Fix: Don't allow right-click to close world generation progress window. (#13084)
[openttd-github.git] / src / train_cmd.cpp
blobe404f3bc6a24bbd8dc143ed3acbb4dca773706b2
1 /*
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/>.
6 */
8 /** @file train_cmd.cpp Handling of trains. */
10 #include "stdafx.h"
11 #include "error.h"
12 #include "articulated_vehicles.h"
13 #include "command_func.h"
14 #include "error_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"
24 #include "ai/ai.hpp"
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"
32 #include "newgrf.h"
33 #include "order_backup.h"
34 #include "zoom_func.h"
35 #include "newgrf_debug.h"
36 #include "framerate_type.h"
37 #include "train_cmd.h"
38 #include "misc_cmd.h"
39 #include "timer/timer_game_calendar.h"
40 #include "timer/timer_game_economy.h"
42 #include "table/strings.h"
43 #include "table/train_sprites.h"
45 #include "safeguards.h"
47 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
48 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
49 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
50 static TileIndex TrainApproachingCrossingTile(const Train *v);
51 static void CheckIfTrainNeedsService(Train *v);
52 static void CheckNextTrainTile(Train *v);
54 static const uint8_t _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
55 static const uint8_t _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
57 template <>
58 bool IsValidImageIndex<VEH_TRAIN>(uint8_t image_index)
60 return image_index < lengthof(_engine_sprite_base);
64 /**
65 * Return the cargo weight multiplier to use for a rail vehicle
66 * @param cargo Cargo type to get multiplier for
67 * @return Cargo weight multiplier
69 uint8_t FreightWagonMult(CargoID cargo)
71 if (!CargoSpec::Get(cargo)->is_freight) return 1;
72 return _settings_game.vehicle.freight_trains;
75 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
76 void CheckTrainsLengths()
78 bool first = true;
80 for (const Train *v : Train::Iterate()) {
81 if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
82 for (const Train *u = v, *w = v->Next(); w != nullptr; u = w, w = w->Next()) {
83 if (u->track != TRACK_BIT_DEPOT) {
84 if ((w->track != TRACK_BIT_DEPOT &&
85 std::max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
86 (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
87 SetDParam(0, v->index);
88 SetDParam(1, v->owner);
89 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
91 if (!_networking && first) {
92 first = false;
93 Command<CMD_PAUSE>::Post(PM_PAUSED_ERROR, true);
95 /* Break so we warn only once for each train. */
96 break;
105 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
106 * to/removed from the chain, and when the game is loaded.
107 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
108 * @param allowed_changes Stuff that is allowed to change.
110 void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
112 uint16_t max_speed = UINT16_MAX;
114 assert(this->IsFrontEngine() || this->IsFreeWagon());
116 const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
117 EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
118 this->gcache.cached_total_length = 0;
119 this->compatible_railtypes = RAILTYPES_NONE;
121 bool train_can_tilt = true;
122 int16_t min_curve_speed_mod = INT16_MAX;
124 for (Train *u = this; u != nullptr; u = u->Next()) {
125 const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
127 /* Check the this->first cache. */
128 assert(u->First() == this);
130 /* update the 'first engine' */
131 u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
132 u->railtype = rvi_u->railtype;
134 if (u->IsEngine()) first_engine = u->engine_type;
136 /* Set user defined data to its default value */
137 u->tcache.user_def_data = rvi_u->user_def_data;
138 this->InvalidateNewGRFCache();
139 u->InvalidateNewGRFCache();
142 for (Train *u = this; u != nullptr; u = u->Next()) {
143 /* Update user defined data (must be done before other properties) */
144 u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
145 this->InvalidateNewGRFCache();
146 u->InvalidateNewGRFCache();
149 for (Train *u = this; u != nullptr; u = u->Next()) {
150 const Engine *e_u = u->GetEngine();
151 const RailVehicleInfo *rvi_u = &e_u->u.rail;
153 if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
154 min_curve_speed_mod = std::min(min_curve_speed_mod, u->GetCurveSpeedModifier());
156 /* Cache wagon override sprite group. nullptr is returned if there is none */
157 u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
159 /* Reset colour map */
160 u->colourmap = PAL_NONE;
162 /* Update powered-wagon-status and visual effect */
163 u->UpdateVisualEffect(true);
165 if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
166 UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
167 /* wagon is powered */
168 SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
169 } else {
170 ClrBit(u->flags, VRF_POWEREDWAGON);
173 if (!u->IsArticulatedPart()) {
174 /* Do not count powered wagons for the compatible railtypes, as wagons always
175 have railtype normal */
176 if (rvi_u->power > 0) {
177 this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
180 /* Some electric engines can be allowed to run on normal rail. It happens to all
181 * existing electric engines when elrails are disabled and then re-enabled */
182 if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
183 u->railtype = RAILTYPE_RAIL;
184 u->compatible_railtypes |= RAILTYPES_RAIL;
187 /* max speed is the minimum of the speed limits of all vehicles in the consist */
188 if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
189 uint16_t speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
190 if (speed != 0) max_speed = std::min(speed, max_speed);
194 uint16_t new_cap = e_u->DetermineCapacity(u);
195 if (allowed_changes & CCF_CAPACITY) {
196 /* Update vehicle capacity. */
197 if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
198 u->refit_cap = std::min(new_cap, u->refit_cap);
199 u->cargo_cap = new_cap;
200 } else {
201 /* Verify capacity hasn't changed. */
202 if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
204 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
206 /* check the vehicle length (callback) */
207 uint16_t veh_len = CALLBACK_FAILED;
208 if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) {
209 /* Use callback 36 */
210 veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
212 if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
213 ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
215 } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
216 /* Use callback 11 */
217 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
219 if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
220 veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
222 if (allowed_changes & CCF_LENGTH) {
223 /* Update vehicle length. */
224 u->gcache.cached_veh_length = veh_len;
225 } else {
226 /* Verify length hasn't changed. */
227 if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
230 this->gcache.cached_total_length += u->gcache.cached_veh_length;
231 this->InvalidateNewGRFCache();
232 u->InvalidateNewGRFCache();
235 /* store consist weight/max speed in cache */
236 this->vcache.cached_max_speed = max_speed;
237 this->tcache.cached_tilt = train_can_tilt;
238 this->tcache.cached_curve_speed_mod = min_curve_speed_mod;
239 this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
241 /* 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) */
242 this->CargoChanged();
244 if (this->IsFrontEngine()) {
245 this->UpdateAcceleration();
246 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
247 InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
248 InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
249 InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
254 * Get the stop location of (the center) of the front vehicle of a train at
255 * a platform of a station.
256 * @param station_id the ID of the station where we're stopping
257 * @param tile the tile where the vehicle currently is
258 * @param v the vehicle to get the stop location of
259 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
260 * @param station_length 'return' the station length in 1/16th tiles
261 * @return the location, calculated from the begin of the station to stop at.
263 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
265 const Station *st = Station::Get(station_id);
266 *station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
267 *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
269 /* Default to the middle of the station for stations stops that are not in
270 * the order list like intermediate stations when non-stop is disabled */
271 OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
272 if (v->gcache.cached_total_length >= *station_length) {
273 /* The train is longer than the station, make it stop at the far end of the platform */
274 osl = OSL_PLATFORM_FAR_END;
275 } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
276 osl = v->current_order.GetStopLocation();
279 /* The stop location of the FRONT! of the train */
280 int stop;
281 switch (osl) {
282 default: NOT_REACHED();
284 case OSL_PLATFORM_NEAR_END:
285 stop = v->gcache.cached_total_length;
286 break;
288 case OSL_PLATFORM_MIDDLE:
289 stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
290 break;
292 case OSL_PLATFORM_FAR_END:
293 stop = *station_length;
294 break;
297 /* Subtract half the front vehicle length of the train so we get the real
298 * stop location of the train. */
299 return stop - (v->gcache.cached_veh_length + 1) / 2;
304 * Computes train speed limit caused by curves
305 * @return imposed speed limit
307 uint16_t Train::GetCurveSpeedLimit() const
309 assert(this->First() == this);
311 static const int absolute_max_speed = UINT16_MAX;
312 int max_speed = absolute_max_speed;
314 if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
316 int curvecount[2] = {0, 0};
318 /* first find the curve speed limit */
319 int numcurve = 0;
320 int sum = 0;
321 int pos = 0;
322 int lastpos = -1;
323 for (const Train *u = this; u->Next() != nullptr; u = u->Next(), pos += u->gcache.cached_veh_length) {
324 Direction this_dir = u->direction;
325 Direction next_dir = u->Next()->direction;
327 DirDiff dirdiff = DirDifference(this_dir, next_dir);
328 if (dirdiff == DIRDIFF_SAME) continue;
330 if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
331 if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
332 if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
333 if (lastpos != -1) {
334 numcurve++;
335 sum += pos - lastpos;
336 if (pos - lastpos <= static_cast<int>(VEHICLE_LENGTH) && max_speed > 88) {
337 max_speed = 88;
340 lastpos = pos;
343 /* if we have a 90 degree turn, fix the speed limit to 60 */
344 if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
345 max_speed = 61;
349 if (numcurve > 0 && max_speed > 88) {
350 if (curvecount[0] == 1 && curvecount[1] == 1) {
351 max_speed = absolute_max_speed;
352 } else {
353 sum = CeilDiv(sum, VEHICLE_LENGTH);
354 sum /= numcurve;
355 max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
359 if (max_speed != absolute_max_speed) {
360 /* Apply the current railtype's curve speed advantage */
361 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(this->tile));
362 max_speed += (max_speed / 2) * rti->curve_speed;
364 if (this->tcache.cached_tilt) {
365 /* Apply max_speed bonus of 20% for a tilting train */
366 max_speed += max_speed / 5;
369 /* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
370 * and clamp the result to an acceptable range. */
371 max_speed += (max_speed * this->tcache.cached_curve_speed_mod) / 256;
372 max_speed = Clamp(max_speed, 2, absolute_max_speed);
375 return static_cast<uint16_t>(max_speed);
379 * Calculates the maximum speed of the vehicle under its current conditions.
380 * @return Maximum speed of the vehicle.
382 int Train::GetCurrentMaxSpeed() const
384 int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
385 this->gcache.cached_max_track_speed :
386 this->tcache.cached_max_curve_speed;
388 if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
389 StationID sid = GetStationIndex(this->tile);
390 if (this->current_order.ShouldStopAtStation(this, sid)) {
391 int station_ahead;
392 int station_length;
393 int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
395 /* The distance to go is whatever is still ahead of the train minus the
396 * distance from the train's stop location to the end of the platform */
397 int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
399 if (distance_to_go > 0) {
400 int st_max_speed = 120;
402 int delta_v = this->cur_speed / (distance_to_go + 1);
403 if (max_speed > (this->cur_speed - delta_v)) {
404 st_max_speed = this->cur_speed - (delta_v / 10);
407 st_max_speed = std::max(st_max_speed, 25 * distance_to_go);
408 max_speed = std::min(max_speed, st_max_speed);
413 for (const Train *u = this; u != nullptr; u = u->Next()) {
414 if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
415 max_speed = std::min(max_speed, 61);
416 break;
419 /* Vehicle is on the middle part of a bridge. */
420 if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
421 max_speed = std::min<int>(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
425 max_speed = std::min<int>(max_speed, this->current_order.GetMaxSpeed());
426 return std::min<int>(max_speed, this->gcache.cached_max_track_speed);
429 /** Update acceleration of the train from the cached power and weight. */
430 void Train::UpdateAcceleration()
432 assert(this->IsFrontEngine() || this->IsFreeWagon());
434 uint power = this->gcache.cached_power;
435 uint weight = this->gcache.cached_weight;
436 assert(weight != 0);
437 this->acceleration = Clamp(power / weight * 4, 1, 255);
440 int Train::GetCursorImageOffset() const
442 if (this->gcache.cached_veh_length != 8 && HasBit(this->flags, VRF_REVERSE_DIRECTION) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_RAIL_FLIPS)) {
443 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
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;
450 return ScaleSpriteTrad((this->gcache.cached_veh_length - (int)VEHICLE_LENGTH) * reference_width / (int)VEHICLE_LENGTH);
452 return 0;
456 * Get the width of a train vehicle image in the GUI.
