop. */
01158         RoadBits needed;
01159         switch (dir) {
01160           default: NOT_REACHED();
01161           case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
01162           case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
01163           case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
01164           case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
01165         }
01166         if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
01167             (v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
01168               (needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
01169           /*
01170            * Taking the 'big' corner for trams only happens when:
01171            * - The previous vehicle in this (articulated) tram chain is
01172            *   already on the 'next' tile, we just follow them regardless of
01173            *   anything. When it is NOT on the 'next' tile, the tram started
01174            *   doing a reversing turn when the piece of tram track on the next
01175            *   tile did not exist yet. Do not use the big tram loop as that is
01176            *   going to cause the tram to split up.
01177            * - Or the front of the tram can drive over the next tile.
01178            */
01179         } else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
01180           /*
01181            * Taking the 'small' corner for trams only happens when:
01182            * - We are not the from vehicle of an articulated tram.
01183            * - Or when the company cannot build on the next tile.
01184            *
01185            * The 'small' corner means that the vehicle is on the end of a
01186            * tram track and needs to start turning there. To do this properly
01187            * the tram needs to start at an offset in the tram turning 'code'
01188            * for 'big' corners. It furthermore does not go to the next tile,
01189            * so that needs to be fixed too.
01190            */
01191           tile = v->tile;
01192           start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
01193         } else {
01194           /* The company can build on the next tile, so wait till (s)he does. */
01195           v->cur_speed = 0;
01196           return false;
01197         }
01198       } else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
01199         v->cur_speed = 0;
01200         return false;
01201       } else {
01202         tile = v->tile;
01203       }
01204     }
01205 
01206     /* Get position data for first frame on the new tile */
01207     const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->overtaking];
01208 
01209     int x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
01210     int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
01211 
01212     Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01213     if (v->IsFrontEngine()) {
01214       Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
01215       if (u != NULL) {
01216         v->cur_speed = u->First()->cur_speed;
01217         return false;
01218       }
01219     }
01220 
01221     uint32 r = VehicleEnterTile(v, tile, x, y);
01222     if (HasBit(r, VETS_CANNOT_ENTER)) {
01223       if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
01224         v->cur_speed = 0;
01225         return false;
01226       }
01227       /* Try an about turn to re-enter the previous tile */
01228       dir = _road_reverse_table[rd.x & 3];
01229       goto again;
01230     }
01231 
01232     if (IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
01233       if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
01234         /* New direction is trying to turn vehicle around.
01235          * We can't turn at the exit of a road stop so wait.*/
01236         v->cur_speed = 0;
01237         return false;
01238       }
01239 
01240       /* If we are a drive through road stop and the next tile is of
01241        * the same road stop and the next tile isn't this one (i.e. we
01242        * are not reversing), then keep the reservation and state.
01243        * This way we will not be shortly unregister from the road
01244        * stop. It also makes it possible to load when on the edge of
01245        * two road stops; otherwise you could get vehicles that should
01246        * be loading but are not actually loading. */
01247       if (IsDriveThroughStopTile(v->tile) &&
01248           RoadStop::IsDriveThroughRoadStopContinuation(v->tile, tile) &&
01249           v->tile != tile) {
01250         /* So, keep 'our' state */
01251         dir = (Trackdir)v->state;
01252       } else if (IsRoadStop(v->tile)) {
01253         /* We're not continuing our drive through road stop, so leave. */
01254         RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
01255       }
01256     }
01257 
01258     if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
01259       v->tile = tile;
01260       v->state = (byte)dir;
01261       v->frame = start_frame;
01262     }
01263     if (new_dir != v->direction) {
01264       v->direction = new_dir;
01265       if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
01266     }
01267     v->x_pos = x;
01268     v->y_pos = y;
01269     VehicleUpdatePosition(v);
01270     RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
01271     return true;
01272   }
01273 
01274   if (rd.x & RDE_TURNED) {
01275     /* Vehicle has finished turning around, it will now head back onto the same tile */
01276     Trackdir dir;
01277     uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;
01278 
01279     if (v->roadtype == ROADTYPE_TRAM && !IsRoadDepotTile(v->tile) && HasExactlyOneBit(GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true))) {
01280       /*
01281        * The tram is turning around with one tram 'roadbit'. This means that
01282        * it is using the 'big' corner 'drive data'. However, to support the
01283        * trams to take a small corner, there is a 'turned' marker in the middle
01284        * of the turning 'drive data'. When the tram took the long corner, we
01285        * will still use the 'big' corner drive data, but we advance it one
01286        * frame. We furthermore set the driving direction so the turning is
01287        * going to be properly shown.
