2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 /** @file train_cmd.cpp Handling of trains. */
12 #include "articulated_vehicles.h"
13 #include "command_func.h"
14 #include "pathfinder/npf/npf_func.h"
15 #include "pathfinder/yapf/yapf.hpp"
16 #include "news_func.h"
17 #include "company_func.h"
18 #include "newgrf_sound.h"
19 #include "newgrf_text.h"
20 #include "strings_func.h"
21 #include "viewport_func.h"
22 #include "vehicle_func.h"
23 #include "sound_func.h"
25 #include "game/game.hpp"
26 #include "newgrf_station.h"
27 #include "effectvehicle_func.h"
28 #include "network/network.h"
29 #include "spritecache.h"
30 #include "core/random_func.hpp"
31 #include "company_base.h"
33 #include "order_backup.h"
34 #include "zoom_func.h"
35 #include "newgrf_debug.h"
36 #include "framerate_type.h"
38 #include "table/strings.h"
39 #include "table/train_cmd.h"
41 #include "safeguards.h"
43 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
);
44 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
45 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
46 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
47 static void CheckIfTrainNeedsService(Train
*v
);
48 static void CheckNextTrainTile(Train
*v
);
50 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
51 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
54 bool IsValidImageIndex
<VEH_TRAIN
>(uint8 image_index
)
56 return image_index
< lengthof(_engine_sprite_base
);
61 * Return the cargo weight multiplier to use for a rail vehicle
62 * @param cargo Cargo type to get multiplier for
63 * @return Cargo weight multiplier
65 byte
FreightWagonMult(CargoID cargo
)
67 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
68 return _settings_game
.vehicle
.freight_trains
;
71 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
72 void CheckTrainsLengths()
76 for (const Train
*v
: Train::Iterate()) {
77 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
78 for (const Train
*u
= v
, *w
= v
->Next(); w
!= nullptr; u
= w
, w
= w
->Next()) {
79 if (u
->track
!= TRACK_BIT_DEPOT
) {
80 if ((w
->track
!= TRACK_BIT_DEPOT
&&
81 std::max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
82 (w
->track
== TRACK_BIT_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
83 SetDParam(0, v
->index
);
84 SetDParam(1, v
->owner
);
85 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
87 if (!_networking
&& first
) {
89 DoCommandP(0, PM_PAUSED_ERROR
, 1, CMD_PAUSE
);
91 /* Break so we warn only once for each train. */
101 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
102 * to/removed from the chain, and when the game is loaded.
103 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
104 * @param allowed_changes Stuff that is allowed to change.
106 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
108 uint16 max_speed
= UINT16_MAX
;
110 assert(this->IsFrontEngine() || this->IsFreeWagon());
112 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
113 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
114 this->gcache
.cached_total_length
= 0;
115 this->compatible_railtypes
= RAILTYPES_NONE
;
117 bool train_can_tilt
= true;
118 int min_curve_speed_mod
= INT_MAX
;
120 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
121 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
123 /* Check the this->first cache. */
124 assert(u
->First() == this);
126 /* update the 'first engine' */
127 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
128 u
->railtype
= rvi_u
->railtype
;
130 if (u
->IsEngine()) first_engine
= u
->engine_type
;
132 /* Set user defined data to its default value */
133 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
134 this->InvalidateNewGRFCache();
135 u
->InvalidateNewGRFCache();
138 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
139 /* Update user defined data (must be done before other properties) */
140 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
141 this->InvalidateNewGRFCache();
142 u
->InvalidateNewGRFCache();
145 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
146 const Engine
*e_u
= u
->GetEngine();
147 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
149 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
150 min_curve_speed_mod
= std::min(min_curve_speed_mod
, u
->GetCurveSpeedModifier());
152 /* Cache wagon override sprite group. nullptr is returned if there is none */
153 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
155 /* Reset colour map */
156 u
->colourmap
= PAL_NONE
;
158 /* Update powered-wagon-status and visual effect */
159 u
->UpdateVisualEffect(true);
161 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
162 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
163 /* wagon is powered */
164 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
166 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
169 if (!u
->IsArticulatedPart()) {
170 /* Do not count powered wagons for the compatible railtypes, as wagons always
171 have railtype normal */
172 if (rvi_u
->power
> 0) {
173 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
176 /* Some electric engines can be allowed to run on normal rail. It happens to all
177 * existing electric engines when elrails are disabled and then re-enabled */
178 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
179 u
->railtype
= RAILTYPE_RAIL
;
180 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
183 /* max speed is the minimum of the speed limits of all vehicles in the consist */
184 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
185 uint16 speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
186 if (speed
!= 0) max_speed
= std::min(speed
, max_speed
);
190 uint16 new_cap
= e_u
->DetermineCapacity(u
);
191 if (allowed_changes
& CCF_CAPACITY
) {
192 /* Update vehicle capacity. */
193 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
194 u
->refit_cap
= std::min(new_cap
, u
->refit_cap
);
195 u
->cargo_cap
= new_cap
;
197 /* Verify capacity hasn't changed. */
198 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
200 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
202 /* check the vehicle length (callback) */
203 uint16 veh_len
= CALLBACK_FAILED
;
204 if (e_u
->GetGRF() != nullptr && e_u
->GetGRF()->grf_version
>= 8) {
205 /* Use callback 36 */
206 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
208 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
209 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
211 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
212 /* Use callback 11 */
213 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
215 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
216 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
218 if (allowed_changes
& CCF_LENGTH
) {
219 /* Update vehicle length. */
220 u
->gcache
.cached_veh_length
= veh_len
;
222 /* Verify length hasn't changed. */
223 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
226 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
227 this->InvalidateNewGRFCache();
228 u
->InvalidateNewGRFCache();
231 /* store consist weight/max speed in cache */
232 this->vcache
.cached_max_speed
= max_speed
;
233 this->tcache
.cached_tilt
= train_can_tilt
;
234 this->tcache
.cached_curve_speed_mod
= min_curve_speed_mod
;
235 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
237 /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
238 this->CargoChanged();
240 if (this->IsFrontEngine()) {
241 this->UpdateAcceleration();
242 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
243 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
244 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
245 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
250 * Get the stop location of (the center) of the front vehicle of a train at
251 * a platform of a station.
252 * @param station_id the ID of the station where we're stopping
253 * @param tile the tile where the vehicle currently is
254 * @param v the vehicle to get the stop location of
255 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
256 * @param station_length 'return' the station length in 1/16th tiles
257 * @return the location, calculated from the begin of the station to stop at.
259 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
261 const Station
*st
= Station::Get(station_id
);
262 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
263 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
265 /* Default to the middle of the station for stations stops that are not in
266 * the order list like intermediate stations when non-stop is disabled */
267 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
268 if (v
->gcache
.cached_total_length
>= *station_length
) {
269 /* The train is longer than the station, make it stop at the far end of the platform */
270 osl
= OSL_PLATFORM_FAR_END
;
271 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
272 osl
= v
->current_order
.GetStopLocation();
275 /* The stop location of the FRONT! of the train */
278 default: NOT_REACHED();
280 case OSL_PLATFORM_NEAR_END
:
281 stop
= v
->gcache
.cached_total_length
;
284 case OSL_PLATFORM_MIDDLE
:
285 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
288 case OSL_PLATFORM_FAR_END
:
289 stop
= *station_length
;
293 /* Subtract half the front vehicle length of the train so we get the real
294 * stop location of the train. */
295 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
300 * Computes train speed limit caused by curves
301 * @return imposed speed limit
303 int Train::GetCurveSpeedLimit() const
305 assert(this->First() == this);
307 static const int absolute_max_speed
= UINT16_MAX
;
308 int max_speed
= absolute_max_speed
;
310 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
312 int curvecount
[2] = {0, 0};
314 /* first find the curve speed limit */
319 for (const Vehicle
*u
= this; u
->Next() != nullptr; u
= u
->Next(), pos
++) {
320 Direction this_dir
= u
->direction
;
321 Direction next_dir
= u
->Next()->direction
;
323 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
324 if (dirdiff
== DIRDIFF_SAME
) continue;
326 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
327 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
328 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
331 sum
+= pos
- lastpos
;
332 if (pos
- lastpos
== 1 && max_speed
> 88) {
339 /* if we have a 90 degree turn, fix the speed limit to 60 */
340 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
345 if (numcurve
> 0 && max_speed
> 88) {
346 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
347 max_speed
= absolute_max_speed
;
350 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
354 if (max_speed
!= absolute_max_speed
) {
355 /* Apply the current railtype's curve speed advantage */
356 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(this->tile
));
357 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
359 if (this->tcache
.cached_tilt
) {
360 /* Apply max_speed bonus of 20% for a tilting train */
361 max_speed
+= max_speed
/ 5;
364 /* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
365 * and clamp the result to an acceptable range. */
366 max_speed
+= (max_speed
* this->tcache
.cached_curve_speed_mod
) / 256;
367 max_speed
= Clamp(max_speed
, 2, absolute_max_speed
);
374 * Calculates the maximum speed of the vehicle under its current conditions.
375 * @return Maximum speed of the vehicle.
377 int Train::GetCurrentMaxSpeed() const
379 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
380 this->gcache
.cached_max_track_speed
:
381 this->tcache
.cached_max_curve_speed
;
383 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
384 StationID sid
= GetStationIndex(this->tile
);
385 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
388 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
390 /* The distance to go is whatever is still ahead of the train minus the
391 * distance from the train's stop location to the end of the platform */
392 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
394 if (distance_to_go
> 0) {
395 int st_max_speed
= 120;
397 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
398 if (max_speed
> (this->cur_speed
- delta_v
)) {
399 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
402 st_max_speed
= std::max(st_max_speed
, 25 * distance_to_go
);
403 max_speed
= std::min(max_speed
, st_max_speed
);
408 for (const Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
409 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->track
== TRACK_BIT_DEPOT
) {
410 max_speed
= std::min(max_speed
, 61);
414 /* Vehicle is on the middle part of a bridge. */
415 if (u
->track
== TRACK_BIT_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
416 max_speed
= std::min
<int>(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
);
420 max_speed
= std::min
<int>(max_speed
, this->current_order
.GetMaxSpeed());
421 return std::min
<int>(max_speed
, this->gcache
.cached_max_track_speed
);
424 /** Update acceleration of the train from the cached power and weight. */
425 void Train::UpdateAcceleration()
427 assert(this->IsFrontEngine() || this->IsFreeWagon());
429 uint power
= this->gcache
.cached_power
;
430 uint weight
= this->gcache
.cached_weight
;
432 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
436 * Get the width of a train vehicle image in the GUI.
437 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
438 * @return Width in pixels
440 int Train::GetDisplayImageWidth(Point
*offset
) const
442 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
443 int vehicle_pitch
= 0;
445 const Engine
*e
= this->GetEngine();
446 if (e
->GetGRF() != nullptr && is_custom_sprite(e
->u
.rail
.image_index
)) {
447 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
448 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
451 if (offset
!= nullptr) {
452 offset
->x
= ScaleGUITrad(reference_width
) / 2;
453 offset
->y
= ScaleGUITrad(vehicle_pitch
);
455 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
458 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
460 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
461 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
465 * Get the sprite to display the train.
466 * @param direction Direction of view/travel.
467 * @param image_type Visualisation context.
468 * @return Sprite to display.
470 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
472 uint8 spritenum
= this->spritenum
;
474 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
476 if (is_custom_sprite(spritenum
)) {
477 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
478 if (result
->IsValid()) return;
480 spritenum
= this->GetEngine()->original_image_index
;
483 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
484 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
486 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
491 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
493 const Engine
*e
= Engine::Get(engine
);
494 Direction dir
= rear_head
? DIR_E
: DIR_W
;
495 uint8 spritenum
= e
->u
.rail
.image_index
;
497 if (is_custom_sprite(spritenum
)) {
498 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
499 if (result
->IsValid()) {
500 if (e
->GetGRF() != nullptr) {
501 y
+= ScaleGUITrad(e
->GetGRF()->traininfo_vehicle_pitch
);
506 spritenum
= Engine::Get(engine
)->original_image_index
;
509 if (rear_head
) spritenum
++;
511 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
514 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
516 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
520 VehicleSpriteSeq seqf
, seqr
;
521 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
522 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
525 seqf
.GetBounds(&rectf
);
526 seqr
.GetBounds(&rectr
);
528 preferred_x
= Clamp(preferred_x
,
529 left
- UnScaleGUI(rectf
.left
) + ScaleGUITrad(14),
530 right
- UnScaleGUI(rectr
.right
) - ScaleGUITrad(15));
532 seqf
.Draw(preferred_x
- ScaleGUITrad(14), yf
, pal
, pal
== PALETTE_CRASH
);
533 seqr
.Draw(preferred_x
+ ScaleGUITrad(15), yr
, pal
, pal
== PALETTE_CRASH
);
535 VehicleSpriteSeq seq
;
536 GetRailIcon(engine
, false, y
, image_type
, &seq
);
539 seq
.GetBounds(&rect
);
540 preferred_x
= Clamp(preferred_x
,
541 left
- UnScaleGUI(rect
.left
),
542 right
- UnScaleGUI(rect
.right
));
544 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
549 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
550 * @param engine The engine to get the sprite from.
551 * @param[out] width The width of the sprite.
552 * @param[out] height The height of the sprite.
553 * @param[out] xoffs Number of pixels to shift the sprite to the right.
554 * @param[out] yoffs Number of pixels to shift the sprite downwards.
555 * @param image_type Context the sprite is used in.
557 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
561 VehicleSpriteSeq seq
;
562 GetRailIcon(engine
, false, y
, image_type
, &seq
);
565 seq
.GetBounds(&rect
);
567 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
568 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
569 xoffs
= UnScaleGUI(rect
.left
);
570 yoffs
= UnScaleGUI(rect
.top
);
572 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
573 GetRailIcon(engine
, true, y
, image_type
, &seq
);
574 seq
.GetBounds(&rect
);
576 /* Calculate values relative to an imaginary center between the two sprites. */
577 width
= ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
578 height
= std::max
<uint
>(height
, UnScaleGUI(rect
.bottom
- rect
.top
+ 1));
579 xoffs
= xoffs
- ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
580 yoffs
= std::min(yoffs
, UnScaleGUI(rect
.top
));
585 * Build a railroad wagon.
586 * @param tile tile of the depot where rail-vehicle is built.