457 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
458 * @return Width in pixels
460 int Train::GetDisplayImageWidth(Point *offset) const
462 int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
463 int vehicle_pitch = 0;
465 const Engine *e = this->GetEngine();
466 if (e->GetGRF() != nullptr && is_custom_sprite(e->u.rail.image_index)) {
467 reference_width = e->GetGRF()->traininfo_vehicle_width;
468 vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
471 if (offset != nullptr) {
472 if (HasBit(this->flags, VRF_REVERSE_DIRECTION) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_RAIL_FLIPS)) {
473 offset->x = ScaleSpriteTrad(((int)this->gcache.cached_veh_length - (int)VEHICLE_LENGTH / 2) * reference_width / (int)VEHICLE_LENGTH);
474 } else {
475 offset->x = ScaleSpriteTrad(reference_width) / 2;
477 offset->y = ScaleSpriteTrad(vehicle_pitch);
479 return ScaleSpriteTrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
482 static SpriteID GetDefaultTrainSprite(uint8_t spritenum, Direction direction)
484 assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
485 return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
489 * Get the sprite to display the train.
490 * @param direction Direction of view/travel.
491 * @param image_type Visualisation context.
492 * @return Sprite to display.
494 void Train::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
496 uint8_t spritenum = this->spritenum;
498 if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
500 if (is_custom_sprite(spritenum)) {
501 GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
502 if (result->IsValid()) return;
504 spritenum = this->GetEngine()->original_image_index;
507 assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
508 SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
510 if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
512 result->Set(sprite);
515 static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
517 const Engine *e = Engine::Get(engine);
518 Direction dir = rear_head ? DIR_E : DIR_W;
519 uint8_t spritenum = e->u.rail.image_index;
521 if (is_custom_sprite(spritenum)) {
522 GetCustomVehicleIcon(engine, dir, image_type, result);
523 if (result->IsValid()) {
524 if (e->GetGRF() != nullptr) {
525 y += ScaleSpriteTrad(e->GetGRF()->traininfo_vehicle_pitch);
527 return;
530 spritenum = Engine::Get(engine)->original_image_index;
533 if (rear_head) spritenum++;
535 result->Set(GetDefaultTrainSprite(spritenum, DIR_W));
538 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
540 if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
541 int yf = y;
542 int yr = y;
544 VehicleSpriteSeq seqf, seqr;
545 GetRailIcon(engine, false, yf, image_type, &seqf);
546 GetRailIcon(engine, true, yr, image_type, &seqr);
548 Rect rectf, rectr;
549 seqf.GetBounds(&rectf);
550 seqr.GetBounds(&rectr);
552 preferred_x = Clamp(preferred_x,
553 left - UnScaleGUI(rectf.left) + ScaleSpriteTrad(14),
554 right - UnScaleGUI(rectr.right) - ScaleSpriteTrad(15));
556 seqf.Draw(preferred_x - ScaleSpriteTrad(14), yf, pal, pal == PALETTE_CRASH);
557 seqr.Draw(preferred_x + ScaleSpriteTrad(15), yr, pal, pal == PALETTE_CRASH);
558 } else {
559 VehicleSpriteSeq seq;
560 GetRailIcon(engine, false, y, image_type, &seq);
562 Rect rect;
563 seq.GetBounds(&rect);
564 preferred_x = Clamp(preferred_x,
565 left - UnScaleGUI(rect.left),
566 right - UnScaleGUI(rect.right));
568 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
573 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
574 * @param engine The engine to get the sprite from.
575 * @param[out] width The width of the sprite.
576 * @param[out] height The height of the sprite.
577 * @param[out] xoffs Number of pixels to shift the sprite to the right.
578 * @param[out] yoffs Number of pixels to shift the sprite downwards.
579 * @param image_type Context the sprite is used in.
581 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
583 int y = 0;
585 VehicleSpriteSeq seq;
586 GetRailIcon(engine, false, y, image_type, &seq);
588 Rect rect;
589 seq.GetBounds(&rect);
591 width = UnScaleGUI(rect.Width());
592 height = UnScaleGUI(rect.Height());
593 xoffs = UnScaleGUI(rect.left);
594 yoffs = UnScaleGUI(rect.top);
596 if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
597 GetRailIcon(engine, true, y, image_type, &seq);
598 seq.GetBounds(&rect);
600 /* Calculate values relative to an imaginary center between the two sprites. */
601 width = ScaleSpriteTrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(rect.right) - xoffs;
602 height = std::max<uint>(height, UnScaleGUI(rect.Height()));
603 xoffs = xoffs - ScaleSpriteTrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
604 yoffs = std::min(yoffs, UnScaleGUI(rect.top));
609 * Build a railroad wagon.
610 * @param flags type of operation.
611 * @param tile tile of the depot where rail-vehicle is built.
612 * @param e the engine to build.
613 * @param[out] ret the vehicle that has been built.
614 * @return the cost of this operation or an error.
616 static CommandCost CmdBuildRailWagon(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
618 const RailVehicleInfo *rvi = &e->u.rail;
620 /* Check that the wagon can drive on the track in question */
621 if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
623 if (flags & DC_EXEC) {
624 Train *v = new Train();
625 *ret = v;
626 v->spritenum = rvi->image_index;
628 v->engine_type = e->index;
629 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
631 DiagDirection dir = GetRailDepotDirection(tile);
633 v->direction = DiagDirToDir(dir);
634 v->tile = tile;
636 int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
637 int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
639 v->x_pos = x;
640 v->y_pos = y;
641 v->z_pos = GetSlopePixelZ(x, y, true);
642 v->owner = _current_company;
643 v->track = TRACK_BIT_DEPOT;
644 v->vehstatus = VS_HIDDEN | VS_DEFPAL;
646 v->SetWagon();
648 v->SetFreeWagon();
649 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
651 v->cargo_type = e->GetDefaultCargoType();
652 assert(IsValidCargoID(v->cargo_type));
653 v->cargo_cap = rvi->capacity;
654 v->refit_cap = 0;
656 v->railtype = rvi->railtype;
658 v->date_of_last_service = TimerGameEconomy::date;
659 v->date_of_last_service_newgrf = TimerGameCalendar::date;
660 v->build_year = TimerGameCalendar::year;
661 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
662 v->random_bits = Random();
664 v->group_id = DEFAULT_GROUP;
666 if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) SetBit(v->flags, VRF_REVERSE_DIRECTION);
667 AddArticulatedParts(v);
669 v->UpdatePosition();
670 v->First()->ConsistChanged(CCF_ARRANGE);
671 UpdateTrainGroupID(v->First());
673 CheckConsistencyOfArticulatedVehicle(v);
675 /* Try to connect the vehicle to one of free chains of wagons. */
676 for (Train *w : Train::Iterate()) {
677 if (w->tile == tile && ///< Same depot
678 w->IsFreeWagon() && ///< A free wagon chain
679 w->engine_type == e->index && ///< Same type
680 w->First() != v && ///< Don't connect to ourself
681 !(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
682 if (Command<CMD_MOVE_RAIL_VEHICLE>::Do(DC_EXEC, v->index, w->Last()->index, true).Succeeded()) {
683 break;
689 return CommandCost();
692 /** Move all free vehicles in the depot to the train */
693 void NormalizeTrainVehInDepot(const Train *u)
695 assert(u->IsEngine());
696 for (const Train *v : Train::Iterate()) {
697 if (v->IsFreeWagon() && v->tile == u->tile &&
698 v->track == TRACK_BIT_DEPOT) {
699 if (Command<CMD_MOVE_RAIL_VEHICLE>::Do(DC_EXEC, v->index, u->index, true).Failed()) {
700 break;
706 static void AddRearEngineToMultiheadedTrain(Train *v)
708 Train *u = new Train();
709 v->value >>= 1;
710 u->value = v->value;
711 u->direction = v->direction;
712 u->owner = v->owner;
713 u->tile = v->tile;
714 u->x_pos = v->x_pos;
715 u->y_pos = v->y_pos;
716 u->z_pos = v->z_pos;
717 u->track = TRACK_BIT_DEPOT;
718 u->vehstatus = v->vehstatus & ~VS_STOPPED;
719 u->spritenum = v->spritenum + 1;
720 u->cargo_type = v->cargo_type;
721 u->cargo_subtype = v->cargo_subtype;
722 u->cargo_cap = v->cargo_cap;
723 u->refit_cap = v->refit_cap;
724 u->railtype = v->railtype;
725 u->engine_type = v->engine_type;
726 u->date_of_last_service = v->date_of_last_service;
727 u->date_of_last_service_newgrf = v->date_of_last_service_newgrf;
728 u->build_year = v->build_year;
729 u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
730 u->random_bits = Random();
731 v->SetMultiheaded();
732 u->SetMultiheaded();
733 v->SetNext(u);
734 if (TestVehicleBuildProbability(u, u->engine_type, BuildProbabilityType::Reversed)) SetBit(u->flags, VRF_REVERSE_DIRECTION);
735 u->UpdatePosition();
737 /* Now we need to link the front and rear engines together */
738 v->other_multiheaded_part = u;
739 u->other_multiheaded_part = v;
743 * Build a railroad vehicle.
744 * @param flags type of operation.
745 * @param tile tile of the depot where rail-vehicle is built.
746 * @param e the engine to build.
747 * @param[out] ret the vehicle that has been built.
748 * @return the cost of this operation or an error.
750 CommandCost CmdBuildRailVehicle(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
752 const RailVehicleInfo *rvi = &e->u.rail;
754 if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(flags, tile, e, ret);
756 /* Check if depot and new engine uses the same kind of tracks *
757 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
758 if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
760 if (flags & DC_EXEC) {
761 DiagDirection dir = GetRailDepotDirection(tile);
762 int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
763 int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
765 Train *v = new Train();
766 *ret = v;
767 v->direction = DiagDirToDir(dir);
768 v->tile = tile;
769 v->owner = _current_company;
770 v->x_pos = x;
771 v->y_pos = y;
772 v->z_pos = GetSlopePixelZ(x, y, true);
773 v->track = TRACK_BIT_DEPOT;
774 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
775 v->spritenum = rvi->image_index;
776 v->cargo_type = e->GetDefaultCargoType();
777 assert(IsValidCargoID(v->cargo_type));
778 v->cargo_cap = rvi->capacity;
779 v->refit_cap = 0;
780 v->last_station_visited = INVALID_STATION;
781 v->last_loading_station = INVALID_STATION;
783 v->engine_type = e->index;
784 v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
786 v->reliability = e->reliability;
787 v->reliability_spd_dec = e->reliability_spd_dec;
788 v->max_age = e->GetLifeLengthInDays();
790 v->railtype = rvi->railtype;
792 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
793 v->date_of_last_service = TimerGameEconomy::date;
794 v->date_of_last_service_newgrf = TimerGameCalendar::date;
795 v->build_year = TimerGameCalendar::year;
796 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
797 v->random_bits = Random();
799 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
800 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
802 v->group_id = DEFAULT_GROUP;
804 v->SetFrontEngine();
805 v->SetEngine();
807 if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) SetBit(v->flags, VRF_REVERSE_DIRECTION);
808 v->UpdatePosition();
810 if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
811 AddRearEngineToMultiheadedTrain(v);
812 } else {
813 AddArticulatedParts(v);
816 v->ConsistChanged(CCF_ARRANGE);
817 UpdateTrainGroupID(v);
819 CheckConsistencyOfArticulatedVehicle(v);
822 return CommandCost();
825 static Train *FindGoodVehiclePos(const Train *src)
827 EngineID eng = src->engine_type;
828 TileIndex tile = src->tile;
830 for (Train *dst : Train::Iterate()) {
831 if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
832 /* check so all vehicles in the line have the same engine. */
833 Train *t = dst;
834 while (t->engine_type == eng) {
835 t = t->Next();
836 if (t == nullptr) return dst;
841 return nullptr;
844 /** Helper type for lists/vectors of trains */
845 typedef std::vector<Train *> TrainList;
848 * Make a backup of a train into a train list.