01288        */
01289       turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
01290       switch (rd.x & 0x3) {
01291         default: NOT_REACHED();
01292         case DIAGDIR_NW: dir = TRACKDIR_RVREV_SE; break;
01293         case DIAGDIR_NE: dir = TRACKDIR_RVREV_SW; break;
01294         case DIAGDIR_SE: dir = TRACKDIR_RVREV_NW; break;
01295         case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
01296       }
01297     } else {
01298       if (v->IsFrontEngine()) {
01299         /* If this is the front engine, look for the right path. */
01300         dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
01301       } else {
01302         dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
01303       }
01304     }
01305 
01306     if (dir == INVALID_TRACKDIR) {
01307       v->cur_speed = 0;
01308       return false;
01309     }
01310 
01311     const RoadDriveEntry *rdp = _road_drive_data[v->roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];
01312 
01313     int x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
01314     int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
01315 
01316     Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01317     if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
01318 
01319     uint32 r = VehicleEnterTile(v, v->tile, x, y);
01320     if (HasBit(r, VETS_CANNOT_ENTER)) {
01321       v->cur_speed = 0;
01322       return false;
01323     }
01324 
01325     v->state = dir;
01326     v->frame = turn_around_start_frame;
01327 
01328     if (new_dir != v->direction) {
01329       v->direction = new_dir;
01330       if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
01331     }
01332 
01333     v->x_pos = x;
01334     v->y_pos = y;
01335     VehicleUpdatePosition(v);
01336     RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
01337     return true;
01338   }
01339 
01340   /* This vehicle is not in a wormhole and it hasn't entered a new tile. If
01341    * it's on a depot tile, check if it's time to activate the next vehicle in
01342    * the chain yet. */
01343   if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
01344     if (v->frame == v->gcache.cached_veh_length + RVC_DEPOT_START_FRAME) {
01345       RoadVehLeaveDepot(v->Next(), false);
01346     }
01347   }
01348 
01349   /* Calculate new position for the vehicle */
01350   int x = (v->x_pos & ~15) + (rd.x & 15);
01351   int y = (v->y_pos & ~15) + (rd.y & 15);
01352 
01353   Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
01354 
01355   if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
01356     /* Vehicle is not in a road stop.
01357      * Check for another vehicle to overtake */
01358     RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
01359 
01360     if (u != NULL) {
01361       u = u->First();
01362       /* There is a vehicle in front overtake it if possible */
01363       if (v->overtaking == 0) RoadVehCheckOvertake(v, u);
01364       if (v->overtaking == 0) v->cur_speed = u->cur_speed;
01365 
01366       /* In case an RV is stopped in a road stop, why not try to load? */
01367       if (v->cur_speed == 0 && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
01368           v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
01369           v->owner == GetTileOwner(v->tile) && !v->current_order.IsType(OT_LEAVESTATION) &&
01370           GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK)) {
01371         Station *st = Station::GetByTile(v->tile);
01372         v->last_station_visited = st->index;
01373         RoadVehArrivesAt(v, st);
01374         v->BeginLoading();
01375       }
01376       return false;
01377     }
01378   }
01379 
01380   Direction old_dir = v->direction;
01381   if (new_dir != old_dir) {
01382     v->direction = new_dir;
01383     if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
01384     if (old_dir != v->state) {
01385       /* The vehicle is in a road stop */
01386       v->UpdateInclination(false, true);
01387       /* Note, return here means that the frame counter is not incremented
01388        * for vehicles changing direction in a road stop. This causes frames to
01389        * be repeated. (XXX) Is this intended? */
01390       return true;
01391     }
01392   }
01393 
01394   /* If the vehicle is in a normal road stop and the frame equals the stop frame OR
01395    * if the vehicle is in a drive-through road stop and this is the destination station
01396    * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
01397    * (the station test and stop type test ensure that other vehicles, using the road stop as
01398    * a through route, do not stop) */
01399   if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
01400       _road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
01401       (IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
01402       v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
01403       v->owner == GetTileOwner(v->tile) &&
01404       GetRoadStopType(v->tile) == (v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
01405       v->frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {
01406 
01407     RoadStop *rs = RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile));
01408     Station *st = Station::GetByTile(v->tile);
01409 
01410     /* Vehicle is at the stop position (at a bay) in a road stop.