587 * @param flags type of operation.
588 * @param e the engine to build.
589 * @param[out] ret the vehicle that has been built.
590 * @return the cost of this operation or an error.
592 static CommandCost
CmdBuildRailWagon(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, Vehicle
**ret
)
594 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
596 /* Check that the wagon can drive on the track in question */
597 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
599 if (flags
& DC_EXEC
) {
600 Train
*v
= new Train();
602 v
->spritenum
= rvi
->image_index
;
604 v
->engine_type
= e
->index
;
605 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
607 DiagDirection dir
= GetRailDepotDirection(tile
);
609 v
->direction
= DiagDirToDir(dir
);
612 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
613 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
617 v
->z_pos
= GetSlopePixelZ(x
, y
);
618 v
->owner
= _current_company
;
619 v
->track
= TRACK_BIT_DEPOT
;
620 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
625 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
627 v
->cargo_type
= e
->GetDefaultCargoType();
628 v
->cargo_cap
= rvi
->capacity
;
631 v
->railtype
= rvi
->railtype
;
633 v
->date_of_last_service
= _date
;
634 v
->build_year
= _cur_year
;
635 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
636 v
->random_bits
= VehicleRandomBits();
638 v
->group_id
= DEFAULT_GROUP
;
640 AddArticulatedParts(v
);
642 _new_vehicle_id
= v
->index
;
645 v
->First()->ConsistChanged(CCF_ARRANGE
);
646 UpdateTrainGroupID(v
->First());
648 CheckConsistencyOfArticulatedVehicle(v
);
650 /* Try to connect the vehicle to one of free chains of wagons. */
651 for (Train
*w
: Train::Iterate()) {
652 if (w
->tile
== tile
&& ///< Same depot
653 w
->IsFreeWagon() && ///< A free wagon chain
654 w
->engine_type
== e
->index
&& ///< Same type
655 w
->First() != v
&& ///< Don't connect to ourself
656 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
657 if (DoCommand(0, v
->index
| 1 << 20, w
->Last()->index
, DC_EXEC
, CMD_MOVE_RAIL_VEHICLE
).Succeeded()) {
664 return CommandCost();
667 /** Move all free vehicles in the depot to the train */
668 static void NormalizeTrainVehInDepot(const Train
*u
)
670 for (const Train
*v
: Train::Iterate()) {
671 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
672 v
->track
== TRACK_BIT_DEPOT
) {
673 if (DoCommand(0, v
->index
| 1 << 20, u
->index
, DC_EXEC
,
674 CMD_MOVE_RAIL_VEHICLE
).Failed())
680 static void AddRearEngineToMultiheadedTrain(Train
*v
)
682 Train
*u
= new Train();
685 u
->direction
= v
->direction
;
691 u
->track
= TRACK_BIT_DEPOT
;
692 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
693 u
->spritenum
= v
->spritenum
+ 1;
694 u
->cargo_type
= v
->cargo_type
;
695 u
->cargo_subtype
= v
->cargo_subtype
;
696 u
->cargo_cap
= v
->cargo_cap
;
697 u
->refit_cap
= v
->refit_cap
;
698 u
->railtype
= v
->railtype
;
699 u
->engine_type
= v
->engine_type
;
700 u
->date_of_last_service
= v
->date_of_last_service
;
701 u
->build_year
= v
->build_year
;
702 u
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
703 u
->random_bits
= VehicleRandomBits();
709 /* Now we need to link the front and rear engines together */
710 v
->other_multiheaded_part
= u
;
711 u
->other_multiheaded_part
= v
;
715 * Build a railroad vehicle.
716 * @param tile tile of the depot where rail-vehicle is built.
717 * @param flags type of operation.
718 * @param e the engine to build.
719 * @param data bit 0 prevents any free cars from being added to the train.
720 * @param[out] ret the vehicle that has been built.
721 * @return the cost of this operation or an error.
723 CommandCost
CmdBuildRailVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
725 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
727 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(tile
, flags
, e
, ret
);
729 /* Check if depot and new engine uses the same kind of tracks *
730 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
731 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
733 if (flags
& DC_EXEC
) {
734 DiagDirection dir
= GetRailDepotDirection(tile
);
735 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
736 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
738 Train
*v
= new Train();
740 v
->direction
= DiagDirToDir(dir
);
742 v
->owner
= _current_company
;
745 v
->z_pos
= GetSlopePixelZ(x
, y
);
746 v
->track
= TRACK_BIT_DEPOT
;
747 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
748 v
->spritenum
= rvi
->image_index
;
749 v
->cargo_type
= e
->GetDefaultCargoType();
750 v
->cargo_cap
= rvi
->capacity
;
752 v
->last_station_visited
= INVALID_STATION
;
753 v
->last_loading_station
= INVALID_STATION
;
755 v
->engine_type
= e
->index
;
756 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
758 v
->reliability
= e
->reliability
;
759 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
760 v
->max_age
= e
->GetLifeLengthInDays();
762 v
->railtype
= rvi
->railtype
;
763 _new_vehicle_id
= v
->index
;
765 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
766 v
->date_of_last_service
= _date
;
767 v
->build_year
= _cur_year
;
768 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
769 v
->random_bits
= VehicleRandomBits();
771 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
772 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
774 v
->group_id
= DEFAULT_GROUP
;
781 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
782 AddRearEngineToMultiheadedTrain(v
);
784 AddArticulatedParts(v
);
787 v
->ConsistChanged(CCF_ARRANGE
);
788 UpdateTrainGroupID(v
);
790 if (!HasBit(data
, 0) && !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
791 NormalizeTrainVehInDepot(v
);
794 CheckConsistencyOfArticulatedVehicle(v
);
797 return CommandCost();
800 static Train
*FindGoodVehiclePos(const Train
*src
)
802 EngineID eng
= src
->engine_type
;
803 TileIndex tile
= src
->tile
;
805 for (Train
*dst
: Train::Iterate()) {
806 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
807 /* check so all vehicles in the line have the same engine. */
809 while (t
->engine_type
== eng
) {
811 if (t
== nullptr) return dst
;
819 /** Helper type for lists/vectors of trains */
820 typedef std::vector
<Train
*> TrainList
;
823 * Make a backup of a train into a train list.
824 * @param list to make the backup in
825 * @param t the train to make the backup of
827 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
829 for (; t
!= nullptr; t
= t
->Next()) list
.push_back(t
);
833 * Restore the train from the backup list.
834 * @param list the train to restore.
836 static void RestoreTrainBackup(TrainList
&list
)
838 /* No train, nothing to do. */
839 if (list
.size() == 0) return;
841 Train
*prev
= nullptr;
842 /* Iterate over the list and rebuild it. */
843 for (Train
*t
: list
) {
844 if (prev
!= nullptr) {
846 } else if (t
->Previous() != nullptr) {
847 /* Make sure the head of the train is always the first in the chain. */
848 t
->Previous()->SetNext(nullptr);
855 * Remove the given wagon from its consist.
856 * @param part the part of the train to remove.
857 * @param chain whether to remove the whole chain.
859 static void RemoveFromConsist(Train
*part
, bool chain
= false)
861 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
863 /* Unlink at the front, but make it point to the next
864 * vehicle after the to be remove part. */
865 if (part
->Previous() != nullptr) part
->Previous()->SetNext(tail
->Next());
867 /* Unlink at the back */
868 tail
->SetNext(nullptr);
872 * Inserts a chain into the train at dst.
873 * @param dst the place where to append after.
874 * @param chain the chain to actually add.
876 static void InsertInConsist(Train
*dst
, Train
*chain
)
878 /* We do not want to add something in the middle of an articulated part. */
879 assert(dst
!= nullptr && (dst
->Next() == nullptr || !dst
->Next()->IsArticulatedPart()));
881 chain
->Last()->SetNext(dst
->Next());
886 * Normalise the dual heads in the train, i.e. if one is
887 * missing move that one to this train.
888 * @param t the train to normalise.
890 static void NormaliseDualHeads(Train
*t
)
892 for (; t
!= nullptr; t
= t
->GetNextVehicle()) {
893 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
895 /* Make sure that there are no free cars before next engine */
897 for (u
= t
; u
->Next() != nullptr && !u
->Next()->IsEngine(); u
= u
->Next()) {}
899 if (u
== t
->other_multiheaded_part
) continue;
901 /* Remove the part from the 'wrong' train */
902 RemoveFromConsist(t
->other_multiheaded_part
);
903 /* And add it to the 'right' train */
904 InsertInConsist(u
, t
->other_multiheaded_part
);
909 * Normalise the sub types of the parts in this chain.
910 * @param chain the chain to normalise.
912 static void NormaliseSubtypes(Train
*chain
)
915 if (chain
== nullptr) return;
917 /* We must be the first in the chain. */
918 assert(chain
->Previous() == nullptr);
920 /* Set the appropriate bits for the first in the chain. */
921 if (chain
->IsWagon()) {
922 chain
->SetFreeWagon();
924 assert(chain
->IsEngine());
925 chain
->SetFrontEngine();
928 /* Now clear the bits for the rest of the chain */
929 for (Train
*t
= chain
->Next(); t
!= nullptr; t
= t
->Next()) {
931 t
->ClearFrontEngine();
936 * Check/validate whether we may actually build a new train.
937 * @note All vehicles are/were 'heads' of their chains.
938 * @param original_dst The original destination chain.
939 * @param dst The destination chain after constructing the train.
940 * @param original_src The original source chain.
941 * @param src The source chain after constructing the train.
942 * @return possible error of this command.
944 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
946 /* Just add 'new' engines and subtract the original ones.
947 * If that's less than or equal to 0 we can be sure we did
948 * not add any engines (read: trains) along the way. */
949 if ((src
!= nullptr && src
->IsEngine() ? 1 : 0) +
950 (dst
!= nullptr && dst
->IsEngine() ? 1 : 0) -
951 (original_src
!= nullptr && original_src
->IsEngine() ? 1 : 0) -
952 (original_dst
!= nullptr && original_dst
->IsEngine() ? 1 : 0) <= 0) {
953 return CommandCost();
956 /* Get a free unit number and check whether it's within the bounds.
957 * There will always be a maximum of one new train. */
958 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
960 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
964 * Check whether the train parts can be attached.
965 * @param t the train to check
966 * @return possible error of this command.
968 static CommandCost
CheckTrainAttachment(Train
*t
)
970 /* No multi-part train, no need to check. */
971 if (t
== nullptr || t
->Next() == nullptr) return CommandCost();
973 /* The maximum length for a train. For each part we decrease this by one
974 * and if the result is negative the train is simply too long. */
975 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
977 /* For free-wagon chains, check if they are within the max_train_length limit. */
978 if (!t
->IsEngine()) {
980 while (t
!= nullptr) {
981 allowed_len
-= t
->gcache
.cached_veh_length
;
986 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
987 return CommandCost();
993 /* Break the prev -> t link so it always holds within the loop. */
995 prev
->SetNext(nullptr);
997 /* Make sure the cache is cleared. */
998 head
->InvalidateNewGRFCache();
1000 while (t
!= nullptr) {
1001 allowed_len
-= t
->gcache
.cached_veh_length
;
1003 Train
*next
= t
->Next();
1005 /* Unlink the to-be-added piece; it is already unlinked from the previous
1006 * part due to the fact that the prev -> t link is broken. */
1007 t
->SetNext(nullptr);
1009 /* Don't check callback for articulated or rear dual headed parts */
1010 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1011 /* Back up and clear the first_engine data to avoid using wagon override group */
1012 EngineID first_engine
= t
->gcache
.first_engine
;
1013 t
->gcache
.first_engine
= INVALID_ENGINE
;
1015 /* We don't want the cache to interfere. head's cache is cleared before
1016 * the loop and after each callback does not need to be cleared here. */
1017 t
->InvalidateNewGRFCache();
1019 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1021 /* Restore original first_engine data */
1022 t
->gcache
.first_engine
= first_engine
;
1024 /* We do not want to remember any cached variables from the test run */
1025 t
->InvalidateNewGRFCache();
1026 head
->InvalidateNewGRFCache();
1028 if (callback
!= CALLBACK_FAILED
) {
1029 /* A failing callback means everything is okay */
1030 StringID error
= STR_NULL
;
1032 if (head
->GetGRF()->grf_version
< 8) {
1033 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1034 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1035 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1037 if (callback
< 0x400) {
1038 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1041 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1042 case 0x401: // allow
1045 default: // unknown reason -> disallow
1046 case 0x402: // disallow attaching
1047 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1053 if (error
!= STR_NULL
) return_cmd_error(error
);
1057 /* And link it to the new part. */
1063 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1064 return CommandCost();
1068 * Validate whether we are going to create valid trains.
1069 * @note All vehicles are/were 'heads' of their chains.
1070 * @param original_dst The original destination chain.
1071 * @param dst The destination chain after constructing the train.
1072 * @param original_src The original source chain.
1073 * @param src The source chain after constructing the train.
1074 * @param check_limit Whether to check the vehicle limit.
1075 * @return possible error of this command.
1077 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1079 /* Check whether we may actually construct the trains. */
1080 CommandCost ret
= CheckTrainAttachment(src
);
1081 if (ret
.Failed()) return ret
;
1082 ret
= CheckTrainAttachment(dst
);
1083 if (ret
.Failed()) return ret
;
1085 /* Check whether we need to build a new train. */
1086 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1090 * Arrange the trains in the wanted way.
1091 * @param dst_head The destination chain of the to be moved vehicle.
1092 * @param dst The destination for the to be moved vehicle.
1093 * @param src_head The source chain of the to be moved vehicle.
1094 * @param src The to be moved vehicle.
1095 * @param move_chain Whether to move all vehicles after src or not.
1097 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1099 /* First determine the front of the two resulting trains */
1100 if (*src_head
== *dst_head
) {
1101 /* If we aren't moving part(s) to a new train, we are just moving the
1102 * front back and there is not destination head. */
1103 *dst_head
= nullptr;
1104 } else if (*dst_head
== nullptr) {
1105 /* If we are moving to a new train the head of the move train would become
1106 * the head of the new vehicle. */
1110 if (src
== *src_head
) {
1111 /* If we are moving the front of a train then we are, in effect, creating
1112 * a new head for the train. Point to that. Unless we are moving the whole
1113 * train in which case there is not 'source' train anymore.