849 * @param list to make the backup in
850 * @param t the train to make the backup of
852 static void MakeTrainBackup(TrainList &list, Train *t)
854 for (; t != nullptr; t = t->Next()) list.push_back(t);
858 * Restore the train from the backup list.
859 * @param list the train to restore.
861 static void RestoreTrainBackup(TrainList &list)
863 /* No train, nothing to do. */
864 if (list.empty()) return;
866 Train *prev = nullptr;
867 /* Iterate over the list and rebuild it. */
868 for (Train *t : list) {
869 if (prev != nullptr) {
870 prev->SetNext(t);
871 } else if (t->Previous() != nullptr) {
872 /* Make sure the head of the train is always the first in the chain. */
873 t->Previous()->SetNext(nullptr);
875 prev = t;
880 * Remove the given wagon from its consist.
881 * @param part the part of the train to remove.
882 * @param chain whether to remove the whole chain.
884 static void RemoveFromConsist(Train *part, bool chain = false)
886 Train *tail = chain ? part->Last() : part->GetLastEnginePart();
888 /* Unlink at the front, but make it point to the next
889 * vehicle after the to be remove part. */
890 if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next());
892 /* Unlink at the back */
893 tail->SetNext(nullptr);
897 * Inserts a chain into the train at dst.
898 * @param dst the place where to append after.
899 * @param chain the chain to actually add.
901 static void InsertInConsist(Train *dst, Train *chain)
903 /* We do not want to add something in the middle of an articulated part. */
904 assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart()));
906 chain->Last()->SetNext(dst->Next());
907 dst->SetNext(chain);
911 * Normalise the dual heads in the train, i.e. if one is
912 * missing move that one to this train.
913 * @param t the train to normalise.
915 static void NormaliseDualHeads(Train *t)
917 for (; t != nullptr; t = t->GetNextVehicle()) {
918 if (!t->IsMultiheaded() || !t->IsEngine()) continue;
920 /* Make sure that there are no free cars before next engine */
921 Train *u;
922 for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {}
924 if (u == t->other_multiheaded_part) continue;
926 /* Remove the part from the 'wrong' train */
927 RemoveFromConsist(t->other_multiheaded_part);
928 /* And add it to the 'right' train */
929 InsertInConsist(u, t->other_multiheaded_part);
934 * Normalise the sub types of the parts in this chain.
935 * @param chain the chain to normalise.
937 static void NormaliseSubtypes(Train *chain)
939 /* Nothing to do */
940 if (chain == nullptr) return;
942 /* We must be the first in the chain. */
943 assert(chain->Previous() == nullptr);
945 /* Set the appropriate bits for the first in the chain. */
946 if (chain->IsWagon()) {
947 chain->SetFreeWagon();
948 } else {
949 assert(chain->IsEngine());
950 chain->SetFrontEngine();
953 /* Now clear the bits for the rest of the chain */
954 for (Train *t = chain->Next(); t != nullptr; t = t->Next()) {
955 t->ClearFreeWagon();
956 t->ClearFrontEngine();
961 * Check/validate whether we may actually build a new train.
962 * @note All vehicles are/were 'heads' of their chains.
963 * @param original_dst The original destination chain.
964 * @param dst The destination chain after constructing the train.
965 * @param original_src The original source chain.
966 * @param src The source chain after constructing the train.
967 * @return possible error of this command.
969 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
971 /* Just add 'new' engines and subtract the original ones.
972 * If that's less than or equal to 0 we can be sure we did
973 * not add any engines (read: trains) along the way. */
974 if ((src != nullptr && src->IsEngine() ? 1 : 0) +
975 (dst != nullptr && dst->IsEngine() ? 1 : 0) -
976 (original_src != nullptr && original_src->IsEngine() ? 1 : 0) -
977 (original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) {
978 return CommandCost();
981 /* Get a free unit number and check whether it's within the bounds.
982 * There will always be a maximum of one new train. */
983 if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
985 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
989 * Check whether the train parts can be attached.
990 * @param t the train to check
991 * @return possible error of this command.
993 static CommandCost CheckTrainAttachment(Train *t)
995 /* No multi-part train, no need to check. */
996 if (t == nullptr || t->Next() == nullptr) return CommandCost();
998 /* The maximum length for a train. For each part we decrease this by one
999 * and if the result is negative the train is simply too long. */
1000 int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
1002 /* For free-wagon chains, check if they are within the max_train_length limit. */
1003 if (!t->IsEngine()) {
1004 t = t->Next();
1005 while (t != nullptr) {
1006 allowed_len -= t->gcache.cached_veh_length;
1008 t = t->Next();
1011 if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
1012 return CommandCost();
1015 Train *head = t;
1016 Train *prev = t;
1018 /* Break the prev -> t link so it always holds within the loop. */
1019 t = t->Next();
1020 prev->SetNext(nullptr);
1022 /* Make sure the cache is cleared. */
1023 head->InvalidateNewGRFCache();
1025 while (t != nullptr) {
1026 allowed_len -= t->gcache.cached_veh_length;
1028 Train *next = t->Next();
1030 /* Unlink the to-be-added piece; it is already unlinked from the previous
1031 * part due to the fact that the prev -> t link is broken. */
1032 t->SetNext(nullptr);
1034 /* Don't check callback for articulated or rear dual headed parts */
1035 if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1036 /* Back up and clear the first_engine data to avoid using wagon override group */
1037 EngineID first_engine = t->gcache.first_engine;
1038 t->gcache.first_engine = INVALID_ENGINE;
1040 /* We don't want the cache to interfere. head's cache is cleared before
1041 * the loop and after each callback does not need to be cleared here. */
1042 t->InvalidateNewGRFCache();
1044 uint16_t callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
1046 /* Restore original first_engine data */
1047 t->gcache.first_engine = first_engine;
1049 /* We do not want to remember any cached variables from the test run */
1050 t->InvalidateNewGRFCache();
1051 head->InvalidateNewGRFCache();
1053 if (callback != CALLBACK_FAILED) {
1054 /* A failing callback means everything is okay */
1055 StringID error = STR_NULL;
1057 if (head->GetGRF()->grf_version < 8) {
1058 if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1059 if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1060 if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1061 } else {
1062 if (callback < 0x400) {
1063 error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1064 } else {
1065 switch (callback) {
1066 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1067 case 0x401: // allow
1068 break;
1070 default: // unknown reason -> disallow
1071 case 0x402: // disallow attaching
1072 error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1073 break;
1078 if (error != STR_NULL) return_cmd_error(error);
1082 /* And link it to the new part. */
1083 prev->SetNext(t);
1084 prev = t;
1085 t = next;
1088 if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
1089 return CommandCost();
1093 * Validate whether we are going to create valid trains.
1094 * @note All vehicles are/were 'heads' of their chains.
1095 * @param original_dst The original destination chain.
1096 * @param dst The destination chain after constructing the train.
1097 * @param original_src The original source chain.
1098 * @param src The source chain after constructing the train.
1099 * @param check_limit Whether to check the vehicle limit.
1100 * @return possible error of this command.
1102 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1104 /* Check whether we may actually construct the trains. */
1105 CommandCost ret = CheckTrainAttachment(src);
1106 if (ret.Failed()) return ret;
1107 ret = CheckTrainAttachment(dst);
1108 if (ret.Failed()) return ret;
1110 /* Check whether we need to build a new train. */
1111 return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1115 * Arrange the trains in the wanted way.
1116 * @param dst_head The destination chain of the to be moved vehicle.
1117 * @param dst The destination for the to be moved vehicle.
1118 * @param src_head The source chain of the to be moved vehicle.
1119 * @param src The to be moved vehicle.
1120 * @param move_chain Whether to move all vehicles after src or not.
1122 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1124 /* First determine the front of the two resulting trains */
1125 if (*src_head == *dst_head) {
1126 /* If we aren't moving part(s) to a new train, we are just moving the
1127 * front back and there is not destination head. */
1128 *dst_head = nullptr;
1129 } else if (*dst_head == nullptr) {
1130 /* If we are moving to a new train the head of the move train would become
1131 * the head of the new vehicle. */
1132 *dst_head = src;
1135 if (src == *src_head) {
1136 /* If we are moving the front of a train then we are, in effect, creating
1137 * a new head for the train. Point to that. Unless we are moving the whole
1138 * train in which case there is not 'source' train anymore.
1139 * In case we are a multiheaded part we want the complete thing to come
1140 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1141 * that is followed by a rear multihead we do not want to include that. */
1142 *src_head = move_chain ? nullptr :
1143 (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1146 /* Now it's just simply removing the part that we are going to move from the
1147 * source train and *if* the destination is a not a new train add the chain
1148 * at the destination location. */
1149 RemoveFromConsist(src, move_chain);
1150 if (*dst_head != src) InsertInConsist(dst, src);
1152 /* Now normalise the dual heads, that is move the dual heads around in such
1153 * a way that the head and rear of a dual head are in the same train */
1154 NormaliseDualHeads(*src_head);
1155 NormaliseDualHeads(*dst_head);
1159 * Normalise the head of the train again, i.e. that is tell the world that
1160 * we have changed and update all kinds of variables.
1161 * @param head the train to update.
1163 static void NormaliseTrainHead(Train *head)
1165 /* Not much to do! */
1166 if (head == nullptr) return;
1168 /* Tell the 'world' the train changed. */
1169 head->ConsistChanged(CCF_ARRANGE);
1170 UpdateTrainGroupID(head);
1172 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1173 if (!head->IsFrontEngine()) return;
1175 /* Update the refit button and window */
1176 InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
1177 SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
1179 /* If we don't have a unit number yet, set one. */
1180 if (head->unitnumber != 0) return;
1181 head->unitnumber = Company::Get(head->owner)->freeunits[head->type].UseID(GetFreeUnitNumber(VEH_TRAIN));
1185 * Move a rail vehicle around inside the depot.
1186 * @param flags type of operation
1187 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1188 * @param src_veh source vehicle index
1189 * @param dest_veh what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1190 * @param move_chain move all vehicles following the source vehicle
1191 * @return the cost of this operation or an error
1193 CommandCost CmdMoveRailVehicle(DoCommandFlag flags, VehicleID src_veh, VehicleID dest_veh, bool move_chain)
1195 Train *src = Train::GetIfValid(src_veh);
1196 if (src == nullptr) return CMD_ERROR;
1198 CommandCost ret = CheckOwnership(src->owner);
1199 if (ret.Failed()) return ret;
1201 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1202 if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
1204 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1205 Train *dst;
1206 if (dest_veh == INVALID_VEHICLE) {
1207 dst = (src->IsEngine() || (flags & DC_AUTOREPLACE)) ? nullptr : FindGoodVehiclePos(src);
1208 } else {
1209 dst = Train::GetIfValid(dest_veh);
1210 if (dst == nullptr) return CMD_ERROR;
1212 ret = CheckOwnership(dst->owner);
1213 if (ret.Failed()) return ret;
1215 /* Do not allow appending to crashed vehicles, too */
1216 if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
1219 /* if an articulated part is being handled, deal with its parent vehicle */
1220 src = src->GetFirstEnginePart();
1221 if (dst != nullptr) {
1222 dst = dst->GetFirstEnginePart();
1225 /* don't move the same vehicle.. */
1226 if (src == dst) return CommandCost();
1228 /* locate the head of the two chains */
1229 Train *src_head = src->First();
1230 Train *dst_head;
1231 if (dst != nullptr) {
1232 dst_head = dst->First();
1233 if (dst_head->tile != src_head->tile) return CMD_ERROR;
1234 /* Now deal with articulated part of destination wagon */
1235 dst = dst->GetLastEnginePart();
1236 } else {
1237 dst_head = nullptr;
1240 if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1242 /* When moving all wagons, we can't have the same src_head and dst_head */
1243 if (move_chain && src_head == dst_head) return CommandCost();
1245 /* When moving a multiheaded part to be place after itself, bail out. */
1246 if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1248 /* Check if all vehicles in the source train are stopped inside a depot. */
1249 if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1251 /* Check if all vehicles in the destination train are stopped inside a depot. */
1252 if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1254 /* First make a backup of the order of the trains. That way we can do
1255 * whatever we want with the order and later on easily revert. */
1256 TrainList original_src;
1257 TrainList original_dst;
1259 MakeTrainBackup(original_src, src_head);
1260 MakeTrainBackup(original_dst, dst_head);
1262 /* Also make backup of the original heads as ArrangeTrains can change them.