01411      * Note, if vehicle is loading/unloading it has already been handled,
01412      * so if we get here the vehicle has just arrived or is just ready to leave. */
01413     if (!HasBit(v->state, RVS_ENTERED_STOP)) {
01414       /* Vehicle has arrived at a bay in a road stop */
01415 
01416       if (IsDriveThroughStopTile(v->tile)) {
01417         TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
01418 
01419         /* Check if next inline bay is free and has compatible road. */
01420         if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) {
01421           v->frame++;
01422           v->x_pos = x;
01423           v->y_pos = y;
01424           VehicleUpdatePosition(v);
01425           RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
01426           return true;
01427         }
01428       }
01429 
01430       rs->SetEntranceBusy(false);
01431       SetBit(v->state, RVS_ENTERED_STOP);
01432 
01433       v->last_station_visited = st->index;
01434 
01435       if (IsDriveThroughStopTile(v->tile) || (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == st->index)) {
01436         RoadVehArrivesAt(v, st);
01437         v->BeginLoading();
01438         return false;
01439       }
01440     } else {
01441       /* Vehicle is ready to leave a bay in a road stop */
01442       if (rs->IsEntranceBusy()) {
01443         /* Road stop entrance is busy, so wait as there is nowhere else to go */
01444         v->cur_speed = 0;
01445         return false;
01446       }
01447       if (v->current_order.IsType(OT_LEAVESTATION)) v->current_order.Free();
01448     }
01449 
01450     if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);
01451 
01452     StartRoadVehSound(v);
01453     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01454   }
01455 
01456   /* Check tile position conditions - i.e. stop position in depot,
01457    * entry onto bridge or into tunnel */
01458   uint32 r = VehicleEnterTile(v, v->tile, x, y);
01459   if (HasBit(r, VETS_CANNOT_ENTER)) {
01460     v->cur_speed = 0;
01461     return false;
01462   }
01463 
01464   if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) {
01465     v->current_order.Free();
01466   }
01467 
01468   /* Move to next frame unless vehicle arrived at a stop position
01469    * in a depot or entered a tunnel/bridge */
01470   if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
01471   v->x_pos = x;
01472   v->y_pos = y;
01473   VehicleUpdatePosition(v);
01474   RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
01475   return true;
01476 }
01477 
01478 static bool RoadVehController(RoadVehicle *v)
01479 {
01480   /* decrease counters */
01481   v->tick_counter++;
01482   v->current_order_time++;
01483   if (v->reverse_ctr != 0) v->reverse_ctr--;
01484 
01485   /* handle crashed */
01486   if (v->vehstatus & VS_CRASHED || RoadVehCheckTrainCrash(v)) {
01487     return RoadVehIsCrashed(v);
01488   }
01489 
01490   /* road vehicle has broken down? */
01491   if (v->HandleBreakdown()) return true;
01492   if (v->vehstatus & VS_STOPPED) return true;
01493 
01494   ProcessOrders(v);
01495   v->HandleLoading();
01496 
01497   if (v->current_order.IsType(OT_LOADING)) return true;
01498 
01499   if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return true;
01500 
01501   v->ShowVisualEffect();
01502 
01503   /* Check how far the vehicle needs to proceed */
01504   int j = v->UpdateSpeed();
01505 
01506   int adv_spd = v->GetAdvanceDistance();
01507   bool blocked = false;
01508   while (j >= adv_spd) {
01509     j -= adv_spd;
01510 
01511     RoadVehicle *u = v;
01512     for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) {
01513       if (!IndividualRoadVehicleController(u, prev)) {
01514         blocked = true;
01515         break;
01516       }
01517     }
01518     if (blocked) break;
01519 
01520     /* Determine distance to next map position */
01521     adv_spd = v->GetAdvanceDistance();
01522 
01523     /* Test for a collision, but only if another movement will occur. */
01524     if (j >= adv_spd && RoadVehCheckTrainCrash(v)) break;
01525   }
01526 
01527   v->SetLastSpeed();
01528 
01529   for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
01530     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
01531 
01532     u->UpdateViewport(false, false);
01533   }
01534 
01535   /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does