1114 * In case we are a multiheaded part we want the complete thing to come
1115 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1116 * that is followed by a rear multihead we do not want to include that. */
1117 *src_head
= move_chain
? nullptr :
1118 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1121 /* Now it's just simply removing the part that we are going to move from the
1122 * source train and *if* the destination is a not a new train add the chain
1123 * at the destination location. */
1124 RemoveFromConsist(src
, move_chain
);
1125 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1127 /* Now normalise the dual heads, that is move the dual heads around in such
1128 * a way that the head and rear of a dual head are in the same train */
1129 NormaliseDualHeads(*src_head
);
1130 NormaliseDualHeads(*dst_head
);
1134 * Normalise the head of the train again, i.e. that is tell the world that
1135 * we have changed and update all kinds of variables.
1136 * @param head the train to update.
1138 static void NormaliseTrainHead(Train
*head
)
1140 /* Not much to do! */
1141 if (head
== nullptr) return;
1143 /* Tell the 'world' the train changed. */
1144 head
->ConsistChanged(CCF_ARRANGE
);
1145 UpdateTrainGroupID(head
);
1147 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1148 if (!head
->IsFrontEngine()) return;
1150 /* Update the refit button and window */
1151 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1152 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1154 /* If we don't have a unit number yet, set one. */
1155 if (head
->unitnumber
!= 0) return;
1156 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1160 * Move a rail vehicle around inside the depot.
1161 * @param tile unused
1162 * @param flags type of operation
1163 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1164 * @param p1 various bitstuffed elements
1165 * - p1 (bit 0 - 19) source vehicle index
1166 * - p1 (bit 20) move all vehicles following the source vehicle
1167 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1168 * @param text unused
1169 * @return the cost of this operation or an error
1171 CommandCost
CmdMoveRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const std::string
&text
)
1173 VehicleID s
= GB(p1
, 0, 20);
1174 VehicleID d
= GB(p2
, 0, 20);
1175 bool move_chain
= HasBit(p1
, 20);
1177 Train
*src
= Train::GetIfValid(s
);
1178 if (src
== nullptr) return CMD_ERROR
;
1180 CommandCost ret
= CheckOwnership(src
->owner
);
1181 if (ret
.Failed()) return ret
;
1183 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1184 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1186 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1188 if (d
== INVALID_VEHICLE
) {
1189 dst
= (src
->IsEngine() || (flags
& DC_AUTOREPLACE
)) ? nullptr : FindGoodVehiclePos(src
);
1191 dst
= Train::GetIfValid(d
);
1192 if (dst
== nullptr) return CMD_ERROR
;
1194 CommandCost ret
= CheckOwnership(dst
->owner
);
1195 if (ret
.Failed()) return ret
;
1197 /* Do not allow appending to crashed vehicles, too */
1198 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1201 /* if an articulated part is being handled, deal with its parent vehicle */
1202 src
= src
->GetFirstEnginePart();
1203 if (dst
!= nullptr) {
1204 dst
= dst
->GetFirstEnginePart();
1207 /* don't move the same vehicle.. */
1208 if (src
== dst
) return CommandCost();
1210 /* locate the head of the two chains */
1211 Train
*src_head
= src
->First();
1213 if (dst
!= nullptr) {
1214 dst_head
= dst
->First();
1215 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1216 /* Now deal with articulated part of destination wagon */
1217 dst
= dst
->GetLastEnginePart();
1222 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1224 /* When moving all wagons, we can't have the same src_head and dst_head */
1225 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1227 /* When moving a multiheaded part to be place after itself, bail out. */
1228 if (!move_chain
&& dst
!= nullptr && dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1230 /* Check if all vehicles in the source train are stopped inside a depot. */
1231 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1233 /* Check if all vehicles in the destination train are stopped inside a depot. */
1234 if (dst_head
!= nullptr && !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1236 /* First make a backup of the order of the trains. That way we can do
1237 * whatever we want with the order and later on easily revert. */
1238 TrainList original_src
;
1239 TrainList original_dst
;
1241 MakeTrainBackup(original_src
, src_head
);
1242 MakeTrainBackup(original_dst
, dst_head
);
1244 /* Also make backup of the original heads as ArrangeTrains can change them.
1245 * For the destination head we do not care if it is the same as the source
1246 * head because in that case it's just a copy. */
1247 Train
*original_src_head
= src_head
;
1248 Train
*original_dst_head
= (dst_head
== src_head
? nullptr : dst_head
);
1250 /* We want this information from before the rearrangement, but execute this after the validation.
1251 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
1252 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
1253 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1254 bool original_dst_head_front_engine
= original_dst_head
!= nullptr && original_dst_head
->IsFrontEngine();
1256 /* (Re)arrange the trains in the wanted arrangement. */
1257 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1259 if ((flags
& DC_AUTOREPLACE
) == 0) {
1260 /* If the autoreplace flag is set we do not need to test for the validity
1261 * because we are going to revert the train to its original state. As we
1262 * assume the original state was correct autoreplace can skip this. */
1263 CommandCost ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1265 /* Restore the train we had. */
1266 RestoreTrainBackup(original_src
);
1267 RestoreTrainBackup(original_dst
);
1273 if (flags
& DC_EXEC
) {
1274 /* Remove old heads from the statistics */
1275 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1276 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1278 /* First normalise the sub types of the chains. */
1279 NormaliseSubtypes(src_head
);
1280 NormaliseSubtypes(dst_head
);
1282 /* There are 14 different cases:
1283 * 1) front engine gets moved to a new train, it stays a front engine.
1284 * a) the 'next' part is a wagon that becomes a free wagon chain.
1285 * b) the 'next' part is an engine that becomes a front engine.
1286 * c) there is no 'next' part, nothing else happens
1287 * 2) front engine gets moved to another train, it is not a front engine anymore
1288 * a) the 'next' part is a wagon that becomes a free wagon chain.
1289 * b) the 'next' part is an engine that becomes a front engine.
1290 * c) there is no 'next' part, nothing else happens
1291 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1292 * a) the 'next' part is a wagon that becomes a free wagon chain.
1293 * b) the 'next' part is an engine that becomes a front engine.
1294 * 4) free wagon gets moved
1295 * a) the 'next' part is a wagon that becomes a free wagon chain.
1296 * b) the 'next' part is an engine that becomes a front engine.
1297 * c) there is no 'next' part, nothing else happens
1298 * 5) non front engine gets moved and becomes a new train, nothing else happens
1299 * 6) non front engine gets moved within a train / to another train, nothing happens
1300 * 7) wagon gets moved, nothing happens
1302 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1303 /* Cases #2 and #3: the front engine gets trashed. */
1304 CloseWindowById(WC_VEHICLE_VIEW
, src
->index
);
1305 CloseWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1306 CloseWindowById(WC_VEHICLE_REFIT
, src
->index
);
1307 CloseWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1308 CloseWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1309 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1310 SetWindowDirty(WC_COMPANY
, _current_company
);
1312 /* Delete orders, group stuff and the unit number as we're not the
1313 * front of any vehicle anymore. */
1314 DeleteVehicleOrders(src
);
1315 RemoveVehicleFromGroup(src
);
1316 src
->unitnumber
= 0;
1319 /* We weren't a front engine but are becoming one. So
1320 * we should be put in the default group. */
1321 if (original_src_head
!= src
&& dst_head
== src
) {
1322 SetTrainGroupID(src
, DEFAULT_GROUP
);
1323 SetWindowDirty(WC_COMPANY
, _current_company
);
1326 /* Add new heads to statistics */
1327 if (src_head
!= nullptr && src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1328 if (dst_head
!= nullptr && dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1330 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1331 NormaliseTrainHead(src_head
);
1332 NormaliseTrainHead(dst_head
);
1334 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1335 CheckCargoCapacity(src_head
);
1336 CheckCargoCapacity(dst_head
);
1339 if (src_head
!= nullptr) src_head
->First()->MarkDirty();
1340 if (dst_head
!= nullptr) dst_head
->First()->MarkDirty();
1342 /* We are undoubtedly changing something in the depot and train list. */
1343 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1344 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1346 /* We don't want to execute what we're just tried. */
1347 RestoreTrainBackup(original_src
);
1348 RestoreTrainBackup(original_dst
);
1351 return CommandCost();
1355 * Sell a (single) train wagon/engine.
1356 * @param flags type of operation
1357 * @param t the train wagon to sell
1358 * @param data the selling mode
1359 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1360 * - data = 1: sell the vehicle and all vehicles following it in the chain
1361 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1362 * @param user the user for the order backup.
1363 * @return the cost of this operation or an error
1365 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, uint16 data
, uint32 user
)
1367 /* Sell a chain of vehicles or not? */
1368 bool sell_chain
= HasBit(data
, 0);
1370 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1371 Train
*first
= v
->First();
1373 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1375 /* First make a backup of the order of the train. That way we can do
1376 * whatever we want with the order and later on easily revert. */
1378 MakeTrainBackup(original
, first
);
1380 /* We need to keep track of the new head and the head of what we're going to sell. */
1381 Train
*new_head
= first
;
1382 Train
*sell_head
= nullptr;
1384 /* Split the train in the wanted way. */
1385 ArrangeTrains(&sell_head
, nullptr, &new_head
, v
, sell_chain
);
1387 /* We don't need to validate the second train; it's going to be sold. */
1388 CommandCost ret
= ValidateTrains(nullptr, nullptr, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1390 /* Restore the train we had. */
1391 RestoreTrainBackup(original
);
1395 if (first
->orders
.list
== nullptr && !OrderList::CanAllocateItem()) {
1396 /* Restore the train we had. */
1397 RestoreTrainBackup(original
);
1398 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1401 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1402 for (Train
*part
= sell_head
; part
!= nullptr; part
= part
->Next()) cost
.AddCost(-part
->value
);
1405 if (flags
& DC_EXEC
) {
1406 /* First normalise the sub types of the chain. */
1407 NormaliseSubtypes(new_head
);
1409 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= nullptr && new_head
->IsFrontEngine()) {
1410 /* We are selling the front engine. In this case we want to
1411 * 'give' the order, unit number and such to the new head. */
1412 new_head
->orders
.list
= first
->orders
.list
;
1413 new_head
->AddToShared(first
);
1414 DeleteVehicleOrders(first
);
1416 /* Copy other important data from the front engine */
1417 new_head
->CopyVehicleConfigAndStatistics(first
);
1418 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1419 } else if (v
->IsPrimaryVehicle() && data
& (MAKE_ORDER_BACKUP_FLAG
>> 20)) {
1420 OrderBackup::Backup(v
, user
);
1423 /* We need to update the information about the train. */
1424 NormaliseTrainHead(new_head
);
1426 /* We are undoubtedly changing something in the depot and train list. */
1427 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1428 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1430 /* Actually delete the sold 'goods' */
1433 /* We don't want to execute what we're just tried. */
1434 RestoreTrainBackup(original
);
1440 void Train::UpdateDeltaXY()
1442 /* Set common defaults. */
1448 this->x_bb_offs
= 0;
1449 this->y_bb_offs
= 0;
1451 if (!IsDiagonalDirection(this->direction
)) {
1452 static const int _sign_table
[] =
1461 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1463 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1464 this->x_offs
-= half_shorten
* _sign_table
[this->direction
];
1465 this->y_offs
-= half_shorten
* _sign_table
[this->direction
+ 1];
1466 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1467 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1469 switch (this->direction
) {
1470 /* Shorten southern corner of the bounding box according the vehicle length
1471 * and center the bounding box on the vehicle. */
1473 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1474 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1475 this->x_bb_offs
= -1;
1479 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1480 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1481 this->y_bb_offs
= -1;
1484 /* Move northern corner of the bounding box down according to vehicle length
1485 * and center the bounding box on the vehicle. */
1487 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1488 this->x_extent
= VEHICLE_LENGTH
- 1;
1489 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1493 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1494 this->y_extent
= VEHICLE_LENGTH
- 1;
1495 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1505 * Mark a train as stuck and stop it if it isn't stopped right now.
1506 * @param v %Train to mark as being stuck.
1508 static void MarkTrainAsStuck(Train
*v
)
1510 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1511 /* It is the first time the problem occurred, set the "train stuck" flag. */
1512 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1514 v
->wait_counter
= 0;
1521 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1526 * Swap the two up/down flags in two ways:
1527 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1528 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1529 * @param[in,out] swap_flag1 First train flag.
1530 * @param[in,out] swap_flag2 Second train flag.
1532 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1534 uint16 flag1
= *swap_flag1
;
1535 uint16 flag2
= *swap_flag2
;
1537 /* Clear the flags */
1538 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1539 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1540 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1541 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1543 /* Reverse the rail-flags (if needed) */
1544 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1545 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1546 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1547 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1549 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1550 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1551 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1552 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1557 * Updates some variables after swapping the vehicle.
1558 * @param v swapped vehicle
1560 static void UpdateStatusAfterSwap(Train
*v
)
1562 /* Reverse the direction. */
1563 if (v
->track
!= TRACK_BIT_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1565 /* Call the proper EnterTile function unless we are in a wormhole. */
1566 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
1567 VehicleEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1569 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1570 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1571 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1572 * when we shouldn't have. Check if this is the case. */
1573 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1574 if (IsTileType(vt
, MP_TUNNELBRIDGE
)) {
1575 VehicleEnterTile(v
, vt
, v
->x_pos
, v
->y_pos
);
1576 if (v
->track
!= TRACK_BIT_WORMHOLE
&& IsBridgeTile(v
->tile
)) {
1577 /* We have just left the wormhole, possibly set the
1578 * "goingdown" bit. UpdateInclination() can be used
1579 * because we are at the border of the tile. */
1580 v
->UpdatePosition();
1581 v
->UpdateInclination(true, true);
1587 v
->UpdatePosition();
1588 v
->UpdateViewport(true, true);
1592 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1593 * @param v Consist to change.
1594 * @param l %Vehicle index in the consist of the first vehicle.
1595 * @param r %Vehicle index in the consist of the second vehicle.