1263 * For the destination head we do not care if it is the same as the source
1264 * head because in that case it's just a copy. */
1265 Train *original_src_head = src_head;
1266 Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head);
1268 /* We want this information from before the rearrangement, but execute this after the validation.
1269 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
1270 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
1271 bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1272 bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine();
1274 /* (Re)arrange the trains in the wanted arrangement. */
1275 ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1277 if ((flags & DC_AUTOREPLACE) == 0) {
1278 /* If the autoreplace flag is set we do not need to test for the validity
1279 * because we are going to revert the train to its original state. As we
1280 * assume the original state was correct autoreplace can skip this. */
1281 ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1282 if (ret.Failed()) {
1283 /* Restore the train we had. */
1284 RestoreTrainBackup(original_src);
1285 RestoreTrainBackup(original_dst);
1286 return ret;
1290 /* do it? */
1291 if (flags & DC_EXEC) {
1292 /* Remove old heads from the statistics */
1293 if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1294 if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1296 /* First normalise the sub types of the chains. */
1297 NormaliseSubtypes(src_head);
1298 NormaliseSubtypes(dst_head);
1300 /* There are 14 different cases:
1301 * 1) front engine gets moved to a new train, it stays a front engine.
1302 * a) the 'next' part is a wagon that becomes a free wagon chain.
1303 * b) the 'next' part is an engine that becomes a front engine.
1304 * c) there is no 'next' part, nothing else happens
1305 * 2) front engine gets moved to another train, it is not a front engine anymore
1306 * a) the 'next' part is a wagon that becomes a free wagon chain.
1307 * b) the 'next' part is an engine that becomes a front engine.
1308 * c) there is no 'next' part, nothing else happens
1309 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1310 * a) the 'next' part is a wagon that becomes a free wagon chain.
1311 * b) the 'next' part is an engine that becomes a front engine.
1312 * 4) free wagon gets moved
1313 * a) the 'next' part is a wagon that becomes a free wagon chain.
1314 * b) the 'next' part is an engine that becomes a front engine.
1315 * c) there is no 'next' part, nothing else happens
1316 * 5) non front engine gets moved and becomes a new train, nothing else happens
1317 * 6) non front engine gets moved within a train / to another train, nothing happens
1318 * 7) wagon gets moved, nothing happens
1320 if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1321 /* Cases #2 and #3: the front engine gets trashed. */
1322 CloseWindowById(WC_VEHICLE_VIEW, src->index);
1323 CloseWindowById(WC_VEHICLE_ORDERS, src->index);
1324 CloseWindowById(WC_VEHICLE_REFIT, src->index);
1325 CloseWindowById(WC_VEHICLE_DETAILS, src->index);
1326 CloseWindowById(WC_VEHICLE_TIMETABLE, src->index);
1327 DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
1328 SetWindowDirty(WC_COMPANY, _current_company);
1330 if (src_head != nullptr && src_head->IsFrontEngine()) {
1331 /* Cases #?b: Transfer order, unit number and other stuff
1332 * to the new front engine. */
1333 src_head->orders = src->orders;
1334 if (src_head->orders != nullptr) src_head->AddToShared(src);
1335 src_head->CopyVehicleConfigAndStatistics(src);
1337 /* Remove stuff not valid anymore for non-front engines. */
1338 DeleteVehicleOrders(src);
1339 src->ReleaseUnitNumber();
1340 src->name.clear();
1343 /* We weren't a front engine but are becoming one. So
1344 * we should be put in the default group. */
1345 if (original_src_head != src && dst_head == src) {
1346 SetTrainGroupID(src, DEFAULT_GROUP);
1347 SetWindowDirty(WC_COMPANY, _current_company);
1350 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1351 NormaliseTrainHead(src_head);
1352 NormaliseTrainHead(dst_head);
1354 /* Add new heads to statistics.
1355 * This should be done after NormaliseTrainHead due to engine total limit checks in GetFreeUnitNumber. */
1356 if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1357 if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1359 if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
1360 CheckCargoCapacity(src_head);
1361 CheckCargoCapacity(dst_head);
1364 if (src_head != nullptr) src_head->First()->MarkDirty();
1365 if (dst_head != nullptr) dst_head->First()->MarkDirty();
1367 /* We are undoubtedly changing something in the depot and train list. */
1368 InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
1369 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1370 } else {
1371 /* We don't want to execute what we're just tried. */
1372 RestoreTrainBackup(original_src);
1373 RestoreTrainBackup(original_dst);
1376 return CommandCost();
1380 * Sell a (single) train wagon/engine.
1381 * @param flags type of operation
1382 * @param t the train wagon to sell
1383 * @param sell_chain the selling mode
1384 * - sell_chain = false: only sell the single dragged wagon/engine (and any belonging rear-engines)
1385 * - sell_chain = true: sell the vehicle and all vehicles following it in the chain
1386 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1387 * @param backup_order make order backup?
1388 * @param user the user for the order backup.
1389 * @return the cost of this operation or an error
1391 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, bool sell_chain, bool backup_order, ClientID user)
1393 Train *v = Train::From(t)->GetFirstEnginePart();
1394 Train *first = v->First();
1396 if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1398 /* First make a backup of the order of the train. That way we can do
1399 * whatever we want with the order and later on easily revert. */
1400 TrainList original;
1401 MakeTrainBackup(original, first);
1403 /* We need to keep track of the new head and the head of what we're going to sell. */
1404 Train *new_head = first;
1405 Train *sell_head = nullptr;
1407 /* Split the train in the wanted way. */
1408 ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain);
1410 /* We don't need to validate the second train; it's going to be sold. */
1411 CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, (flags & DC_AUTOREPLACE) == 0);
1412 if (ret.Failed()) {
1413 /* Restore the train we had. */
1414 RestoreTrainBackup(original);
1415 return ret;
1418 if (first->orders == nullptr && !OrderList::CanAllocateItem()) {
1419 /* Restore the train we had. */
1420 RestoreTrainBackup(original);
1421 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1424 CommandCost cost(EXPENSES_NEW_VEHICLES);
1425 for (Train *part = sell_head; part != nullptr; part = part->Next()) cost.AddCost(-part->value);
1427 /* do it? */
1428 if (flags & DC_EXEC) {
1429 /* First normalise the sub types of the chain. */
1430 NormaliseSubtypes(new_head);
1432 if (v == first && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) {
1433 if (v->IsEngine()) {
1434 /* We are selling the front engine. In this case we want to
1435 * 'give' the order, unit number and such to the new head. */
1436 new_head->orders = first->orders;
1437 new_head->AddToShared(first);
1438 DeleteVehicleOrders(first);
1440 /* Copy other important data from the front engine */
1441 new_head->CopyVehicleConfigAndStatistics(first);
1443 GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit, if required
1444 } else if (v->IsPrimaryVehicle() && backup_order) {
1445 OrderBackup::Backup(v, user);
1448 /* We need to update the information about the train. */
1449 NormaliseTrainHead(new_head);
1451 /* We are undoubtedly changing something in the depot and train list. */
1452 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1453 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1455 /* Actually delete the sold 'goods' */
1456 delete sell_head;
1457 } else {
1458 /* We don't want to execute what we're just tried. */
1459 RestoreTrainBackup(original);
1462 return cost;
1465 void Train::UpdateDeltaXY()
1467 /* Set common defaults. */
1468 this->x_offs = -1;
1469 this->y_offs = -1;
1470 this->x_extent = 3;
1471 this->y_extent = 3;
1472 this->z_extent = 6;
1473 this->x_bb_offs = 0;
1474 this->y_bb_offs = 0;
1476 /* Set if flipped and engine is NOT flagged with custom flip handling. */
1477 int flipped = HasBit(this->flags, VRF_REVERSE_DIRECTION) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_RAIL_FLIPS);
1478 /* If flipped and vehicle length is odd, we need to adjust the bounding box offset slightly. */
1479 int flip_offs = flipped && (this->gcache.cached_veh_length & 1);
1481 Direction dir = this->direction;
1482 if (flipped) dir = ReverseDir(dir);
1484 if (!IsDiagonalDirection(dir)) {
1485 static const int _sign_table[] =
1487 /* x, y */
1488 -1, -1, // DIR_N
1489 -1, 1, // DIR_E
1490 1, 1, // DIR_S
1491 1, -1, // DIR_W
1494 int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length + flipped) / 2;
1496 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1497 this->x_offs -= half_shorten * _sign_table[dir];
1498 this->y_offs -= half_shorten * _sign_table[dir + 1];
1499 this->x_extent += this->x_bb_offs = half_shorten * _sign_table[dir];
1500 this->y_extent += this->y_bb_offs = half_shorten * _sign_table[dir + 1];
1501 } else {
1502 switch (dir) {
1503 /* Shorten southern corner of the bounding box according the vehicle length
1504 * and center the bounding box on the vehicle. */
1505 case DIR_NE:
1506 this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2 + flip_offs;
1507 this->x_extent = this->gcache.cached_veh_length - 1;
1508 this->x_bb_offs = -1;
1509 break;
1511 case DIR_NW:
1512 this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2 + flip_offs;
1513 this->y_extent = this->gcache.cached_veh_length - 1;
1514 this->y_bb_offs = -1;
1515 break;
1517 /* Move northern corner of the bounding box down according to vehicle length
1518 * and center the bounding box on the vehicle. */
1519 case DIR_SW:
1520 this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH - flip_offs;
1521 this->x_extent = VEHICLE_LENGTH - 1;
1522 this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1523 break;
1525 case DIR_SE:
1526 this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH - flip_offs;
1527 this->y_extent = VEHICLE_LENGTH - 1;
1528 this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1529 break;
1531 default:
1532 NOT_REACHED();
1538 * Mark a train as stuck and stop it if it isn't stopped right now.
1539 * @param v %Train to mark as being stuck.
1541 static void MarkTrainAsStuck(Train *v)
1543 if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
1544 /* It is the first time the problem occurred, set the "train stuck" flag. */
1545 SetBit(v->flags, VRF_TRAIN_STUCK);
1547 v->wait_counter = 0;
1549 /* Stop train */
1550 v->cur_speed = 0;
1551 v->subspeed = 0;
1552 v->SetLastSpeed();
1554 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1559 * Swap the two up/down flags in two ways:
1560 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1561 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1562 * @param[in,out] swap_flag1 First train flag.
1563 * @param[in,out] swap_flag2 Second train flag.