01536    * not accelerate again before it can actually move. I.e. make sure it tries to advance again
01537    * on next tick to discover whether it is still blocked. */
01538   if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j;
01539 
01540   return true;
01541 }
01542 
01543 Money RoadVehicle::GetRunningCost() const
01544 {
01545   const Engine *e = this->GetEngine();
01546   if (e->u.road.running_cost_class == INVALID_PRICE) return 0;
01547 
01548   uint cost_factor = GetVehicleProperty(this, PROP_ROADVEH_RUNNING_COST_FACTOR, e->u.road.running_cost);
01549   if (cost_factor == 0) return 0;
01550 
01551   return GetPrice(e->u.road.running_cost_class, cost_factor, e->GetGRF());
01552 }
01553 
01554 bool RoadVehicle::Tick()
01555 {
01556   if (this->IsFrontEngine()) {
01557     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
01558     return RoadVehController(this);
01559   }
01560 
01561   return true;
01562 }
01563 
01564 static void CheckIfRoadVehNeedsService(RoadVehicle *v)
01565 {
01566   /* If we already got a slot at a stop, use that FIRST, and go to a depot later */
01567   if (Company::Get(v->owner)->settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
01568   if (v->IsChainInDepot()) {
01569     VehicleServiceInDepot(v);
01570     return;
01571   }
01572 
01573   uint max_penalty;
01574   switch (_settings_game.pf.pathfinder_for_roadvehs) {
01575     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
01576     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
01577     default: NOT_REACHED();
01578   }
01579 
01580   FindDepotData rfdd = FindClosestRoadDepot(v, max_penalty);
01581   /* Only go to the depot if it is not too far out of our way. */
01582   if (rfdd.best_length == UINT_MAX || rfdd.best_length > max_penalty) {
01583     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
01584       /* If we were already heading for a depot but it has
01585        * suddenly moved farther away, we continue our normal
01586        * schedule? */
01587       v->current_order.MakeDummy();
01588       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01589     }
01590     return;
01591   }
01592 
01593   DepotID depot = GetDepotIndex(rfdd.tile);
01594 
01595   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
01596       v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
01597       !Chance16(1, 20)) {
01598     return;
01599   }
01600 
01601   SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
01602   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
01603   v->dest_tile = rfdd.tile;
01604   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01605 }
01606 
01607 void RoadVehicle::OnNewDay()
01608 {
01609   AgeVehicle(this);
01610 
01611   if (!this->IsFrontEngine()) return;
01612 
01613   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
01614   if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);
01615 
01616   CheckIfRoadVehNeedsService(this);
01617 
01618   CheckOrders(this);
01619 
01620   if (this->running_ticks == 0) return;
01621 
01622   CommandCost cost(EXPENSES_ROADVEH_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
01623 
01624   this->profit_this_year -= cost.GetCost();
01625   this->running_ticks = 0;
01626 
01627   SubtractMoneyFromCompanyFract(this->owner, cost);
01628 
01629   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
01630   SetWindowClassesDirty(WC_ROADVEH_LIST);
01631 }
01632 
01633 Trackdir RoadVehicle::GetVehicleTrackdir() const
01634 {
01635   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
01636 
01637   if (this->IsInDepot()) {
01638     /* We'll assume the road vehicle is facing outwards */
01639     return DiagDirToDiagTrackdir(GetRoadDepotDirection(this->tile));
01640   }
01641 
01642   if (IsStandardRoadStopTile(this->tile)) {
01643     /* We'll assume the road vehicle is facing outwards */
01644     return DiagDirToDiagTrackdir(GetRoadStopDir(this->tile)); // Road vehicle in a station
01645   }
01646 
01647   /* Drive through road stops / wormholes (tunnels) */
01648   if (this->state > RVSB_TRACKDIR_MASK) return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
01649 
01650   /* If vehicle's state is a valid track direction (vehicle is not turning around) return it,
01651    * otherwise transform it into a valid track direction */
01652   return (Trackdir)((IsReversingRoadTrackdir((Trackdir)this->state)) ? (this->state - 6) : this->state);
01653 }