1597 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1601 /* locate vehicles to swap */
1602 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1603 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1606 /* swap the hidden bits */
1608 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1609 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1613 Swap(a
->track
, b
->track
);
1614 Swap(a
->direction
, b
->direction
);
1615 Swap(a
->x_pos
, b
->x_pos
);
1616 Swap(a
->y_pos
, b
->y_pos
);
1617 Swap(a
->tile
, b
->tile
);
1618 Swap(a
->z_pos
, b
->z_pos
);
1620 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1622 UpdateStatusAfterSwap(a
);
1623 UpdateStatusAfterSwap(b
);
1625 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1626 * This is a little bit redundant way, a->gv_flags will
1627 * be (re)set twice, but it reduces code duplication */
1628 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1629 UpdateStatusAfterSwap(a
);
1635 * Check if the vehicle is a train
1636 * @param v vehicle on tile
1637 * @return v if it is a train, nullptr otherwise
1639 static Vehicle
*TrainOnTileEnum(Vehicle
*v
, void *)
1641 return (v
->type
== VEH_TRAIN
) ? v
: nullptr;
1646 * Checks if a train is approaching a rail-road crossing
1647 * @param v vehicle on tile
1648 * @param data tile with crossing we are testing
1649 * @return v if it is approaching a crossing, nullptr otherwise
1651 static Vehicle
*TrainApproachingCrossingEnum(Vehicle
*v
, void *data
)
1653 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return nullptr;
1655 Train
*t
= Train::From(v
);
1656 if (!t
->IsFrontEngine()) return nullptr;
1658 TileIndex tile
= *(TileIndex
*)data
;
1660 if (TrainApproachingCrossingTile(t
) != tile
) return nullptr;
1667 * Finds a vehicle approaching rail-road crossing
1668 * @param tile tile to test
1669 * @return true if a vehicle is approaching the crossing
1670 * @pre tile is a rail-road crossing
1672 static bool TrainApproachingCrossing(TileIndex tile
)
1674 assert(IsLevelCrossingTile(tile
));
1676 DiagDirection dir
= AxisToDiagDir(GetCrossingRailAxis(tile
));
1677 TileIndex tile_from
= tile
+ TileOffsByDiagDir(dir
);
1679 if (HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
)) return true;
1681 dir
= ReverseDiagDir(dir
);
1682 tile_from
= tile
+ TileOffsByDiagDir(dir
);
1684 return HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
);
1689 * Sets correct crossing state
1690 * @param tile tile to update
1691 * @param sound should we play sound?
1692 * @pre tile is a rail-road crossing
1694 void UpdateLevelCrossing(TileIndex tile
, bool sound
)
1696 assert(IsLevelCrossingTile(tile
));
1698 /* reserved || train on crossing || train approaching crossing */
1699 bool new_state
= HasCrossingReservation(tile
) || HasVehicleOnPos(tile
, nullptr, &TrainOnTileEnum
) || TrainApproachingCrossing(tile
);
1701 if (new_state
!= IsCrossingBarred(tile
)) {
1702 if (new_state
&& sound
) {
1703 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1705 SetCrossingBarred(tile
, new_state
);
1706 MarkTileDirtyByTile(tile
);
1712 * Bars crossing and plays ding-ding sound if not barred already
1713 * @param tile tile with crossing
1714 * @pre tile is a rail-road crossing
1716 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1718 if (!IsCrossingBarred(tile
)) {
1720 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1721 MarkTileDirtyByTile(tile
);
1727 * Advances wagons for train reversing, needed for variable length wagons.
1728 * This one is called before the train is reversed.
1729 * @param v First vehicle in chain
1731 static void AdvanceWagonsBeforeSwap(Train
*v
)
1734 Train
*first
= base
; // first vehicle to move
1735 Train
*last
= v
->Last(); // last vehicle to move
1736 uint length
= CountVehiclesInChain(v
);
1738 while (length
> 2) {
1739 last
= last
->Previous();
1740 first
= first
->Next();
1742 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1744 /* do not update images now
1745 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1746 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1748 base
= first
; // == base->Next()
1755 * Advances wagons for train reversing, needed for variable length wagons.
1756 * This one is called after the train is reversed.
1757 * @param v First vehicle in chain
1759 static void AdvanceWagonsAfterSwap(Train
*v
)
1761 /* first of all, fix the situation when the train was entering a depot */
1762 Train
*dep
= v
; // last vehicle in front of just left depot
1763 while (dep
->Next() != nullptr && (dep
->track
== TRACK_BIT_DEPOT
|| dep
->Next()->track
!= TRACK_BIT_DEPOT
)) {
1764 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1767 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1769 if (leave
!= nullptr) {
1770 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1771 int d
= TicksToLeaveDepot(dep
);
1774 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1775 leave
->track
= TrackToTrackBits(GetRailDepotTrack(leave
->tile
));
1776 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, nullptr); // maybe move it, and maybe let another wagon leave
1779 dep
= nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1783 Train
*first
= base
; // first vehicle to move
1784 Train
*last
= v
->Last(); // last vehicle to move
1785 uint length
= CountVehiclesInChain(v
);
1787 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1788 * they have already correct spacing, so we have to make sure they are moved how they should */
1789 bool nomove
= (dep
== nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1791 while (length
> 2) {
1792 /* we reached vehicle (originally) in front of a depot, stop now
1793 * (we would move wagons that are already moved with new wagon length). */
1794 if (base
== dep
) break;
1796 /* the last wagon was that one leaving a depot, so do not move it anymore */
1797 if (last
== dep
) nomove
= true;
1799 last
= last
->Previous();
1800 first
= first
->Next();
1802 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1804 /* do not update images now */
1805 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : nullptr));
1807 base
= first
; // == base->Next()
1813 * Turn a train around.
1814 * @param v %Train to turn around.
1816 void ReverseTrainDirection(Train
*v
)
1818 if (IsRailDepotTile(v
->tile
)) {
1819 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1822 /* Clear path reservation in front if train is not stuck. */
1823 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
1825 /* Check if we were approaching a rail/road-crossing */
1826 TileIndex crossing
= TrainApproachingCrossingTile(v
);
1828 /* count number of vehicles */
1829 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
1831 AdvanceWagonsBeforeSwap(v
);
1833 /* swap start<>end, start+1<>end-1, ... */
1836 ReverseTrainSwapVeh(v
, l
++, r
--);
1839 AdvanceWagonsAfterSwap(v
);
1841 if (IsRailDepotTile(v
->tile
)) {
1842 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1845 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
1847 ClrBit(v
->flags
, VRF_REVERSING
);
1849 /* recalculate cached data */
1850 v
->ConsistChanged(CCF_TRACK
);
1852 /* update all images */
1853 for (Train
*u
= v
; u
!= nullptr; u
= u
->Next()) u
->UpdateViewport(false, false);
1855 /* update crossing we were approaching */
1856 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
1858 /* maybe we are approaching crossing now, after reversal */
1859 crossing
= TrainApproachingCrossingTile(v
);
1860 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
1862 /* If we are inside a depot after reversing, don't bother with path reserving. */
1863 if (v
->track
== TRACK_BIT_DEPOT
) {
1864 /* Can't be stuck here as inside a depot is always a safe tile. */
1865 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1866 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1870 /* VehicleExitDir does not always produce the desired dir for depots and
1871 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1872 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
1873 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
1875 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
1876 /* If we are currently on a tile with conventional signals, we can't treat the
1877 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1878 bool first_tile_okay
= !(IsTileType(v
->tile
, MP_RAILWAY
) &&
1879 HasSignalOnTrackdir(v
->tile
, v
->GetVehicleTrackdir()) &&
1880 !IsPbsSignal(GetSignalType(v
->tile
, FindFirstTrack(v
->track
))));
1882 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1883 if (IsRailDepotTile(v
->tile
) && TrackdirToExitdir(v
->GetVehicleTrackdir()) == GetRailDepotDirection(v
->tile
)) first_tile_okay
= false;
1885 if (IsRailStationTile(v
->tile
)) SetRailStationPlatformReservation(v
->tile
, TrackdirToExitdir(v
->GetVehicleTrackdir()), true);
1886 if (TryPathReserve(v
, false, first_tile_okay
)) {
1887 /* Do a look-ahead now in case our current tile was already a safe tile. */
1888 CheckNextTrainTile(v
);
1889 } else if (v
->current_order
.GetType() != OT_LOADING
) {
1890 /* Do not wait for a way out when we're still loading */
1891 MarkTrainAsStuck(v
);
1893 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1894 /* A train not inside a PBS block can't be stuck. */
1895 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1896 v
->wait_counter
= 0;
1902 * @param tile unused
1903 * @param flags type of operation
1904 * @param p1 train to reverse
1905 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
1906 * @param text unused
1907 * @return the cost of this operation or an error
1909 CommandCost
CmdReverseTrainDirection(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const std::string
&text
)
1911 Train
*v
= Train::GetIfValid(p1
);
1912 if (v
== nullptr) return CMD_ERROR
;
1914 CommandCost ret
= CheckOwnership(v
->owner
);
1915 if (ret
.Failed()) return ret
;
1918 /* turn a single unit around */
1920 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
1921 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
1923 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
1925 Train
*front
= v
->First();
1926 /* make sure the vehicle is stopped in the depot */
1927 if (!front
->IsStoppedInDepot()) {
1928 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1931 if (flags
& DC_EXEC
) {
1932 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
1934 front
->ConsistChanged(CCF_ARRANGE
);
1935 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
1936 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
1937 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
1938 SetWindowClassesDirty(WC_TRAINS_LIST
);
1941 /* turn the whole train around */
1942 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
1944 if (flags
& DC_EXEC
) {
1945 /* Properly leave the station if we are loading and won't be loading anymore */
1946 if (v
->current_order
.IsType(OT_LOADING
)) {
1947 const Vehicle
*last
= v
;
1948 while (last
->Next() != nullptr) last
= last
->Next();
1950 /* not a station || different station --> leave the station */
1951 if (!IsTileType(last
->tile
, MP_STATION
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
1956 /* We cancel any 'skip signal at dangers' here */
1957 v
->force_proceed
= TFP_NONE
;
1958 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
1960 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
1961 ToggleBit(v
->flags
, VRF_REVERSING
);
1965 HideFillingPercent(&v
->fill_percent_te_id
);
1966 ReverseTrainDirection(v
);
1970 return CommandCost();
1974 * Force a train through a red signal
1975 * @param tile unused
1976 * @param flags type of operation
1977 * @param p1 train to ignore the red signal
1979 * @param text unused
1980 * @return the cost of this operation or an error
1982 CommandCost
CmdForceTrainProceed(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const std::string
&text
)
1984 Train
*t
= Train::GetIfValid(p1
);
1985 if (t
== nullptr) return CMD_ERROR
;
1987 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
1989 CommandCost ret
= CheckOwnership(t
->owner
);
1990 if (ret
.Failed()) return ret
;
1993 if (flags
& DC_EXEC
) {
1994 /* If we are forced to proceed, cancel that order.
1995 * If we are marked stuck we would want to force the train
1996 * to proceed to the next signal. In the other cases we
1997 * would like to pass the signal at danger and run till the
1998 * next signal we encounter. */
1999 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2000 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2003 return CommandCost();
2007 * Try to find a depot nearby.
2008 * @param v %Train that wants a depot.
2009 * @param max_distance Maximal search distance.
2010 * @return Information where the closest train depot is located.
2011 * @pre The given vehicle must not be crashed!
2013 static FindDepotData
FindClosestTrainDepot(Train
*v
, int max_distance
)
2015 assert(!(v
->vehstatus
& VS_CRASHED
));
2017 if (IsRailDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
2019 PBSTileInfo origin
= FollowTrainReservation(v
);
2020 if (IsRailDepotTile(origin
.tile
)) return FindDepotData(origin
.tile
, 0);
2022 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2023 case VPF_NPF
: return NPFTrainFindNearestDepot(v
, max_distance
);
2024 case VPF_YAPF
: return YapfTrainFindNearestDepot(v
, max_distance
);
2026 default: NOT_REACHED();
2031 * Locate the closest depot for this consist, and return the information to the caller.
2032 * @param[out] location If not \c nullptr and a depot is found, store its location in the given address.
2033 * @param[out] destination If not \c nullptr and a depot is found, store its index in the given address.
2034 * @param[out] reverse If not \c nullptr and a depot is found, store reversal information in the given address.
2035 * @return A depot has been found.
2037 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2039 FindDepotData tfdd
= FindClosestTrainDepot(this, 0);
2040 if (tfdd
.best_length
== UINT_MAX
) return false;
2042 if (location
!= nullptr) *location
= tfdd
.tile
;
2043 if (destination
!= nullptr) *destination
= GetDepotIndex(tfdd
.tile
);
2044 if (reverse
!= nullptr) *reverse
= tfdd
.reverse
;
2049 /** Play a sound for a train leaving the station. */
2050 void Train::PlayLeaveStationSound() const
2052 static const SoundFx sfx
[] = {
2053 SND_04_DEPARTURE_STEAM
,
2054 SND_0A_DEPARTURE_TRAIN
,
2055 SND_0A_DEPARTURE_TRAIN
,
2056 SND_47_DEPARTURE_MONORAIL
,
2057 SND_41_DEPARTURE_MAGLEV
2060 if (PlayVehicleSound(this, VSE_START
)) return;
2062 EngineID engtype
= this->engine_type
;
2063 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2067 * Check if the train is on the last reserved tile and try to extend the path then.
2068 * @param v %Train that needs its path extended.
2070 static void CheckNextTrainTile(Train
*v
)
2072 /* Don't do any look-ahead if path_backoff_interval is 255. */
2073 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2075 /* Exit if we are inside a depot. */
2076 if (v
->track
== TRACK_BIT_DEPOT
) return;
2078 switch (v
->current_order
.GetType()) {
2079 /* Exit if we reached our destination depot. */
2081 if (v
->tile
== v
->dest_tile
) return;
2084 case OT_GOTO_WAYPOINT
:
2085 /* If we reached our waypoint, make sure we see that. */
2086 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2090 case OT_LEAVESTATION
:
2092 /* Exit if the current order doesn't have a destination, but the train has orders. */
2093 if (v
->GetNumOrders() > 0) return;
2099 /* Exit if we are on a station tile and are going to stop. */
2100 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2102 Trackdir td
= v
->GetVehicleTrackdir();
2104 /* On a tile with a red non-pbs signal, don't look ahead. */
2105 if (IsTileType(v
->tile
, MP_RAILWAY
) && HasSignalOnTrackdir(v
->tile
, td
) &&
2106 !IsPbsSignal(GetSignalType(v
->tile
, TrackdirToTrack(td
))) &&
2107 GetSignalStateByTrackdir(v
->tile
, td
) == SIGNAL_STATE_RED
) return;
2109 CFollowTrackRail
ft(v
);
2110 if (!ft
.Follow(v
->tile
, td
)) return;
2112 if (!HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) {
2113 /* Next tile is not reserved. */
2114 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2115 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) {
2116 /* If the next tile is a PBS signal, try to make a reservation. */
2117 TrackBits tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2118 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2119 tracks
&= ~TrackCrossesTracks(TrackdirToTrack(ft
.m_old_td
));
2121 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, tracks
, false, nullptr, false);
2128 * Will the train stay in the depot the next tick?