1565 static void SwapTrainFlags(uint16_t *swap_flag1, uint16_t *swap_flag2)
1567 uint16_t flag1 = *swap_flag1;
1568 uint16_t flag2 = *swap_flag2;
1570 /* Clear the flags */
1571 ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
1572 ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1573 ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
1574 ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1576 /* Reverse the rail-flags (if needed) */
1577 if (HasBit(flag1, GVF_GOINGUP_BIT)) {
1578 SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1579 } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
1580 SetBit(*swap_flag2, GVF_GOINGUP_BIT);
1582 if (HasBit(flag2, GVF_GOINGUP_BIT)) {
1583 SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1584 } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
1585 SetBit(*swap_flag1, GVF_GOINGUP_BIT);
1590 * Updates some variables after swapping the vehicle.
1591 * @param v swapped vehicle
1593 static void UpdateStatusAfterSwap(Train *v)
1595 /* Reverse the direction. */
1596 if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
1598 /* Call the proper EnterTile function unless we are in a wormhole. */
1599 if (v->track != TRACK_BIT_WORMHOLE) {
1600 VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1601 } else {
1602 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1603 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1604 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1605 * when we shouldn't have. Check if this is the case. */
1606 TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1607 if (IsTileType(vt, MP_TUNNELBRIDGE)) {
1608 VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1609 if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
1610 /* We have just left the wormhole, possibly set the
1611 * "goingdown" bit. UpdateInclination() can be used
1612 * because we are at the border of the tile. */
1613 v->UpdatePosition();
1614 v->UpdateInclination(true, true);
1615 return;
1620 v->UpdatePosition();
1621 v->UpdateViewport(true, true);
1625 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1626 * @param v Consist to change.
1627 * @param l %Vehicle index in the consist of the first vehicle.
1628 * @param r %Vehicle index in the consist of the second vehicle.
1630 void ReverseTrainSwapVeh(Train *v, int l, int r)
1632 Train *a, *b;
1634 /* locate vehicles to swap */
1635 for (a = v; l != 0; l--) a = a->Next();
1636 for (b = v; r != 0; r--) b = b->Next();
1638 if (a != b) {
1639 /* swap the hidden bits */
1641 uint16_t tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
1642 b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
1643 a->vehstatus = tmp;
1646 Swap(a->track, b->track);
1647 Swap(a->direction, b->direction);
1648 Swap(a->x_pos, b->x_pos);
1649 Swap(a->y_pos, b->y_pos);
1650 Swap(a->tile, b->tile);
1651 Swap(a->z_pos, b->z_pos);
1653 SwapTrainFlags(&a->gv_flags, &b->gv_flags);
1655 UpdateStatusAfterSwap(a);
1656 UpdateStatusAfterSwap(b);
1657 } else {
1658 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1659 * This is a little bit redundant way, a->gv_flags will
1660 * be (re)set twice, but it reduces code duplication */
1661 SwapTrainFlags(&a->gv_flags, &a->gv_flags);
1662 UpdateStatusAfterSwap(a);
1668 * Check if the vehicle is a train
1669 * @param v vehicle on tile
1670 * @return v if it is a train, nullptr otherwise
1672 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
1674 return (v->type == VEH_TRAIN) ? v : nullptr;
1678 * Check if a level crossing tile has a train on it
1679 * @param tile tile to test
1680 * @return true if a train is on the crossing
1681 * @pre tile is a level crossing
1683 bool TrainOnCrossing(TileIndex tile)
1685 assert(IsLevelCrossingTile(tile));
1687 return HasVehicleOnPos(tile, nullptr, &TrainOnTileEnum);
1692 * Checks if a train is approaching a rail-road crossing
1693 * @param v vehicle on tile
1694 * @param data tile with crossing we are testing
1695 * @return v if it is approaching a crossing, nullptr otherwise
1697 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
1699 if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return nullptr;
1701 Train *t = Train::From(v);
1702 if (!t->IsFrontEngine()) return nullptr;
1704 TileIndex tile = *(TileIndex *)data;
1706 if (TrainApproachingCrossingTile(t) != tile) return nullptr;
1708 return t;
1713 * Finds a vehicle approaching rail-road crossing
1714 * @param tile tile to test
1715 * @return true if a vehicle is approaching the crossing
1716 * @pre tile is a rail-road crossing
1718 static bool TrainApproachingCrossing(TileIndex tile)
1720 assert(IsLevelCrossingTile(tile));
1722 DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
1723 TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1725 if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
1727 dir = ReverseDiagDir(dir);
1728 tile_from = tile + TileOffsByDiagDir(dir);
1730 return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
1734 * Check if a level crossing should be barred.
1735 * @param tile The tile to check.
1736 * @return True if the crossing should be barred, else false.
1738 static inline bool CheckLevelCrossing(TileIndex tile)
1740 /* reserved || train on crossing || train approaching crossing */
1741 return HasCrossingReservation(tile) || TrainOnCrossing(tile) || TrainApproachingCrossing(tile);
1745 * Sets a level crossing tile to the correct state.
1746 * @param tile Tile to update.
1747 * @param sound Should we play sound?
1748 * @param force_barred Should we set the crossing to barred?
1749 * @pre tile is a rail-road crossing.
1751 static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_barred)
1753 assert(IsLevelCrossingTile(tile));
1754 bool set_barred;
1756 /* We force the crossing to be barred when an adjacent crossing is barred, otherwise let it decide for itself. */
1757 set_barred = force_barred || CheckLevelCrossing(tile);
1759 /* The state has changed */
1760 if (set_barred != IsCrossingBarred(tile)) {
1761 if (set_barred && sound && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1762 SetCrossingBarred(tile, set_barred);
1763 MarkTileDirtyByTile(tile);
1768 * Update a level crossing to barred or open (crossing may include multiple adjacent tiles).
1769 * @param tile Tile which causes the update.
1770 * @param sound Should we play sound?
1771 * @param force_bar Should we force the crossing to be barred?
1773 void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_bar)
1775 if (!IsLevelCrossingTile(tile)) return;
1777 bool forced_state = force_bar;
1779 const Axis axis = GetCrossingRoadAxis(tile);
1780 const DiagDirection dir1 = AxisToDiagDir(axis);
1781 const DiagDirection dir2 = ReverseDiagDir(dir1);
1783 /* Check if an adjacent crossing is barred. */
1784 for (DiagDirection dir : { dir1, dir2 }) {
1785 for (TileIndex t = tile; !forced_state && t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
1786 forced_state |= CheckLevelCrossing(t);
1790 /* Now that we know whether all tiles in this crossing should be barred or open,
1791 * we need to update those tiles. We start with the tile itself, then look along the road axis. */
1792 UpdateLevelCrossingTile(tile, sound, forced_state);
1793 for (DiagDirection dir : { dir1, dir2 }) {
1794 for (TileIndex t = TileAddByDiagDir(tile, dir); t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
1795 UpdateLevelCrossingTile(t, sound, forced_state);
1801 * Find adjacent level crossing tiles in this multi-track crossing and mark them dirty.
1802 * @param tile The tile which causes the update.
1803 * @param road_axis The road axis.
1805 void MarkDirtyAdjacentLevelCrossingTiles(TileIndex tile, Axis road_axis)
1807 const DiagDirection dir1 = AxisToDiagDir(road_axis);
1808 const DiagDirection dir2 = ReverseDiagDir(dir1);
1809 for (DiagDirection dir : { dir1, dir2 }) {
1810 const TileIndex t = TileAddByDiagDir(tile, dir);
1811 if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
1812 MarkTileDirtyByTile(t);
1818 * Update adjacent level crossing tiles in this multi-track crossing, due to removal of a level crossing tile.
1819 * @param tile The crossing tile which has been or is about to be removed, and which caused the update.
1820 * @param road_axis The road axis.
1822 void UpdateAdjacentLevelCrossingTilesOnLevelCrossingRemoval(TileIndex tile, Axis road_axis)
1824 const DiagDirection dir1 = AxisToDiagDir(road_axis);
1825 const DiagDirection dir2 = ReverseDiagDir(dir1);
1826 for (DiagDirection dir : { dir1, dir2 }) {
1827 const TileIndexDiff diff = TileOffsByDiagDir(dir);
1828 bool occupied = false;
1829 for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
1830 occupied |= CheckLevelCrossing(t);
1832 if (occupied) {
1833 /* Mark the immediately adjacent tile dirty */
1834 const TileIndex t = tile + diff;
1835 if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
1836 MarkTileDirtyByTile(t);
1838 } else {
1839 /* Unbar the crossing tiles in this direction as necessary */
1840 for (TileIndex t = tile + diff; t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis; t += diff) {
1841 if (IsCrossingBarred(t)) {
1842 /* The crossing tile is barred, unbar it and continue to check the next tile */
1843 SetCrossingBarred(t, false);
1844 MarkTileDirtyByTile(t);
1845 } else {
1846 /* The crossing tile is already unbarred, mark the tile dirty and stop checking */
1847 MarkTileDirtyByTile(t);
1848 break;
1856 * Bars crossing and plays ding-ding sound if not barred already
1857 * @param tile tile with crossing
1858 * @pre tile is a rail-road crossing
1860 static inline void MaybeBarCrossingWithSound(TileIndex tile)
1862 if (!IsCrossingBarred(tile)) {
1863 SetCrossingReservation(tile, true);
1864 UpdateLevelCrossing(tile, true);
1870 * Advances wagons for train reversing, needed for variable length wagons.
1871 * This one is called before the train is reversed.
1872 * @param v First vehicle in chain
1874 static void AdvanceWagonsBeforeSwap(Train *v)
1876 Train *base = v;
1877 Train *first = base; // first vehicle to move
1878 Train *last = v->Last(); // last vehicle to move
1879 uint length = CountVehiclesInChain(v);
1881 while (length > 2) {
1882 last = last->Previous();
1883 first = first->Next();
1885 int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1887 /* do not update images now
1888 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1889 for (int i = 0; i < differential; i++) TrainController(first, last->Next());
1891 base = first; // == base->Next()
1892 length -= 2;
1898 * Advances wagons for train reversing, needed for variable length wagons.
1899 * This one is called after the train is reversed.
1900 * @param v First vehicle in chain
1902 static void AdvanceWagonsAfterSwap(Train *v)
1904 /* first of all, fix the situation when the train was entering a depot */
1905 Train *dep = v; // last vehicle in front of just left depot
1906 while (dep->Next() != nullptr && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
1907 dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1910 Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
1912 if (leave != nullptr) {
1913 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1914 int d = TicksToLeaveDepot(dep);
1916 if (d <= 0) {
1917 leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
1918 leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
1919 for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave
1921 } else {
1922 dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1925 Train *base = v;
1926 Train *first = base; // first vehicle to move
1927 Train *last = v->Last(); // last vehicle to move
1928 uint length = CountVehiclesInChain(v);
1930 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1931 * they have already correct spacing, so we have to make sure they are moved how they should */
1932 bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1934 while (length > 2) {
1935 /* we reached vehicle (originally) in front of a depot, stop now
1936 * (we would move wagons that are already moved with new wagon length). */
1937 if (base == dep) break;
1939 /* the last wagon was that one leaving a depot, so do not move it anymore */
1940 if (last == dep) nomove = true;
1942 last = last->Previous();
1943 first = first->Next();
1945 int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
1947 /* do not update images now */
1948 for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : nullptr));
1950 base = first; // == base->Next()
1951 length -= 2;
1955 static bool IsWholeTrainInsideDepot(const Train *v)
1957 for (const Train *u = v; u != nullptr; u = u->Next()) {
1958 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
1960 return true;
1964 * Turn a train around.
1965 * @param v %Train to turn around.