2129 * @param v %Train to check.
2130 * @return True if it stays in the depot, false otherwise.
2132 static bool CheckTrainStayInDepot(Train
*v
)
2134 /* bail out if not all wagons are in the same depot or not in a depot at all */
2135 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2136 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
2139 /* if the train got no power, then keep it in the depot */
2140 if (v
->gcache
.cached_power
== 0) {
2141 v
->vehstatus
|= VS_STOPPED
;
2142 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2146 SigSegState seg_state
;
2148 if (v
->force_proceed
== TFP_NONE
) {
2149 /* force proceed was not pressed */
2150 if (++v
->wait_counter
< 37) {
2151 SetWindowClassesDirty(WC_TRAINS_LIST
);
2155 v
->wait_counter
= 0;
2157 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2158 if (seg_state
== SIGSEG_FULL
|| HasDepotReservation(v
->tile
)) {
2159 /* Full and no PBS signal in block or depot reserved, can't exit. */
2160 SetWindowClassesDirty(WC_TRAINS_LIST
);
2164 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2167 /* We are leaving a depot, but have to go to the exact same one; re-enter. */
2168 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2169 /* Service when depot has no reservation. */
2170 if (!HasDepotReservation(v
->tile
)) VehicleEnterDepot(v
);
2174 /* Only leave when we can reserve a path to our destination. */
2175 if (seg_state
== SIGSEG_PBS
&& !TryPathReserve(v
) && v
->force_proceed
== TFP_NONE
) {
2176 /* No path and no force proceed. */
2177 SetWindowClassesDirty(WC_TRAINS_LIST
);
2178 MarkTrainAsStuck(v
);
2182 SetDepotReservation(v
->tile
, true);
2183 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2185 VehicleServiceInDepot(v
);
2186 SetWindowClassesDirty(WC_TRAINS_LIST
);
2187 v
->PlayLeaveStationSound();
2189 v
->track
= TRACK_BIT_X
;
2190 if (v
->direction
& 2) v
->track
= TRACK_BIT_Y
;
2192 v
->vehstatus
&= ~VS_HIDDEN
;
2195 v
->UpdateViewport(true, true);
2196 v
->UpdatePosition();
2197 UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2198 v
->UpdateAcceleration();
2199 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2205 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2206 * @param v %Train owning the reservation.
2207 * @param tile Tile with reservation to clear.
2208 * @param track_dir Track direction to clear.
2210 static void ClearPathReservation(const Train
*v
, TileIndex tile
, Trackdir track_dir
)
2212 DiagDirection dir
= TrackdirToExitdir(track_dir
);
2214 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
2215 /* Are we just leaving a tunnel/bridge? */
2216 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
2217 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
2219 if (TunnelBridgeIsFree(tile
, end
, v
).Succeeded()) {
2220 /* Free the reservation only if no other train is on the tiles. */
2221 SetTunnelBridgeReservation(tile
, false);
2222 SetTunnelBridgeReservation(end
, false);
2224 if (_settings_client
.gui
.show_track_reservation
) {
2225 if (IsBridge(tile
)) {
2226 MarkBridgeDirty(tile
);
2228 MarkTileDirtyByTile(tile
);
2229 MarkTileDirtyByTile(end
);
2234 } else if (IsRailStationTile(tile
)) {
2235 TileIndex new_tile
= TileAddByDiagDir(tile
, dir
);
2236 /* If the new tile is not a further tile of the same station, we
2237 * clear the reservation for the whole platform. */
2238 if (!IsCompatibleTrainStationTile(new_tile
, tile
)) {
2239 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), false);
2242 /* Any other tile */
2243 UnreserveRailTrack(tile
, TrackdirToTrack(track_dir
));
2248 * Free the reserved path in front of a vehicle.
2249 * @param v %Train owning the reserved path.
2251 void FreeTrainTrackReservation(const Train
*v
)
2253 assert(v
->IsFrontEngine());
2255 TileIndex tile
= v
->tile
;
2256 Trackdir td
= v
->GetVehicleTrackdir();
2257 bool free_tile
= !(IsRailStationTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
));
2258 StationID station_id
= IsRailStationTile(v
->tile
) ? GetStationIndex(v
->tile
) : INVALID_STATION
;
2260 /* Can't be holding a reservation if we enter a depot. */
2261 if (IsRailDepotTile(tile
) && TrackdirToExitdir(td
) != GetRailDepotDirection(tile
)) return;
2262 if (v
->track
== TRACK_BIT_DEPOT
) {
2263 /* Front engine is in a depot. We enter if some part is not in the depot. */
2264 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2265 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return;
2268 /* Don't free reservation if it's not ours. */
2269 if (TracksOverlap(GetReservedTrackbits(tile
) | TrackToTrackBits(TrackdirToTrack(td
)))) return;
2271 CFollowTrackRail
ft(v
, GetRailTypeInfo(v
->railtype
)->compatible_railtypes
);
2272 while (ft
.Follow(tile
, td
)) {
2273 tile
= ft
.m_new_tile
;
2274 TrackdirBits bits
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(tile
));
2275 td
= RemoveFirstTrackdir(&bits
);
2276 assert(bits
== TRACKDIR_BIT_NONE
);
2278 if (!IsValidTrackdir(td
)) break;
2280 if (IsTileType(tile
, MP_RAILWAY
)) {
2281 if (HasSignalOnTrackdir(tile
, td
) && !IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(td
)))) {
2282 /* Conventional signal along trackdir: remove reservation and stop. */
2283 UnreserveRailTrack(tile
, TrackdirToTrack(td
));
2286 if (HasPbsSignalOnTrackdir(tile
, td
)) {
2287 if (GetSignalStateByTrackdir(tile
, td
) == SIGNAL_STATE_RED
) {
2288 /* Red PBS signal? Can't be our reservation, would be green then. */
2291 /* Turn the signal back to red. */
2292 SetSignalStateByTrackdir(tile
, td
, SIGNAL_STATE_RED
);
2293 MarkTileDirtyByTile(tile
);
2295 } else if (HasSignalOnTrackdir(tile
, ReverseTrackdir(td
)) && IsOnewaySignal(tile
, TrackdirToTrack(td
))) {
2300 /* Don't free first station/bridge/tunnel if we are on it. */
2301 if (free_tile
|| (!(ft
.m_is_station
&& GetStationIndex(ft
.m_new_tile
) == station_id
) && !ft
.m_is_tunnel
&& !ft
.m_is_bridge
)) ClearPathReservation(v
, tile
, td
);
2307 static const byte _initial_tile_subcoord
[6][4][3] = {
2308 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2309 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2310 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2311 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2312 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2313 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2317 * Perform pathfinding for a train.
2319 * @param v The train
2320 * @param tile The tile the train is about to enter
2321 * @param enterdir Diagonal direction the train is coming from
2322 * @param tracks Usable tracks on the new tile
2323 * @param[out] path_found Whether a path has been found or not.
2324 * @param do_track_reservation Path reservation is requested
2325 * @param[out] dest State and destination of the requested path
2326 * @return The best track the train should follow
2328 static Track
DoTrainPathfind(const Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool &path_found
, bool do_track_reservation
, PBSTileInfo
*dest
)
2330 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2331 case VPF_NPF
: return NPFTrainChooseTrack(v
, path_found
, do_track_reservation
, dest
);
2332 case VPF_YAPF
: return YapfTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2334 default: NOT_REACHED();
2339 * Extend a train path as far as possible. Stops on encountering a safe tile,
2340 * another reservation or a track choice.
2341 * @return INVALID_TILE indicates that the reservation failed.
2343 static PBSTileInfo
ExtendTrainReservation(const Train
*v
, TrackBits
*new_tracks
, DiagDirection
*enterdir
)
2345 PBSTileInfo origin
= FollowTrainReservation(v
);
2347 CFollowTrackRail
ft(v
);
2349 TileIndex tile
= origin
.tile
;
2350 Trackdir cur_td
= origin
.trackdir
;
2351 while (ft
.Follow(tile
, cur_td
)) {
2352 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2353 /* Possible signal tile. */
2354 if (HasOnewaySignalBlockingTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) break;
2357 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2358 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2359 if (ft
.m_new_td_bits
== TRACKDIR_BIT_NONE
) break;
2362 /* Station, depot or waypoint are a possible target. */
2363 bool target_seen
= ft
.m_is_station
|| (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && !IsPlainRail(ft
.m_new_tile
));
2364 if (target_seen
|| KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2365 /* Choice found or possible target encountered.
2366 * On finding a possible target, we need to stop and let the pathfinder handle the
2367 * remaining path. This is because we don't know if this target is in one of our
2368 * orders, so we might cause pathfinding to fail later on if we find a choice.
2369 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2370 * a wrong path not leading to our next destination. */
2371 if (HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft
.m_old_td
)))) break;
2373 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2374 * actually starts its search at the first unreserved tile. */
2375 if (ft
.m_tiles_skipped
!= 0) ft
.m_new_tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2377 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2378 if (new_tracks
!= nullptr) *new_tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2379 if (enterdir
!= nullptr) *enterdir
= ft
.m_exitdir
;
2380 return PBSTileInfo(ft
.m_new_tile
, ft
.m_old_td
, false);
2383 tile
= ft
.m_new_tile
;
2384 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2386 if (IsSafeWaitingPosition(v
, tile
, cur_td
, true, _settings_game
.pf
.forbid_90_deg
)) {
2387 bool wp_free
= IsWaitingPositionFree(v
, tile
, cur_td
, _settings_game
.pf
.forbid_90_deg
);
2388 if (!(wp_free
&& TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
)))) break;
2389 /* Safe position is all good, path valid and okay. */
2390 return PBSTileInfo(tile
, cur_td
, true);
2393 if (!TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
))) break;
2396 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2397 /* End of line, path valid and okay. */
2398 return PBSTileInfo(ft
.m_old_tile
, ft
.m_old_td
, true);
2401 /* Sorry, can't reserve path, back out. */
2403 cur_td
= origin
.trackdir
;
2404 TileIndex stopped
= ft
.m_old_tile
;
2405 Trackdir stopped_td
= ft
.m_old_td
;
2406 while (tile
!= stopped
|| cur_td
!= stopped_td
) {
2407 if (!ft
.Follow(tile
, cur_td
)) break;
2409 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2410 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2411 assert(ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
);
2413 assert(KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
);
2415 tile
= ft
.m_new_tile
;
2416 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2418 UnreserveRailTrack(tile
, TrackdirToTrack(cur_td
));
2422 return PBSTileInfo();
2426 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2427 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2429 * @param v The vehicle.
2430 * @param tile The tile the search should start from.
2431 * @param td The trackdir the search should start from.
2432 * @param override_railtype Whether all physically compatible railtypes should be followed.
2433 * @return True if a path to a safe stopping tile could be reserved.
2435 static bool TryReserveSafeTrack(const Train
*v
, TileIndex tile
, Trackdir td
, bool override_railtype
)
2437 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2438 case VPF_NPF
: return NPFTrainFindNearestSafeTile(v
, tile
, td
, override_railtype
);
2439 case VPF_YAPF
: return YapfTrainFindNearestSafeTile(v
, tile
, td
, override_railtype
);
2441 default: NOT_REACHED();
2445 /** This class will save the current order of a vehicle and restore it on destruction. */
2446 class VehicleOrderSaver
{
2450 TileIndex old_dest_tile
;
2451 StationID old_last_station_visited
;
2452 VehicleOrderID index
;
2453 bool suppress_implicit_orders
;
2456 VehicleOrderSaver(Train
*_v
) :
2458 old_order(_v
->current_order
),
2459 old_dest_tile(_v
->dest_tile
),
2460 old_last_station_visited(_v
->last_station_visited
),
2461 index(_v
->cur_real_order_index
),
2462 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
))
2466 ~VehicleOrderSaver()
2468 this->v
->current_order
= this->old_order
;
2469 this->v
->dest_tile
= this->old_dest_tile
;
2470 this->v
->last_station_visited
= this->old_last_station_visited
;
2471 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2475 * Set the current vehicle order to the next order in the order list.
2476 * @param skip_first Shall the first (i.e. active) order be skipped?
2477 * @return True if a suitable next order could be found.
2479 bool SwitchToNextOrder(bool skip_first
)
2481 if (this->v
->GetNumOrders() == 0) return false;
2483 if (skip_first
) ++this->index
;
2489 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2491 Order
*order
= this->v
->GetOrder(this->index
);
2492 assert(order
!= nullptr);
2494 switch (order
->GetType()) {
2496 /* Skip service in depot orders when the train doesn't need service. */
2497 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !this->v
->NeedsServicing()) break;
2499 case OT_GOTO_STATION
:
2500 case OT_GOTO_WAYPOINT
:
2501 this->v
->current_order
= *order
;
2502 return UpdateOrderDest(this->v
, order
, 0, true);
2503 case OT_CONDITIONAL
: {
2504 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2505 if (next
!= INVALID_VEH_ORDER_ID
) {
2508 /* Don't increment next, so no break here. */
2516 /* Don't increment inside the while because otherwise conditional
2517 * orders can lead to an infinite loop. */
2520 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2526 /* choose a track */
2527 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
)
2529 Track best_track
= INVALID_TRACK
;
2530 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2531 bool changed_signal
= false;
2533 assert((tracks
& ~TRACK_BIT_MASK
) == 0);
2535 if (got_reservation
!= nullptr) *got_reservation
= false;
2537 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2538 TrackBits res_tracks
= (TrackBits
)(GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
));
2539 /* Do we have a suitable reserved track? */
2540 if (res_tracks
!= TRACK_BIT_NONE
) return FindFirstTrack(res_tracks
);
2542 /* Quick return in case only one possible track is available */
2543 if (KillFirstBit(tracks
) == TRACK_BIT_NONE
) {
2544 Track track
= FindFirstTrack(tracks
);
2545 /* We need to check for signals only here, as a junction tile can't have signals. */
2546 if (track
!= INVALID_TRACK
&& HasPbsSignalOnTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
))) {
2547 do_track_reservation
= true;
2548 changed_signal
= true;
2549 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
), SIGNAL_STATE_GREEN
);
2550 } else if (!do_track_reservation
) {
2556 PBSTileInfo
res_dest(tile
, INVALID_TRACKDIR
, false);
2557 DiagDirection dest_enterdir
= enterdir
;
2558 if (do_track_reservation
) {
2559 res_dest
= ExtendTrainReservation(v
, &tracks
, &dest_enterdir
);
2560 if (res_dest
.tile
== INVALID_TILE
) {
2561 /* Reservation failed? */
2562 if (mark_stuck
) MarkTrainAsStuck(v
);
2563 if (changed_signal
) SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(best_track
, enterdir
), SIGNAL_STATE_RED
);
2564 return FindFirstTrack(tracks
);
2566 if (res_dest
.okay
) {
2567 /* Got a valid reservation that ends at a safe target, quick exit. */
2568 if (got_reservation
!= nullptr) *got_reservation
= true;
2569 if (changed_signal
) MarkTileDirtyByTile(tile
);
2570 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2574 /* Check if the train needs service here, so it has a chance to always find a depot.