1967 void ReverseTrainDirection(Train *v)
1969 if (IsRailDepotTile(v->tile)) {
1970 if (IsWholeTrainInsideDepot(v)) return;
1971 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1974 /* Clear path reservation in front if train is not stuck. */
1975 if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
1977 /* Check if we were approaching a rail/road-crossing */
1978 TileIndex crossing = TrainApproachingCrossingTile(v);
1980 /* count number of vehicles */
1981 int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
1983 AdvanceWagonsBeforeSwap(v);
1985 /* swap start<>end, start+1<>end-1, ... */
1986 int l = 0;
1987 do {
1988 ReverseTrainSwapVeh(v, l++, r--);
1989 } while (l <= r);
1991 AdvanceWagonsAfterSwap(v);
1993 if (IsRailDepotTile(v->tile)) {
1994 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1997 ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
1999 ClrBit(v->flags, VRF_REVERSING);
2001 /* recalculate cached data */
2002 v->ConsistChanged(CCF_TRACK);
2004 /* update all images */
2005 for (Train *u = v; u != nullptr; u = u->Next()) u->UpdateViewport(false, false);
2007 /* update crossing we were approaching */
2008 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2010 /* maybe we are approaching crossing now, after reversal */
2011 crossing = TrainApproachingCrossingTile(v);
2012 if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
2014 /* If we are inside a depot after reversing, don't bother with path reserving. */
2015 if (v->track == TRACK_BIT_DEPOT) {
2016 /* Can't be stuck here as inside a depot is always a safe tile. */
2017 if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2018 ClrBit(v->flags, VRF_TRAIN_STUCK);
2019 return;
2022 /* VehicleExitDir does not always produce the desired dir for depots and
2023 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
2024 DiagDirection dir = VehicleExitDir(v->direction, v->track);
2025 if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
2027 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
2028 /* If we are currently on a tile with conventional signals, we can't treat the
2029 * current tile as a safe tile or we would enter a PBS block without a reservation. */
2030 bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
2031 HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
2032 !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
2034 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
2035 if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
2037 if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
2038 if (TryPathReserve(v, false, first_tile_okay)) {
2039 /* Do a look-ahead now in case our current tile was already a safe tile. */
2040 CheckNextTrainTile(v);
2041 } else if (v->current_order.GetType() != OT_LOADING) {
2042 /* Do not wait for a way out when we're still loading */
2043 MarkTrainAsStuck(v);
2045 } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
2046 /* A train not inside a PBS block can't be stuck. */
2047 ClrBit(v->flags, VRF_TRAIN_STUCK);
2048 v->wait_counter = 0;
2053 * Reverse train.
2054 * @param flags type of operation
2055 * @param veh_id train to reverse
2056 * @param reverse_single_veh if true, reverse a unit in a train (needs to be in a depot)
2057 * @return the cost of this operation or an error
2059 CommandCost CmdReverseTrainDirection(DoCommandFlag flags, VehicleID veh_id, bool reverse_single_veh)
2061 Train *v = Train::GetIfValid(veh_id);
2062 if (v == nullptr) return CMD_ERROR;
2064 CommandCost ret = CheckOwnership(v->owner);
2065 if (ret.Failed()) return ret;
2067 if (reverse_single_veh) {
2068 /* turn a single unit around */
2070 if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
2071 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
2074 Train *front = v->First();
2075 /* make sure the vehicle is stopped in the depot */
2076 if (!front->IsStoppedInDepot()) {
2077 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
2080 if (flags & DC_EXEC) {
2081 ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
2083 front->ConsistChanged(CCF_ARRANGE);
2084 SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
2085 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
2086 SetWindowDirty(WC_VEHICLE_VIEW, front->index);
2087 SetWindowClassesDirty(WC_TRAINS_LIST);
2089 } else {
2090 /* turn the whole train around */
2091 if (!v->IsPrimaryVehicle()) return CMD_ERROR;
2092 if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
2094 if (flags & DC_EXEC) {
2095 /* Properly leave the station if we are loading and won't be loading anymore */
2096 if (v->current_order.IsType(OT_LOADING)) {
2097 const Vehicle *last = v;
2098 while (last->Next() != nullptr) last = last->Next();
2100 /* not a station || different station --> leave the station */
2101 if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
2102 v->LeaveStation();
2106 /* We cancel any 'skip signal at dangers' here */
2107 v->force_proceed = TFP_NONE;
2108 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
2110 if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
2111 ToggleBit(v->flags, VRF_REVERSING);
2112 } else {
2113 v->cur_speed = 0;
2114 v->SetLastSpeed();
2115 HideFillingPercent(&v->fill_percent_te_id);
2116 ReverseTrainDirection(v);
2119 /* Unbunching data is no longer valid. */
2120 v->ResetDepotUnbunching();
2123 return CommandCost();
2127 * Force a train through a red signal
2128 * @param flags type of operation
2129 * @param veh_id train to ignore the red signal
2130 * @return the cost of this operation or an error
2132 CommandCost CmdForceTrainProceed(DoCommandFlag flags, VehicleID veh_id)
2134 Train *t = Train::GetIfValid(veh_id);
2135 if (t == nullptr) return CMD_ERROR;
2137 if (!t->IsPrimaryVehicle()) return CMD_ERROR;
2139 CommandCost ret = CheckOwnership(t->owner);
2140 if (ret.Failed()) return ret;
2143 if (flags & DC_EXEC) {
2144 /* If we are forced to proceed, cancel that order.
2145 * If we are marked stuck we would want to force the train
2146 * to proceed to the next signal. In the other cases we
2147 * would like to pass the signal at danger and run till the
2148 * next signal we encounter. */
2149 t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
2150 SetWindowDirty(WC_VEHICLE_VIEW, t->index);
2152 /* Unbunching data is no longer valid. */
2153 t->ResetDepotUnbunching();
2156 return CommandCost();
2160 * Try to find a depot nearby.
2161 * @param v %Train that wants a depot.
2162 * @param max_distance Maximal search distance.
2163 * @return Information where the closest train depot is located.
2164 * @pre The given vehicle must not be crashed!
2166 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2168 assert(!(v->vehstatus & VS_CRASHED));
2170 if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
2172 PBSTileInfo origin = FollowTrainReservation(v);
2173 if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
2175 return YapfTrainFindNearestDepot(v, max_distance);
2178 ClosestDepot Train::FindClosestDepot()
2180 FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2181 if (tfdd.best_length == UINT_MAX) return ClosestDepot();
2183 return ClosestDepot(tfdd.tile, GetDepotIndex(tfdd.tile), tfdd.reverse);
2186 /** Play a sound for a train leaving the station. */
2187 void Train::PlayLeaveStationSound(bool force) const
2189 static const SoundFx sfx[] = {
2190 SND_04_DEPARTURE_STEAM,
2191 SND_0A_DEPARTURE_TRAIN,
2192 SND_0A_DEPARTURE_TRAIN,
2193 SND_47_DEPARTURE_MONORAIL,
2194 SND_41_DEPARTURE_MAGLEV
2197 if (PlayVehicleSound(this, VSE_START, force)) return;
2199 SndPlayVehicleFx(sfx[RailVehInfo(this->engine_type)->engclass], this);
2203 * Check if the train is on the last reserved tile and try to extend the path then.
2204 * @param v %Train that needs its path extended.
2206 static void CheckNextTrainTile(Train *v)
2208 /* Don't do any look-ahead if path_backoff_interval is 255. */
2209 if (_settings_game.pf.path_backoff_interval == 255) return;
2211 /* Exit if we are inside a depot. */
2212 if (v->track == TRACK_BIT_DEPOT) return;
2214 switch (v->current_order.GetType()) {
2215 /* Exit if we reached our destination depot. */
2216 case OT_GOTO_DEPOT:
2217 if (v->tile == v->dest_tile) return;
2218 break;
2220 case OT_GOTO_WAYPOINT:
2221 /* If we reached our waypoint, make sure we see that. */
2222 if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
2223 break;
2225 case OT_NOTHING:
2226 case OT_LEAVESTATION:
2227 case OT_LOADING:
2228 /* Exit if the current order doesn't have a destination, but the train has orders. */
2229 if (v->GetNumOrders() > 0) return;
2230 break;
2232 default:
2233 break;
2235 /* Exit if we are on a station tile and are going to stop. */
2236 if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
2238 Trackdir td = v->GetVehicleTrackdir();
2240 /* On a tile with a red non-pbs signal, don't look ahead. */
2241 if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
2242 !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
2243 GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
2245 CFollowTrackRail ft(v);
2246 if (!ft.Follow(v->tile, td)) return;
2248 if (!HasReservedTracks(ft.new_tile, TrackdirBitsToTrackBits(ft.new_td_bits))) {
2249 /* Next tile is not reserved. */
2250 if (KillFirstBit(ft.new_td_bits) == TRACKDIR_BIT_NONE) {
2251 if (HasPbsSignalOnTrackdir(ft.new_tile, FindFirstTrackdir(ft.new_td_bits))) {
2252 /* If the next tile is a PBS signal, try to make a reservation. */
2253 TrackBits tracks = TrackdirBitsToTrackBits(ft.new_td_bits);
2254 if (Rail90DegTurnDisallowed(GetTileRailType(ft.old_tile), GetTileRailType(ft.new_tile))) {
2255 tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.old_td));
2257 ChooseTrainTrack(v, ft.new_tile, ft.exitdir, tracks, false, nullptr, false);
2264 * Will the train stay in the depot the next tick?
2265 * @param v %Train to check.
2266 * @return True if it stays in the depot, false otherwise.
2268 static bool CheckTrainStayInDepot(Train *v)
2270 /* bail out if not all wagons are in the same depot or not in a depot at all */
2271 for (const Train *u = v; u != nullptr; u = u->Next()) {
2272 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
2275 /* if the train got no power, then keep it in the depot */
2276 if (v->gcache.cached_power == 0) {
2277 v->vehstatus |= VS_STOPPED;
2278 SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
2279 return true;
2282 /* Check if we should wait here for unbunching. */
2283 if (v->IsWaitingForUnbunching()) return true;
2285 SigSegState seg_state;
2287 if (v->force_proceed == TFP_NONE) {
2288 /* force proceed was not pressed */
2289 if (++v->wait_counter < 37) {
2290 SetWindowClassesDirty(WC_TRAINS_LIST);
2291 return true;
2294 v->wait_counter = 0;
2296 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2297 if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
2298 /* Full and no PBS signal in block or depot reserved, can't exit. */
2299 SetWindowClassesDirty(WC_TRAINS_LIST);
2300 return true;
2302 } else {
2303 seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2306 /* We are leaving a depot, but have to go to the exact same one; re-enter. */
2307 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2308 /* Service when depot has no reservation. */
2309 if (!HasDepotReservation(v->tile)) VehicleEnterDepot(v);
2310 return true;
2313 /* Only leave when we can reserve a path to our destination. */
2314 if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2315 /* No path and no force proceed. */
2316 SetWindowClassesDirty(WC_TRAINS_LIST);
2317 MarkTrainAsStuck(v);
2318 return true;
2321 SetDepotReservation(v->tile, true);
2322 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2324 VehicleServiceInDepot(v);
2325 v->LeaveUnbunchingDepot();
2326 v->PlayLeaveStationSound();
2327 SetWindowClassesDirty(WC_TRAINS_LIST);
2329 v->track = TRACK_BIT_X;
2330 if (v->direction & 2) v->track = TRACK_BIT_Y;
2332 v->vehstatus &= ~VS_HIDDEN;
2333 v->cur_speed = 0;
2335 v->UpdateViewport(true, true);
2336 v->UpdatePosition();
2337 UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2338 v->UpdateAcceleration();
2339 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
2341 return false;
2345 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2346 * @param v %Train owning the reservation.
2347 * @param tile Tile with reservation to clear.
2348 * @param track_dir Track direction to clear.
2350 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2352 DiagDirection dir = TrackdirToExitdir(track_dir);
2354 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
2355 /* Are we just leaving a tunnel/bridge? */
2356 if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2357 TileIndex end = GetOtherTunnelBridgeEnd(tile);
2359 if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2360 /* Free the reservation only if no other train is on the tiles. */
2361 SetTunnelBridgeReservation(tile, false);
2362 SetTunnelBridgeReservation(end, false);
2364 if (_settings_client.gui.show_track_reservation) {
2365 if (IsBridge(tile)) {
2366 MarkBridgeDirty(tile);
2367 } else {
2368 MarkTileDirtyByTile(tile);
2369 MarkTileDirtyByTile(end);
2374 } else if (IsRailStationTile(tile)) {
2375 TileIndex new_tile = TileAddByDiagDir(tile, dir);
2376 /* If the new tile is not a further tile of the same station, we
2377 * clear the reservation for the whole platform. */
2378 if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2379 SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
2381 } else {
2382 /* Any other tile */
2383 UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2388 * Free the reserved path in front of a vehicle.
2389 * @param v %Train owning the reserved path.
2391 void FreeTrainTrackReservation(const Train *v)
2393 assert(v->IsFrontEngine());
2395 TileIndex tile = v->tile;
2396 Trackdir td = v->GetVehicleTrackdir();
2397 bool free_tile = !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
2398 StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
2400 /* Can't be holding a reservation if we enter a depot. */
2401 if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2402 if (v->track == TRACK_BIT_DEPOT) {
2403 /* Front engine is in a depot. We enter if some part is not in the depot. */
2404 for (const Train *u = v; u != nullptr; u = u->Next()) {
2405 if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
2408 /* Don't free reservation if it's not ours. */
2409 if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
2411 CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
2412 while (ft.Follow(tile, td)) {
2413 tile = ft.new_tile;
2414 TrackdirBits bits = ft.new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
2415 td = RemoveFirstTrackdir(&bits);
2416 assert(bits == TRACKDIR_BIT_NONE);
2418 if (!IsValidTrackdir(td)) break;
2420 if (IsTileType(tile, MP_RAILWAY)) {
2421 if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2422 /* Conventional signal along trackdir: remove reservation and stop. */
2423 UnreserveRailTrack(tile, TrackdirToTrack(td));
2424 break;
2426 if (HasPbsSignalOnTrackdir(tile, td)) {
2427 if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
2428 /* Red PBS signal? Can't be our reservation, would be green then. */
2429 break;
2430 } else {
2431 /* Turn the signal back to red. */
2432 SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
2433 MarkTileDirtyByTile(tile);
2435 } else if (HasPbsSignalOnTrackdir(tile, ReverseTrackdir(td))) {
2436 /* Reservation passes an opposing path signal. Mark signal for update to re-establish the proper default state. */
2437 AddSideToSignalBuffer(tile, TrackdirToExitdir(ReverseTrackdir(td)), v->owner);
2438 } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2439 break;
2443 /* Don't free first station/bridge/tunnel if we are on it. */
2444 if (free_tile || (!(ft.is_station && GetStationIndex(ft.new_tile) == station_id) && !ft.is_tunnel && !ft.is_bridge)) ClearPathReservation(v, tile, td);
2446 free_tile = true;
2449 UpdateSignalsInBuffer();
2452 static const uint8_t _initial_tile_subcoord[6][4][3] = {
2453 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2454 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2455 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2456 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2457 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2458 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2462 * Perform pathfinding for a train.
2464 * @param v The train
2465 * @param tile The tile the train is about to enter
2466 * @param enterdir Diagonal direction the train is coming from
2467 * @param tracks Usable tracks on the new tile
2468 * @param[out] path_found Whether a path has been found or not.
2469 * @param do_track_reservation Path reservation is requested
2470 * @param[out] dest State and destination of the requested path
2471 * @param[out] final_dest Final tile of the best path found
2472 * @return The best track the train should follow
2474 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest, TileIndex *final_dest)
2476 if (final_dest != nullptr) *final_dest = INVALID_TILE;
2477 return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest, final_dest);
2481 * Extend a train path as far as possible. Stops on encountering a safe tile,
2482 * another reservation or a track choice.
2483 * @return INVALID_TILE indicates that the reservation failed.
2485 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2487 PBSTileInfo origin = FollowTrainReservation(v);
2489 CFollowTrackRail ft(v);
2491 std::vector<std::pair<TileIndex, Trackdir>> signals_set_to_red;
2493 TileIndex tile = origin.tile;
2494 Trackdir cur_td = origin.trackdir;
2495 while (ft.Follow(tile, cur_td)) {
2496 if (KillFirstBit(ft.new_td_bits) == TRACKDIR_BIT_NONE) {
2497 /* Possible signal tile. */
2498 if (HasOnewaySignalBlockingTrackdir(ft.new_tile, FindFirstTrackdir(ft.new_td_bits))) break;
2501 if (Rail90DegTurnDisallowed(GetTileRailType(ft.old_tile), GetTileRailType(ft.new_tile))) {
2502 ft.new_td_bits &= ~TrackdirCrossesTrackdirs(ft.old_td);
2503 if (ft.new_td_bits == TRACKDIR_BIT_NONE) break;
2506 /* Station, depot or waypoint are a possible target. */
2507 bool target_seen = ft.is_station || (IsTileType(ft.new_tile, MP_RAILWAY) && !IsPlainRail(ft.new_tile));
2508 if (target_seen || KillFirstBit(ft.new_td_bits) != TRACKDIR_BIT_NONE) {
2509 /* Choice found or possible target encountered.
2510 * On finding a possible target, we need to stop and let the pathfinder handle the
2511 * remaining path. This is because we don't know if this target is in one of our
2512 * orders, so we might cause pathfinding to fail later on if we find a choice.
2513 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2514 * a wrong path not leading to our next destination. */
2515 if (HasReservedTracks(ft.new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.old_td)))) break;
2517 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2518 * actually starts its search at the first unreserved tile. */
2519 if (ft.tiles_skipped != 0) ft.new_tile -= TileOffsByDiagDir(ft.exitdir) * ft.tiles_skipped;
2521 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2522 if (new_tracks != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.new_td_bits);
2523 if (enterdir != nullptr) *enterdir = ft.exitdir;
2524 return PBSTileInfo(ft.new_tile, ft.old_td, false);
2527 tile = ft.new_tile;
2528 cur_td = FindFirstTrackdir(ft.new_td_bits);
2530 Trackdir rev_td = ReverseTrackdir(cur_td);
2531 if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2532 bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2533 if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2534 /* Green path signal opposing the path? Turn to red. */
2535 if (HasPbsSignalOnTrackdir(tile, rev_td) && GetSignalStateByTrackdir(tile, rev_td) == SIGNAL_STATE_GREEN) {
2536 signals_set_to_red.emplace_back(tile, rev_td);
2537 SetSignalStateByTrackdir(tile, rev_td, SIGNAL_STATE_RED);
2538 MarkTileDirtyByTile(tile);
2540 /* Safe position is all good, path valid and okay. */
2541 return PBSTileInfo(tile, cur_td, true);
2544 if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2546 /* Green path signal opposing the path? Turn to red. */
2547 if (HasPbsSignalOnTrackdir(tile, rev_td) && GetSignalStateByTrackdir(tile, rev_td) == SIGNAL_STATE_GREEN) {
2548 signals_set_to_red.emplace_back(tile, rev_td);
2549 SetSignalStateByTrackdir(tile, rev_td, SIGNAL_STATE_RED);
2550 MarkTileDirtyByTile(tile);
2554 if (ft.err == CFollowTrackRail::EC_OWNER || ft.err == CFollowTrackRail::EC_NO_WAY) {
2555 /* End of line, path valid and okay. */
2556 return PBSTileInfo(ft.old_tile, ft.old_td, true);
2559 /* Sorry, can't reserve path, back out. */
2560 tile = origin.tile;
2561 cur_td = origin.trackdir;
2562 TileIndex stopped = ft.old_tile;
2563 Trackdir stopped_td = ft.old_td;
2564 while (tile != stopped || cur_td != stopped_td) {
2565 if (!ft.Follow(tile, cur_td)) break;
2567 if (Rail90DegTurnDisallowed(GetTileRailType(ft.old_tile), GetTileRailType(ft.new_tile))) {
2568 ft.new_td_bits &= ~TrackdirCrossesTrackdirs(ft.old_td);
2569 assert(ft.new_td_bits != TRACKDIR_BIT_NONE);
2571 assert(KillFirstBit(ft.new_td_bits) == TRACKDIR_BIT_NONE);
2573 tile = ft.new_tile;
2574 cur_td = FindFirstTrackdir(ft.new_td_bits);
2576 UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2579 /* Re-instate green signals we turned to red. */
2580 for (auto [sig_tile, td] : signals_set_to_red) {
2581 SetSignalStateByTrackdir(sig_tile, td, SIGNAL_STATE_GREEN);
2584 /* Path invalid. */
2585 return PBSTileInfo();
2589 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2590 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2592 * @param v The vehicle.
2593 * @param tile The tile the search should start from.
2594 * @param td The trackdir the search should start from.
2595 * @param override_railtype Whether all physically compatible railtypes should be followed.
2596 * @return True if a path to a safe stopping tile could be reserved.
2598 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
2600 return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype);
2603 /** This class will save the current order of a vehicle and restore it on destruction. */
2604 class VehicleOrderSaver {
2605 private:
2606 Train *v;
2607 Order old_order;
2608 TileIndex old_dest_tile;
2609 StationID old_last_station_visited;
2610 VehicleOrderID index;
2611 bool suppress_implicit_orders;
2612 bool restored;
2614 public:
2615 VehicleOrderSaver(Train *_v) :
2616 v(_v),
2617 old_order(_v->current_order),
2618 old_dest_tile(_v->dest_tile),
2619 old_last_station_visited(_v->last_station_visited),
2620 index(_v->cur_real_order_index),
2621 suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)),
2622 restored(false)
2627 * Restore the saved order to the vehicle.
2629 void Restore()
2631 this->v->current_order = this->old_order;
2632 this->v->dest_tile = this->old_dest_tile;
2633 this->v->last_station_visited = this->old_last_station_visited;
2634 AssignBit(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, suppress_implicit_orders);
2635 this->restored = true;
2639 * Restore the saved order to the vehicle, if Restore() has not already been called.
2641 ~VehicleOrderSaver()
2643 if (!this->restored) this->Restore();
2647 * Set the current vehicle order to the next order in the order list.
2648 * @param skip_first Shall the first (i.e. active) order be skipped?
2649 * @return True if a suitable next order could be found.
2651 bool SwitchToNextOrder(bool skip_first)
2653 if (this->v->GetNumOrders() == 0) return false;
2655 if (skip_first) ++this->index;
2657 int depth = 0;
2659 do {
2660 /* Wrap around. */
2661 if (this->index >= this->v->GetNumOrders()) this->index = 0;
2663 Order *order = this->v->GetOrder(this->index);
2664 assert(order != nullptr);
2666 switch (order->GetType()) {
2667 case OT_GOTO_DEPOT:
2668 /* Skip service in depot orders when the train doesn't need service. */
2669 if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
2670 [[fallthrough]];
2671 case OT_GOTO_STATION:
2672 case OT_GOTO_WAYPOINT:
2673 this->v->current_order = *order;
2674 return UpdateOrderDest(this->v, order, 0, true);
2675 case OT_CONDITIONAL: {
2676 VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2677 if (next != INVALID_VEH_ORDER_ID) {
2678 depth++;
2679 this->index = next;
2680 /* Don't increment next, so no break here. */
2681 continue;
2683 break;
2685 default:
2686 break;
2688 /* Don't increment inside the while because otherwise conditional
2689 * orders can lead to an infinite loop. */
2690 ++this->index;
2691 depth++;
2692 } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2694 return false;
2698 /* choose a track */
2699 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2701 Track best_track = INVALID_TRACK;
2702 bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2703 bool changed_signal = false;
2704 TileIndex final_dest = INVALID_TILE;
2706 assert((tracks & ~TRACK_BIT_MASK) == 0);
2708 if (got_reservation != nullptr) *got_reservation = false;
2710 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2711 TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
2712 /* Do we have a suitable reserved track? */
2713 if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
2715 /* Quick return in case only one possible track is available */
2716 if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
2717 Track track = FindFirstTrack(tracks);
2718 /* We need to check for signals only here, as a junction tile can't have signals. */
2719 if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2720 do_track_reservation = true;
2721 changed_signal = true;
2722 SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
2723 } else if (!do_track_reservation) {
2724 return track;
2726 best_track = track;
2729 PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
2730 DiagDirection dest_enterdir = enterdir;
2731 if (do_track_reservation) {
2732 res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
2733 if (res_dest.tile == INVALID_TILE) {
2734 /* Reservation failed? */
2735 if (mark_stuck) MarkTrainAsStuck(v);
2736 if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
2737 return FindFirstTrack(tracks);
2739 if (res_dest.okay) {
2740 /* Got a valid reservation that ends at a safe target, quick exit. */
2741 if (got_reservation != nullptr) *got_reservation = true;
2742 if (changed_signal) MarkTileDirtyByTile(tile);
2743 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2744 return best_track;
2747 /* Check if the train needs service here, so it has a chance to always find a depot.