2575 * Also check if the current order is a service order so we don't reserve a path to
2576 * the destination but instead to the next one if service isn't needed. */
2577 CheckIfTrainNeedsService(v
);
2578 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2581 /* Save the current train order. The destructor will restore the old order on function exit. */
2582 VehicleOrderSaver
orders(v
);
2584 /* If the current tile is the destination of the current order and
2585 * a reservation was requested, advance to the next order.
2586 * Don't advance on a depot order as depots are always safe end points
2587 * for a path and no look-ahead is necessary. This also avoids a
2588 * problem with depot orders not part of the order list when the
2589 * order list itself is empty. */
2590 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2591 orders
.SwitchToNextOrder(false);
2592 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2593 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2594 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2595 v
->tile
== v
->dest_tile
))) {
2596 orders
.SwitchToNextOrder(true);
2599 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2600 /* Pathfinders are able to tell that route was only 'guessed'. */
2601 bool path_found
= true;
2602 TileIndex new_tile
= res_dest
.tile
;
2604 Track next_track
= DoTrainPathfind(v
, new_tile
, dest_enterdir
, tracks
, path_found
, do_track_reservation
, &res_dest
);
2605 if (new_tile
== tile
) best_track
= next_track
;
2606 v
->HandlePathfindingResult(path_found
);
2609 /* No track reservation requested -> finished. */
2610 if (!do_track_reservation
) return best_track
;
2612 /* A path was found, but could not be reserved. */
2613 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2614 if (mark_stuck
) MarkTrainAsStuck(v
);
2615 FreeTrainTrackReservation(v
);
2619 /* No possible reservation target found, we are probably lost. */
2620 if (res_dest
.tile
== INVALID_TILE
) {
2621 /* Try to find any safe destination. */
2622 PBSTileInfo origin
= FollowTrainReservation(v
);
2623 if (TryReserveSafeTrack(v
, origin
.tile
, origin
.trackdir
, false)) {
2624 TrackBits res
= GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
);
2625 best_track
= FindFirstTrack(res
);
2626 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2627 if (got_reservation
!= nullptr) *got_reservation
= true;
2628 if (changed_signal
) MarkTileDirtyByTile(tile
);
2630 FreeTrainTrackReservation(v
);
2631 if (mark_stuck
) MarkTrainAsStuck(v
);
2636 if (got_reservation
!= nullptr) *got_reservation
= true;
2638 /* Reservation target found and free, check if it is safe. */
2639 while (!IsSafeWaitingPosition(v
, res_dest
.tile
, res_dest
.trackdir
, true, _settings_game
.pf
.forbid_90_deg
)) {
2640 /* Extend reservation until we have found a safe position. */
2641 DiagDirection exitdir
= TrackdirToExitdir(res_dest
.trackdir
);
2642 TileIndex next_tile
= TileAddByDiagDir(res_dest
.tile
, exitdir
);
2643 TrackBits reachable
= TrackdirBitsToTrackBits((TrackdirBits
)(GetTileTrackStatus(next_tile
, TRANSPORT_RAIL
, 0))) & DiagdirReachesTracks(exitdir
);
2644 if (Rail90DegTurnDisallowed(GetTileRailType(res_dest
.tile
), GetTileRailType(next_tile
))) {
2645 reachable
&= ~TrackCrossesTracks(TrackdirToTrack(res_dest
.trackdir
));
2648 /* Get next order with destination. */
2649 if (orders
.SwitchToNextOrder(true)) {
2650 PBSTileInfo cur_dest
;
2652 DoTrainPathfind(v
, next_tile
, exitdir
, reachable
, path_found
, true, &cur_dest
);
2653 if (cur_dest
.tile
!= INVALID_TILE
) {
2654 res_dest
= cur_dest
;
2655 if (res_dest
.okay
) continue;
2656 /* Path found, but could not be reserved. */
2657 FreeTrainTrackReservation(v
);
2658 if (mark_stuck
) MarkTrainAsStuck(v
);
2659 if (got_reservation
!= nullptr) *got_reservation
= false;
2660 changed_signal
= false;
2664 /* No order or no safe position found, try any position. */
2665 if (!TryReserveSafeTrack(v
, res_dest
.tile
, res_dest
.trackdir
, true)) {
2666 FreeTrainTrackReservation(v
);
2667 if (mark_stuck
) MarkTrainAsStuck(v
);
2668 if (got_reservation
!= nullptr) *got_reservation
= false;
2669 changed_signal
= false;
2674 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2676 if (changed_signal
) MarkTileDirtyByTile(tile
);
2682 * Try to reserve a path to a safe position.
2684 * @param v The vehicle
2685 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2686 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2687 * @return True if a path could be reserved.
2689 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
2691 assert(v
->IsFrontEngine());
2693 /* We have to handle depots specially as the track follower won't look
2694 * at the depot tile itself but starts from the next tile. If we are still
2695 * inside the depot, a depot reservation can never be ours. */
2696 if (v
->track
== TRACK_BIT_DEPOT
) {
2697 if (HasDepotReservation(v
->tile
)) {
2698 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2701 /* Depot not reserved, but the next tile might be. */
2702 TileIndex next_tile
= TileAddByDiagDir(v
->tile
, GetRailDepotDirection(v
->tile
));
2703 if (HasReservedTracks(next_tile
, DiagdirReachesTracks(GetRailDepotDirection(v
->tile
)))) return false;
2707 Vehicle
*other_train
= nullptr;
2708 PBSTileInfo origin
= FollowTrainReservation(v
, &other_train
);
2709 /* The path we are driving on is already blocked by some other train.
2710 * This can only happen in certain situations when mixing path and
2711 * block signals or when changing tracks and/or signals.
2712 * Exit here as doing any further reservations will probably just
2713 * make matters worse. */
2714 if (other_train
!= nullptr && other_train
->index
!= v
->index
) {
2715 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2718 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2719 if (origin
.okay
&& (v
->tile
!= origin
.tile
|| first_tile_okay
)) {
2720 /* Can't be stuck then. */
2721 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2722 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2726 /* If we are in a depot, tentatively reserve the depot. */
2727 if (v
->track
== TRACK_BIT_DEPOT
) {
2728 SetDepotReservation(v
->tile
, true);
2729 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2732 DiagDirection exitdir
= TrackdirToExitdir(origin
.trackdir
);
2733 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
2734 TrackBits reachable
= TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile
, TRANSPORT_RAIL
, 0)) & DiagdirReachesTrackdirs(exitdir
));
2736 if (Rail90DegTurnDisallowed(GetTileRailType(origin
.tile
), GetTileRailType(new_tile
))) reachable
&= ~TrackCrossesTracks(TrackdirToTrack(origin
.trackdir
));
2738 bool res_made
= false;
2739 ChooseTrainTrack(v
, new_tile
, exitdir
, reachable
, true, &res_made
, mark_as_stuck
);
2742 /* Free the depot reservation as well. */
2743 if (v
->track
== TRACK_BIT_DEPOT
) SetDepotReservation(v
->tile
, false);
2747 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2748 v
->wait_counter
= 0;
2749 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2751 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2756 static bool CheckReverseTrain(const Train
*v
)
2758 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
2759 v
->track
== TRACK_BIT_DEPOT
|| v
->track
== TRACK_BIT_WORMHOLE
||
2760 !(v
->direction
& 1)) {
2764 assert(v
->track
!= TRACK_BIT_NONE
);
2766 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2767 case VPF_NPF
: return NPFTrainCheckReverse(v
);
2768 case VPF_YAPF
: return YapfTrainCheckReverse(v
);
2770 default: NOT_REACHED();
2775 * Get the location of the next station to visit.
2776 * @param station Next station to visit.
2777 * @return Location of the new station.
2779 TileIndex
Train::GetOrderStationLocation(StationID station
)
2781 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
2783 const Station
*st
= Station::Get(station
);
2784 if (!(st
->facilities
& FACIL_TRAIN
)) {
2785 /* The destination station has no trainstation tiles. */
2786 this->IncrementRealOrderIndex();
2793 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
2794 void Train::MarkDirty()
2798 v
->colourmap
= PAL_NONE
;
2799 v
->UpdateViewport(true, false);
2800 } while ((v
= v
->Next()) != nullptr);
2802 /* need to update acceleration and cached values since the goods on the train changed. */
2803 this->CargoChanged();
2804 this->UpdateAcceleration();
2808 * This function looks at the vehicle and updates its speed (cur_speed
2809 * and subspeed) variables. Furthermore, it returns the distance that
2810 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2811 * the distance to drive before moving a step on the map.
2812 * @return distance to drive.
2814 int Train::UpdateSpeed()
2816 switch (_settings_game
.vehicle
.train_acceleration_model
) {
2817 default: NOT_REACHED();
2819 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
2822 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
2827 * Trains enters a station, send out a news item if it is the first train, and start loading.
2828 * @param v Train that entered the station.
2829 * @param station Station visited.
2831 static void TrainEnterStation(Train
*v
, StationID station
)
2833 v
->last_station_visited
= station
;
2835 /* check if a train ever visited this station before */
2836 Station
*st
= Station::Get(station
);
2837 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
2838 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
2839 SetDParam(0, st
->index
);
2841 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
2842 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
2846 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2847 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2850 v
->force_proceed
= TFP_NONE
;
2851 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2855 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
2856 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
2859 /* Check if the vehicle is compatible with the specified tile */
2860 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
)
2862 return IsTileOwner(tile
, v
->owner
) &&
2863 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
)));
2866 /** Data structure for storing engine speed changes of an acceleration type. */
2867 struct AccelerationSlowdownParams
{
2868 byte small_turn
; ///< Speed change due to a small turn.
2869 byte large_turn
; ///< Speed change due to a large turn.
2870 byte z_up
; ///< Fraction to remove when moving up.
2871 byte z_down
; ///< Fraction to add when moving down.
2874 /** Speed update fractions for each acceleration type. */
2875 static const AccelerationSlowdownParams _accel_slowdown
[] = {
2877 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
2878 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
2879 {0, 256 / 2, 256 / 4, 2}, ///< maglev
2883 * Modify the speed of the vehicle due to a change in altitude.
2884 * @param v %Train to update.
2885 * @param old_z Previous height.
2887 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
2889 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
2891 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
2893 if (old_z
< v
->z_pos
) {
2894 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
2896 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
2897 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
2901 static bool TrainMovedChangeSignals(TileIndex tile
, DiagDirection dir
)
2903 if (IsTileType(tile
, MP_RAILWAY
) &&
2904 GetRailTileType(tile
) == RAIL_TILE_SIGNALS
) {
2905 TrackdirBits tracks
= TrackBitsToTrackdirBits(GetTrackBits(tile
)) & DiagdirReachesTrackdirs(dir
);
2906 Trackdir trackdir
= FindFirstTrackdir(tracks
);
2907 if (UpdateSignalsOnSegment(tile
, TrackdirToExitdir(trackdir
), GetTileOwner(tile
)) == SIGSEG_PBS
&& HasSignalOnTrackdir(tile
, trackdir
)) {
2908 /* A PBS block with a non-PBS signal facing us? */
2909 if (!IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(trackdir
)))) return true;
2915 /** Tries to reserve track under whole train consist. */
2916 void Train::ReserveTrackUnderConsist() const
2918 for (const Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
2920 case TRACK_BIT_WORMHOLE
:
2921 TryReserveRailTrack(u
->tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(u
->tile
)));
2923 case TRACK_BIT_DEPOT
:
2926 TryReserveRailTrack(u
->tile
, TrackBitsToTrack(u
->track
));
2933 * The train vehicle crashed!
2934 * Update its status and other parts around it.
2935 * @param flooded Crash was caused by flooding.
2936 * @return Number of people killed.
2938 uint
Train::Crash(bool flooded
)
2941 if (this->IsFrontEngine()) {
2942 pass
+= 2; // driver
2944 /* Remove the reserved path in front of the train if it is not stuck.
2945 * Also clear all reserved tracks the train is currently on. */
2946 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
2947 for (const Train
*v
= this; v
!= nullptr; v
= v
->Next()) {
2948 ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
2949 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) {
2950 /* ClearPathReservation will not free the wormhole exit
2951 * if the train has just entered the wormhole. */
2952 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v
->tile
), false);
2956 /* we may need to update crossing we were approaching,
2957 * but must be updated after the train has been marked crashed */
2958 TileIndex crossing
= TrainApproachingCrossingTile(this);
2959 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
2961 /* Remove the loading indicators (if any) */
2962 HideFillingPercent(&this->fill_percent_te_id
);
2965 pass
+= this->GroundVehicleBase::Crash(flooded
);
2967 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
2972 * Marks train as crashed and creates an AI event.
2973 * Doesn't do anything if the train is crashed already.
2974 * @param v first vehicle of chain
2975 * @return number of victims (including 2 drivers; zero if train was already crashed)
2977 static uint
TrainCrashed(Train
*v
)
2981 /* do not crash train twice */
2982 if (!(v
->vehstatus
& VS_CRASHED
)) {
2984 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
2985 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
2988 /* Try to re-reserve track under already crashed train too.
2989 * Crash() clears the reservation! */
2990 v
->ReserveTrackUnderConsist();
2995 /** Temporary data storage for testing collisions. */
2996 struct TrainCollideChecker
{
2997 Train
*v
; ///< %Vehicle we are testing for collision.
2998 uint num
; ///< Total number of victims if train collided.
3002 * Collision test function.
3003 * @param v %Train vehicle to test collision with.
3004 * @param data %Train being examined.
3005 * @return \c nullptr (always continue search)
3007 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3009 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3011 /* not a train or in depot */
3012 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->track
== TRACK_BIT_DEPOT
) return nullptr;
3014 /* do not crash into trains of another company. */
3015 if (v
->owner
!= tcc
->v
->owner
) return nullptr;
3017 /* get first vehicle now to make most usual checks faster */
3018 Train
*coll
= Train::From(v
)->First();
3020 /* can't collide with own wagons */
3021 if (coll
== tcc
->v
) return nullptr;
3023 int x_diff
= v
->x_pos
- tcc
->v
->x_pos
;
3024 int y_diff
= v
->y_pos
- tcc
->v
->y_pos
;
3026 /* Do fast calculation to check whether trains are not in close vicinity
3027 * and quickly reject trains distant enough for any collision.
3028 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3029 * Differences are then ORed and then we check for any higher bits */
3030 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3031 if (hash
& ~15) return nullptr;
3033 /* Slower check using multiplication */
3034 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->v
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3035 if (x_diff
* x_diff
+ y_diff
* y_diff
> min_diff
* min_diff
) return nullptr;
3037 /* Happens when there is a train under bridge next to bridge head */
3038 if (abs(v
->z_pos
- tcc
->v
->z_pos
) > 5) return nullptr;
3040 /* crash both trains */
3041 tcc
->num
+= TrainCrashed(tcc
->v
);
3042 tcc
->num
+= TrainCrashed(coll
);
3044 return nullptr; // continue searching
3048 * Checks whether the specified train has a collision with another vehicle. If
3049 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3050 * Reports the incident in a flashy news item, modifies station ratings and
3052 * @param v %Train to test.
3054 static bool CheckTrainCollision(Train
*v
)
3056 /* can't collide in depot */
3057 if (v
->track
== TRACK_BIT_DEPOT
) return false;
3059 assert(v
->track
== TRACK_BIT_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3061 TrainCollideChecker tcc
;
3065 /* find colliding vehicles */
3066 if (v
->track
== TRACK_BIT_WORMHOLE
) {
3067 FindVehicleOnPos(v
->tile
, &tcc
, FindTrainCollideEnum
);
3068 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &tcc
, FindTrainCollideEnum
);
3070 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3073 /* any dead -> no crash */
3074 if (tcc
.num
== 0) return false;
3076 SetDParam(0, tcc
.num
);
3077 AddTileNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->tile
);
3079 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3080 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_TRAIN_COLLISION
, v
);
3084 static Vehicle
*CheckTrainAtSignal(Vehicle
*v
, void *data
)
3086 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return nullptr;
3088 Train
*t
= Train::From(v
);
3089 DiagDirection exitdir
= *(DiagDirection
*)data
;
3091 /* not front engine of a train, inside wormhole or depot, crashed */
3092 if (!t
->IsFrontEngine() || !(t
->track
& TRACK_BIT_MASK
)) return nullptr;
3094 if (t
->cur_speed
> 5 || VehicleExitDir(t
->direction
, t
->track
) != exitdir
) return nullptr;
3100 * Move a vehicle chain one movement stop forwards.
3101 * @param v First vehicle to move.
3102 * @param nomove Stop moving this and all following vehicles.
3103 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3104 * @return True if the vehicle could be moved forward, false otherwise.
3106 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3108 Train
*first
= v
->First();
3110 bool direction_changed
= false; // has direction of any part changed?
3112 /* For every vehicle after and including the given vehicle */
3113 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3114 DiagDirection enterdir
= DIAGDIR_BEGIN
;
3115 bool update_signals_crossing
= false; // will we update signals or crossing state?
3117 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
3118 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3119 /* Not inside tunnel */
3120 if (gp
.old_tile
== gp
.new_tile
) {
3121 /* Staying in the old tile */
3122 if (v
->track
== TRACK_BIT_DEPOT
) {
3127 /* Not inside depot */
3129 /* Reverse when we are at the end of the track already, do not move to the new position */
3130 if (v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3132 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3133 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3136 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3137 /* The new position is the end of the platform */
3138 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3142 /* A new tile is about to be entered. */
3144 /* Determine what direction we're entering the new tile from */
3145 enterdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
3146 assert(IsValidDiagDirection(enterdir
));
3148 /* Get the status of the tracks in the new tile and mask
3149 * away the bits that aren't reachable. */
3150 TrackStatus ts
= GetTileTrackStatus(gp
.new_tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(enterdir
));
3151 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3153 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3154 TrackBits red_signals
= TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts
) & reachable_trackdirs
);
3156 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3157 if (Rail90DegTurnDisallowed(GetTileRailType(gp
.old_tile
), GetTileRailType(gp
.new_tile
)) && prev
== nullptr) {
3158 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3159 * can be switched on halfway a turn */
3160 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3163 if (bits
== TRACK_BIT_NONE
) goto invalid_rail
;
3165 /* Check if the new tile constrains tracks that are compatible
3166 * with the current train, if not, bail out. */
3167 if (!CheckCompatibleRail(v
, gp
.new_tile
)) goto invalid_rail
;
3169 TrackBits chosen_track
;
3170 if (prev
== nullptr) {
3171 /* Currently the locomotive is active. Determine which one of the
3172 * available tracks to choose */
3173 chosen_track
= TrackToTrackBits(ChooseTrainTrack(v
, gp
.new_tile
, enterdir
, bits
, false, nullptr, true));
3174 assert(chosen_track
& (bits
| GetReservedTrackbits(gp
.new_tile
)));
3176 if (v
->force_proceed
!= TFP_NONE
&& IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
)) {
3177 /* For each signal we find decrease the counter by one.
3178 * We start at two, so the first signal we pass decreases
3179 * this to one, then if we reach the next signal it is
3180 * decreased to zero and we won't pass that new signal. */
3181 Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3182 if (HasSignalOnTrackdir(gp
.new_tile
, dir
) ||
3183 (HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(dir
)) &&
3184 GetSignalType(gp
.new_tile
, TrackdirToTrack(dir
)) != SIGTYPE_PBS
)) {
3185 /* However, we do not want to be stopped by PBS signals
3186 * entered via the back. */
3187 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3188 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3192 /* Check if it's a red signal and that force proceed is not clicked. */
3193 if ((red_signals
& chosen_track
) && v
->force_proceed
== TFP_NONE
) {
3194 /* In front of a red signal */
3195 Trackdir i
= FindFirstTrackdir(trackdirbits
);
3197 /* Don't handle stuck trains here. */
3198 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return false;
3200 if (!HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(i
))) {
3203 v
->progress
= 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3204 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* DAY_TICKS
* 2) return false;
3205 } else if (HasSignalOnTrackdir(gp
.new_tile
, i
)) {
3208 v
->progress
= 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3209 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* DAY_TICKS
* 2) {
3210 DiagDirection exitdir
= TrackdirToExitdir(i
);
3211 TileIndex o_tile
= TileAddByDiagDir(gp
.new_tile
, exitdir
);
3213 exitdir
= ReverseDiagDir(exitdir
);
3215 /* check if a train is waiting on the other side */
3216 if (!HasVehicleOnPos(o_tile
, &exitdir
, &CheckTrainAtSignal
)) return false;
3220 /* If we would reverse but are currently in a PBS block and
3221 * reversing of stuck trains is disabled, don't reverse.
3222 * This does not apply if the reason for reversing is a one-way
3223 * signal blocking us, because a train would then be stuck forever. */
3224 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(gp
.new_tile
, i
) &&
3225 UpdateSignalsOnSegment(v
->tile
, enterdir
, v
->owner
) == SIGSEG_PBS
) {
3226 v
->wait_counter
= 0;
3229 goto reverse_train_direction
;
3231 TryReserveRailTrack(gp
.new_tile
, TrackBitsToTrack(chosen_track
), false);
3234 /* The wagon is active, simply follow the prev vehicle. */
3235 if (prev
->tile
== gp
.new_tile
) {
3236 /* Choose the same track as prev */
3237 if (prev
->track
== TRACK_BIT_WORMHOLE
) {
3238 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3239 * However, just choose the track into the wormhole. */
3240 assert(IsTunnel(prev
->tile
));
3241 chosen_track
= bits
;
3243 chosen_track
= prev
->track
;
3246 /* Choose the track that leads to the tile where prev is.
3247 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3248 * I.e. when the tile between them has only space for a single vehicle like
3249 * 1) horizontal/vertical track tiles and
3250 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3251 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3253 static const TrackBits _connecting_track
[DIAGDIR_END
][DIAGDIR_END
] = {
3254 {TRACK_BIT_X
, TRACK_BIT_LOWER
, TRACK_BIT_NONE
, TRACK_BIT_LEFT
},
3255 {TRACK_BIT_UPPER
, TRACK_BIT_Y
, TRACK_BIT_LEFT
, TRACK_BIT_NONE
},
3256 {TRACK_BIT_NONE
, TRACK_BIT_RIGHT
, TRACK_BIT_X
, TRACK_BIT_UPPER
},
3257 {TRACK_BIT_RIGHT
, TRACK_BIT_NONE
, TRACK_BIT_LOWER
, TRACK_BIT_Y
}
3259 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3260 assert(IsValidDiagDirection(exitdir
));
3261 chosen_track
= _connecting_track
[enterdir
][exitdir
];
3263 chosen_track
&= bits
;
3266 /* Make sure chosen track is a valid track */
3268 chosen_track
== TRACK_BIT_X
|| chosen_track
== TRACK_BIT_Y
||
3269 chosen_track
== TRACK_BIT_UPPER
|| chosen_track
== TRACK_BIT_LOWER
||
3270 chosen_track
== TRACK_BIT_LEFT
|| chosen_track
== TRACK_BIT_RIGHT
);
3272 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3273 const byte
*b
= _initial_tile_subcoord
[FIND_FIRST_BIT(chosen_track
)][enterdir
];
3274 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3275 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3276 Direction chosen_dir
= (Direction
)b
[2];
3278 /* Call the landscape function and tell it that the vehicle entered the tile */
3279 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3280 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3284 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
3285 Track track
= FindFirstTrack(chosen_track
);
3286 Trackdir tdir
= TrackDirectionToTrackdir(track
, chosen_dir
);
3287 if (v
->IsFrontEngine() && HasPbsSignalOnTrackdir(gp
.new_tile
, tdir
)) {
3288 SetSignalStateByTrackdir(gp
.new_tile
, tdir
, SIGNAL_STATE_RED
);
3289 MarkTileDirtyByTile(gp
.new_tile
);
3292 /* Clear any track reservation when the last vehicle leaves the tile */
3293 if (v
->Next() == nullptr) ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3295 v
->tile
= gp
.new_tile
;
3297 if (GetTileRailType(gp
.new_tile
) != GetTileRailType(gp
.old_tile
)) {
3298 v
->First()->ConsistChanged(CCF_TRACK
);
3301 v
->track
= chosen_track
;
3305 /* We need to update signal status, but after the vehicle position hash
3306 * has been updated by UpdateInclination() */
3307 update_signals_crossing
= true;
3309 if (chosen_dir
!= v
->direction
) {
3310 if (prev
== nullptr && _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3311 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3312 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3313 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3315 direction_changed
= true;
3316 v
->direction
= chosen_dir
;
3319 if (v
->IsFrontEngine()) {
3320 v
->wait_counter
= 0;
3322 /* If we are approaching a crossing that is reserved, play the sound now. */
3323 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3324 if (crossing
!= INVALID_TILE
&& HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3326 /* Always try to extend the reservation when entering a tile. */
3327 CheckNextTrainTile(v
);
3330 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3331 /* The new position is the location where we want to stop */
3332 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3336 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
3337 /* Perform look-ahead on tunnel exit. */
3338 if (v
->IsFrontEngine()) {
3339 TryReserveRailTrack(gp
.new_tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp
.new_tile
)));
3340 CheckNextTrainTile(v
);
3342 /* Prevent v->UpdateInclination() being called with wrong parameters.
3343 * This could happen if the train was reversed inside the tunnel/bridge. */
3344 if (gp
.old_tile
== gp
.new_tile
) {
3345 gp
.old_tile
= GetOtherTunnelBridgeEnd(gp
.old_tile
);
3350 v
->UpdatePosition();
3351 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(true);
3356 /* update image of train, as well as delta XY */
3361 v
->UpdatePosition();
3363 /* update the Z position of the vehicle */
3364 int old_z
= v
->UpdateInclination(gp
.new_tile
!= gp
.old_tile
, false);
3366 if (prev
== nullptr) {
3367 /* This is the first vehicle in the train */
3368 AffectSpeedByZChange(v
, old_z
);
3371 if (update_signals_crossing
) {
3372 if (v
->IsFrontEngine()) {
3373 if (TrainMovedChangeSignals(gp
.new_tile
, enterdir
)) {
3374 /* We are entering a block with PBS signals right now, but
3375 * not through a PBS signal. This means we don't have a
3376 * reservation right now. As a conventional signal will only
3377 * ever be green if no other train is in the block, getting
3378 * a path should always be possible. If the player built
3379 * such a strange network that it is not possible, the train
3380 * will be marked as stuck and the player has to deal with
3382 if ((!HasReservedTracks(gp
.new_tile
, v
->track
) &&
3383 !TryReserveRailTrack(gp
.new_tile
, FindFirstTrack(v
->track
))) ||
3384 !TryPathReserve(v
)) {
3385 MarkTrainAsStuck(v
);
3390 /* Signals can only change when the first
3391 * (above) or the last vehicle moves. */
3392 if (v
->Next() == nullptr) {
3393 TrainMovedChangeSignals(gp
.old_tile
, ReverseDiagDir(enterdir
));
3394 if (IsLevelCrossingTile(gp
.old_tile
)) UpdateLevelCrossing(gp
.old_tile
);
3398 /* Do not check on every tick to save some computing time. */
3399 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) CheckNextTrainTile(v
);
3402 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
3407 /* We've reached end of line?? */
3408 if (prev
!= nullptr) error("Disconnecting train");
3410 reverse_train_direction
:
3412 v
->wait_counter
= 0;
3415 ReverseTrainDirection(v
);
3422 * Collect trackbits of all crashed train vehicles on a tile
3423 * @param v Vehicle passed from Find/HasVehicleOnPos()
3424 * @param data trackdirbits for the result
3425 * @return nullptr to iterate over all vehicles on the tile.
3427 static Vehicle
*CollectTrackbitsFromCrashedVehiclesEnum(Vehicle
*v
, void *data
)
3429 TrackBits
*trackbits
= (TrackBits
*)data
;
3431 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
3432 TrackBits train_tbits
= Train::From(v
)->track
;
3433 if (train_tbits
== TRACK_BIT_WORMHOLE
) {
3434 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3435 *trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
3436 } else if (train_tbits
!= TRACK_BIT_DEPOT
) {
3437 *trackbits
|= train_tbits
;
3445 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3446 * train, then goes to the last wagon and deletes that. Each call to this function
3447 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3448 * or inside a tunnel/bridge, recalculate the signals as they might need updating
3449 * @param v the Vehicle of which last wagon is to be removed
3451 static void DeleteLastWagon(Train
*v
)
3453 Train
*first
= v
->First();
3455 /* Go to the last wagon and delete the link pointing there
3456 * *u is then the one-before-last wagon, and *v the last
3457 * one which will physically be removed */
3459 for (; v
->Next() != nullptr; v
= v
->Next()) u
= v
;
3460 u
->SetNext(nullptr);
3463 /* Recalculate cached train properties */
3464 first
->ConsistChanged(CCF_ARRANGE
);
3465 /* Update the depot window if the first vehicle is in depot -
3466 * if v == first, then it is updated in PreDestructor() */
3467 if (first
->track
== TRACK_BIT_DEPOT
) {
3468 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
3470 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
3473 /* 'v' shouldn't be accessed after it has been deleted */
3474 TrackBits trackbits
= v
->track
;
3475 TileIndex tile
= v
->tile
;
3476 Owner owner
= v
->owner
;
3479 v
= nullptr; // make sure nobody will try to read 'v' anymore
3481 if (trackbits
== TRACK_BIT_WORMHOLE
) {
3482 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3483 trackbits
= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile
));
3486 Track track
= TrackBitsToTrack(trackbits
);
3487 if (HasReservedTracks(tile
, trackbits
)) {
3488 UnreserveRailTrack(tile
, track
);
3490 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3491 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
3492 FindVehicleOnPos(tile
, &remaining_trackbits
, CollectTrackbitsFromCrashedVehiclesEnum
);
3494 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3495 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
3496 for (Track t
: SetTrackBitIterator(remaining_trackbits
)) TryReserveRailTrack(tile
, t
);
3499 /* check if the wagon was on a road/rail-crossing */
3500 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
3502 /* Update signals */
3503 if (IsTileType(tile
, MP_TUNNELBRIDGE
) || IsRailDepotTile(tile
)) {
3504 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
3506 SetSignalsOnBothDir(tile
, track
, owner
);
3511 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3512 * @param v First crashed vehicle.
3514 static void ChangeTrainDirRandomly(Train
*v
)
3516 static const DirDiff delta
[] = {
3517 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
3521 /* We don't need to twist around vehicles if they're not visible */
3522 if (!(v
->vehstatus
& VS_HIDDEN
)) {
3523 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
3524 /* Refrain from updating the z position of the vehicle when on
3525 * a bridge, because UpdateInclination() will put the vehicle under
3526 * the bridge in that case */
3527 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3528 v
->UpdatePosition();
3529 v
->UpdateInclination(false, true);
3531 v
->UpdateViewport(false, true);
3534 } while ((v
= v
->Next()) != nullptr);
3538 * Handle a crashed train.
3539 * @param v First train vehicle.
3540 * @return %Vehicle chain still exists.
3542 static bool HandleCrashedTrain(Train
*v
)
3544 int state
= ++v
->crash_anim_pos
;
3546 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
3547 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
3551 if (state
<= 200 && Chance16R(1, 7, r
)) {
3552 int index
= (r
* 10 >> 16);
3559 CreateEffectVehicleRel(u
,
3563 EV_EXPLOSION_SMALL
);
3566 } while ((u
= u
->Next()) != nullptr);
3569 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
3571 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
3572 bool ret
= v
->Next() != nullptr;
3580 /** Maximum speeds for train that is broken down or approaching line end */
3581 static const uint16 _breakdown_speeds
[16] = {
3582 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3587 * Train is approaching line end, slow down and possibly reverse
3589 * @param v front train engine
3590 * @param signal not line end, just a red signal
3591 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3592 * @return true iff we did NOT have to reverse
3594 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
3596 /* Calc position within the current tile */
3597 uint x
= v
->x_pos
& 0xF;
3598 uint y
= v
->y_pos
& 0xF;
3600 /* for diagonal directions, 'x' will be 0..15 -
3601 * for other directions, it will be 1, 3, 5, ..., 15 */
3602 switch (v
->direction
) {
3603 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
3604 case DIR_NW
: x
= y
; FALLTHROUGH
;
3605 case DIR_NE
: x
= ~x
+ 16; break;
3606 case DIR_E
: x
= ~x
+ y
+ 9; break;
3607 case DIR_SE
: x
= y
; break;
3608 case DIR_S
: x
= x
+ y
- 7; break;
3609 case DIR_W
: x
= ~y
+ x
+ 9; break;
3613 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3614 * does not cross the tile boundary when we do reverse, but as the vehicle's
3615 * location is based on their center, use half a vehicle's length as offset.
3616 * Multiply the half-length by two for straight directions to compensate that
3617 * we only get odd x offsets there. */
3618 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
3619 /* we are too near the tile end, reverse now */
3621 if (reverse
) ReverseTrainDirection(v
);
3626 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3627 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
3628 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3635 * Determines whether train would like to leave the tile
3636 * @param v train to test
3637 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
3639 static bool TrainCanLeaveTile(const Train
*v
)
3641 /* Exit if inside a tunnel/bridge or a depot */
3642 if (v
->track
== TRACK_BIT_WORMHOLE
|| v
->track
== TRACK_BIT_DEPOT
) return false;
3644 TileIndex tile
= v
->tile
;
3646 /* entering a tunnel/bridge? */
3647 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
3648 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
3649 if (DiagDirToDir(dir
) == v
->direction
) return false;
3652 /* entering a depot? */
3653 if (IsRailDepotTile(tile
)) {
3654 DiagDirection dir
= ReverseDiagDir(GetRailDepotDirection(tile
));
3655 if (DiagDirToDir(dir
) == v
->direction
) return false;
3663 * Determines whether train is approaching a rail-road crossing
3664 * (thus making it barred)
3665 * @param v front engine of train
3666 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
3667 * @pre v in non-crashed front engine
3669 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
3671 assert(v
->IsFrontEngine());
3672 assert(!(v
->vehstatus
& VS_CRASHED
));
3674 if (!TrainCanLeaveTile(v
)) return INVALID_TILE
;
3676 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3677 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3679 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3680 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
3681 !CheckCompatibleRail(v
, tile
)) {
3682 return INVALID_TILE
;
3690 * Checks for line end. Also, bars crossing at next tile if needed
3692 * @param v vehicle we are checking
3693 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3694 * @return true iff we did NOT have to reverse
3696 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
3698 /* First, handle broken down train */
3700 int t
= v
->breakdown_ctr
;
3702 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3704 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
3705 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3707 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
3710 if (!TrainCanLeaveTile(v
)) return true;
3712 /* Determine the non-diagonal direction in which we will exit this tile */
3713 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3714 /* Calculate next tile */
3715 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3717 /* Determine the track status on the next tile */
3718 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(dir
));
3719 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
3721 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3722 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
3724 /* We are sure the train is not entering a depot, it is detected above */
3726 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3727 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3728 if (Rail90DegTurnDisallowed(GetTileRailType(v
->tile
), GetTileRailType(tile
))) {
3729 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3732 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3733 if (bits
== TRACK_BIT_NONE
|| !CheckCompatibleRail(v
, tile
)) {
3734 return TrainApproachingLineEnd(v
, false, reverse
);
3737 /* approaching red signal */
3738 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
3740 /* approaching a rail/road crossing? then make it red */
3741 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
3747 static bool TrainLocoHandler(Train
*v
, bool mode
)
3749 /* train has crashed? */
3750 if (v
->vehstatus
& VS_CRASHED
) {
3751 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
3754 if (v
->force_proceed
!= TFP_NONE
) {
3755 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3756 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3759 /* train is broken down? */
3760 if (v
->HandleBreakdown()) return true;
3762 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
3763 ReverseTrainDirection(v
);
3766 /* exit if train is stopped */
3767 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
3769 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
3770 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
3771 v
->wait_counter
= 0;
3774 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3775 ReverseTrainDirection(v
);
3777 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
3778 /* Try to reserve a path when leaving the station as we
3779 * might not be marked as wanting a reservation, e.g.
3780 * when an overlength train gets turned around in a station. */
3781 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3782 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
3784 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
3785 TryPathReserve(v
, true, true);
3787 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3790 v
->HandleLoading(mode
);
3792 if (v
->current_order
.IsType(OT_LOADING
)) return true;
3794 if (CheckTrainStayInDepot(v
)) return true;
3796 if (!mode
) v
->ShowVisualEffect();
3798 /* We had no order but have an order now, do look ahead. */
3799 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
3800 CheckNextTrainTile(v
);
3803 /* Handle stuck trains. */
3804 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
3807 /* Should we try reversing this tick if still stuck? */
3808 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
3810 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
3811 if (!TryPathReserve(v
)) {
3813 if (turn_around
) ReverseTrainDirection(v
);
3815 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
3816 /* Show message to player. */
3817 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
3818 SetDParam(0, v
->index
);
3819 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
3821 v
->wait_counter
= 0;
3823 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3824 if (v
->force_proceed
== TFP_NONE
) return true;
3825 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3826 v
->wait_counter
= 0;
3827 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3831 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
3832 v
->current_order
.Free();
3833 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3837 int j
= v
->UpdateSpeed();
3839 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3840 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
3841 /* If we manually stopped, we're not force-proceeding anymore. */
3842 v
->force_proceed
= TFP_NONE
;
3843 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3846 int adv_spd
= v
->GetAdvanceDistance();
3848 /* if the vehicle has speed 0, update the last_speed field. */
3849 if (v
->cur_speed
== 0) v
->SetLastSpeed();
3851 TrainCheckIfLineEnds(v
);
3852 /* Loop until the train has finished moving. */
3855 TrainController(v
, nullptr);
3856 /* Don't continue to move if the train crashed. */
3857 if (CheckTrainCollision(v
)) break;
3858 /* Determine distance to next map position */
3859 adv_spd
= v
->GetAdvanceDistance();
3861 /* No more moving this tick */
3862 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
3864 OrderType order_type
= v
->current_order
.GetType();
3865 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3866 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
3867 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
3868 IsTileType(v
->tile
, MP_STATION
) &&
3869 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
3876 for (Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
3877 if ((u
->vehstatus
& VS_HIDDEN
) != 0) continue;
3879 u
->UpdateViewport(false, false);
3882 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
3888 * Get running cost for the train consist.
3889 * @return Yearly running costs.
3891 Money
Train::GetRunningCost() const
3894 const Train
*v
= this;
3897 const Engine
*e
= v
->GetEngine();
3898 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
3900 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
3901 if (cost_factor
== 0) continue;
3903 /* Halve running cost for multiheaded parts */
3904 if (v
->IsMultiheaded()) cost_factor
/= 2;
3906 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
3907 } while ((v
= v
->GetNextVehicle()) != nullptr);
3913 * Update train vehicle data for a tick.
3914 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
3918 PerformanceAccumulator
framerate(PFE_GL_TRAINS
);
3920 this->tick_counter
++;
3922 if (this->IsFrontEngine()) {
3923 if (!(this->vehstatus
& VS_STOPPED
) || this->cur_speed
> 0) this->running_ticks
++;
3925 this->current_order_time
++;
3927 if (!TrainLocoHandler(this, false)) return false;
3929 return TrainLocoHandler(this, true);
3930 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
3931 /* Delete flooded standalone wagon chain */
3932 if (++this->crash_anim_pos
>= 4400) {
3942 * Check whether a train needs service, and if so, find a depot or service it.
3943 * @return v %Train to check.
3945 static void CheckIfTrainNeedsService(Train
*v
)
3947 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
3948 if (v
->IsChainInDepot()) {
3949 VehicleServiceInDepot(v
);
3954 switch (_settings_game
.pf
.pathfinder_for_trains
) {
3955 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
3956 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
3957 default: NOT_REACHED();
3960 FindDepotData tfdd
= FindClosestTrainDepot(v
, max_penalty
);
3961 /* Only go to the depot if it is not too far out of our way. */
3962 if (tfdd
.best_length
== UINT_MAX
|| tfdd
.best_length
> max_penalty
) {
3963 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
3964 /* If we were already heading for a depot but it has
3965 * suddenly moved farther away, we continue our normal
3967 v
->current_order
.MakeDummy();
3968 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3973 DepotID depot
= GetDepotIndex(tfdd
.tile
);
3975 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
3976 v
->current_order
.GetDestination() != depot
&&
3981 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
3982 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
3983 v
->dest_tile
= tfdd
.tile
;
3984 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3987 /** Update day counters of the train vehicle. */
3988 void Train::OnNewDay()
3992 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
3994 if (this->IsFrontEngine()) {
3995 CheckVehicleBreakdown(this);
3997 CheckIfTrainNeedsService(this);
4001 /* update destination */
4002 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4003 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4004 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4007 if (this->running_ticks
!= 0) {
4009 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4011 this->profit_this_year
-= cost
.GetCost();
4012 this->running_ticks
= 0;
4014 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4016 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4017 SetWindowClassesDirty(WC_TRAINS_LIST
);
4023 * Get the tracks of the train vehicle.
4024 * @return Current tracks of the vehicle.
4026 Trackdir
Train::GetVehicleTrackdir() const
4028 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
4030 if (this->track
== TRACK_BIT_DEPOT
) {
4031 /* We'll assume the train is facing outwards */
4032 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile
)); // Train in depot
4035 if (this->track
== TRACK_BIT_WORMHOLE
) {
4036 /* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
4037 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
4040 return TrackDirectionToTrackdir(FindFirstTrack(this->track
), this->direction
);