2748 * Also check if the current order is a service order so we don't reserve a path to
2749 * the destination but instead to the next one if service isn't needed. */
2750 CheckIfTrainNeedsService(v);
2751 if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
2754 /* Save the current train order. The destructor will restore the old order on function exit. */
2755 VehicleOrderSaver orders(v);
2757 /* If the current tile is the destination of the current order and
2758 * a reservation was requested, advance to the next order.
2759 * Don't advance on a depot order as depots are always safe end points
2760 * for a path and no look-ahead is necessary. This also avoids a
2761 * problem with depot orders not part of the order list when the
2762 * order list itself is empty. */
2763 if (v->current_order.IsType(OT_LEAVESTATION)) {
2764 orders.SwitchToNextOrder(false);
2765 } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
2766 v->current_order.IsType(OT_GOTO_STATION) ?
2767 IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
2768 v->tile == v->dest_tile))) {
2769 orders.SwitchToNextOrder(true);
2772 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2773 /* Pathfinders are able to tell that route was only 'guessed'. */
2774 bool path_found = true;
2775 TileIndex new_tile = res_dest.tile;
2777 Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest, &final_dest);
2778 if (new_tile == tile) best_track = next_track;
2779 v->HandlePathfindingResult(path_found);
2782 /* No track reservation requested -> finished. */
2783 if (!do_track_reservation) return best_track;
2785 /* A path was found, but could not be reserved. */
2786 if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2787 if (mark_stuck) MarkTrainAsStuck(v);
2788 FreeTrainTrackReservation(v);
2789 return best_track;
2792 /* No possible reservation target found, we are probably lost. */
2793 if (res_dest.tile == INVALID_TILE) {
2794 /* Try to find any safe destination. */
2795 PBSTileInfo origin = FollowTrainReservation(v);
2796 if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
2797 TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2798 best_track = FindFirstTrack(res);
2799 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2800 if (got_reservation != nullptr) *got_reservation = true;
2801 if (changed_signal) MarkTileDirtyByTile(tile);
2802 } else {
2803 FreeTrainTrackReservation(v);
2804 if (mark_stuck) MarkTrainAsStuck(v);
2806 return best_track;
2809 if (got_reservation != nullptr) *got_reservation = true;
2811 /* Reservation target found and free, check if it is safe. */
2812 while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2813 /* Extend reservation until we have found a safe position. */
2814 DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2815 TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2816 TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
2817 if (Rail90DegTurnDisallowed(GetTileRailType(res_dest.tile), GetTileRailType(next_tile))) {
2818 reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
2821 /* Get next order with destination. */
2822 if (orders.SwitchToNextOrder(true)) {
2823 PBSTileInfo cur_dest;
2824 bool path_found;
2825 DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest, nullptr);
2826 if (cur_dest.tile != INVALID_TILE) {
2827 res_dest = cur_dest;
2828 if (res_dest.okay) continue;
2829 /* Path found, but could not be reserved. */
2830 FreeTrainTrackReservation(v);
2831 if (mark_stuck) MarkTrainAsStuck(v);
2832 if (got_reservation != nullptr) *got_reservation = false;
2833 changed_signal = false;
2834 break;
2837 /* No order or no safe position found, try any position. */
2838 if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
2839 FreeTrainTrackReservation(v);
2840 if (mark_stuck) MarkTrainAsStuck(v);
2841 if (got_reservation != nullptr) *got_reservation = false;
2842 changed_signal = false;
2844 break;
2847 TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2849 if (changed_signal) MarkTileDirtyByTile(tile);
2851 orders.Restore();
2852 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
2853 (v->current_order.GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
2854 final_dest != INVALID_TILE && IsRailDepotTile(final_dest)) {
2855 v->current_order.SetDestination(GetDepotIndex(final_dest));
2856 v->dest_tile = final_dest;
2857 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2860 return best_track;
2864 * Try to reserve a path to a safe position.
2866 * @param v The vehicle
2867 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2868 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2869 * @return True if a path could be reserved.
2871 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
2873 assert(v->IsFrontEngine());
2875 /* We have to handle depots specially as the track follower won't look
2876 * at the depot tile itself but starts from the next tile. If we are still
2877 * inside the depot, a depot reservation can never be ours. */
2878 if (v->track == TRACK_BIT_DEPOT) {
2879 if (HasDepotReservation(v->tile)) {
2880 if (mark_as_stuck) MarkTrainAsStuck(v);
2881 return false;
2882 } else {
2883 /* Depot not reserved, but the next tile might be. */
2884 TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
2885 if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
2889 Vehicle *other_train = nullptr;
2890 PBSTileInfo origin = FollowTrainReservation(v, &other_train);
2891 /* The path we are driving on is already blocked by some other train.
2892 * This can only happen in certain situations when mixing path and
2893 * block signals or when changing tracks and/or signals.
2894 * Exit here as doing any further reservations will probably just
2895 * make matters worse. */
2896 if (other_train != nullptr && other_train->index != v->index) {
2897 if (mark_as_stuck) MarkTrainAsStuck(v);
2898 return false;
2900 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2901 if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
2902 /* Can't be stuck then. */
2903 if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2904 ClrBit(v->flags, VRF_TRAIN_STUCK);
2905 return true;
2908 /* If we are in a depot, tentatively reserve the depot. */
2909 if (v->track == TRACK_BIT_DEPOT) {
2910 SetDepotReservation(v->tile, true);
2911 if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2914 DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2915 TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2916 TrackBits reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
2918 if (Rail90DegTurnDisallowed(GetTileRailType(origin.tile), GetTileRailType(new_tile))) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
2920 bool res_made = false;
2921 ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2923 if (!res_made) {
2924 /* Free the depot reservation as well. */
2925 if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
2926 return false;
2929 if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
2930 v->wait_counter = 0;
2931 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2933 ClrBit(v->flags, VRF_TRAIN_STUCK);
2934 return true;
2938 static bool CheckReverseTrain(const Train *v)
2940 if (_settings_game.difficulty.line_reverse_mode != 0 ||
2941 v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
2942 !(v->direction & 1)) {
2943 return false;
2946 assert(v->track != TRACK_BIT_NONE);
2948 return YapfTrainCheckReverse(v);
2952 * Get the location of the next station to visit.
2953 * @param station Next station to visit.
2954 * @return Location of the new station.
2956 TileIndex Train::GetOrderStationLocation(StationID station)
2958 if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
2960 const Station *st = Station::Get(station);
2961 if (!(st->facilities & FACIL_TRAIN)) {
2962 /* The destination station has no trainstation tiles. */
2963 this->IncrementRealOrderIndex();
2964 return 0;
2967 return st->xy;
2970 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
2971 void Train::MarkDirty()
2973 Train *v = this;
2974 do {
2975 v->colourmap = PAL_NONE;
2976 v->UpdateViewport(true, false);
2977 } while ((v = v->Next()) != nullptr);
2979 /* need to update acceleration and cached values since the goods on the train changed. */
2980 this->CargoChanged();
2981 this->UpdateAcceleration();
2985 * This function looks at the vehicle and updates its speed (cur_speed
2986 * and subspeed) variables. Furthermore, it returns the distance that
2987 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2988 * the distance to drive before moving a step on the map.
2989 * @return distance to drive.
2991 int Train::UpdateSpeed()
2993 switch (_settings_game.vehicle.train_acceleration_model) {
2994 default: NOT_REACHED();
2995 case AM_ORIGINAL:
2996 return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
2998 case AM_REALISTIC:
2999 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
3004 * Trains enters a station, send out a news item if it is the first train, and start loading.
3005 * @param v Train that entered the station.
3006 * @param station Station visited.
3008 static void TrainEnterStation(Train *v, StationID station)
3010 v->last_station_visited = station;
3012 /* check if a train ever visited this station before */
3013 Station *st = Station::Get(station);
3014 if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
3015 st->had_vehicle_of_type |= HVOT_TRAIN;
3016 SetDParam(0, st->index);
3017 AddVehicleNewsItem(
3018 STR_NEWS_FIRST_TRAIN_ARRIVAL,
3019 v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
3020 v->index,
3021 st->index
3023 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
3024 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
3027 v->force_proceed = TFP_NONE;
3028 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3030 v->BeginLoading();
3032 TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
3033 TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
3036 /* Check if the vehicle is compatible with the specified tile */
3037 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
3039 return IsTileOwner(tile, v->owner) &&
3040 (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
3043 /** Data structure for storing engine speed changes of an acceleration type. */
3044 struct AccelerationSlowdownParams {
3045 uint8_t small_turn; ///< Speed change due to a small turn.
3046 uint8_t large_turn; ///< Speed change due to a large turn.
3047 uint8_t z_up; ///< Fraction to remove when moving up.
3048 uint8_t z_down; ///< Fraction to add when moving down.
3051 /** Speed update fractions for each acceleration type. */
3052 static const AccelerationSlowdownParams _accel_slowdown[] = {
3053 /* normal accel */
3054 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
3055 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
3056 {0, 256 / 2, 256 / 4, 2}, ///< maglev
3060 * Modify the speed of the vehicle due to a change in altitude.
3061 * @param v %Train to update.
3062 * @param old_z Previous height.
3064 static inline void AffectSpeedByZChange(Train *v, int old_z)
3066 if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
3068 const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
3070 if (old_z < v->z_pos) {
3071 v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
3072 } else {
3073 uint16_t spd = v->cur_speed + asp->z_down;
3074 if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
3078 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
3080 if (IsTileType(tile, MP_RAILWAY) &&
3081 GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
3082 TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
3083 Trackdir trackdir = FindFirstTrackdir(tracks);
3084 if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
3085 /* A PBS block with a non-PBS signal facing us? */
3086 if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
3089 return false;
3092 /** Tries to reserve track under whole train consist. */
3093 void Train::ReserveTrackUnderConsist() const
3095 for (const Train *u = this; u != nullptr; u = u->Next()) {
3096 switch (u->track) {
3097 case TRACK_BIT_WORMHOLE:
3098 TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
3099 break;
3100 case TRACK_BIT_DEPOT:
3101 break;
3102 default:
3103 TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
3104 break;
3110 * The train vehicle crashed!
3111 * Update its status and other parts around it.
3112 * @param flooded Crash was caused by flooding.
3113 * @return Number of people killed.
3115 uint Train::Crash(bool flooded)
3117 uint victims = 0;
3118 if (this->IsFrontEngine()) {
3119 victims += 2; // driver
3121 /* Remove the reserved path in front of the train if it is not stuck.
3122 * Also clear all reserved tracks the train is currently on. */
3123 if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
3124 for (const Train *v = this; v != nullptr; v = v->Next()) {
3125 ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3126 if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
3127 /* ClearPathReservation will not free the wormhole exit
3128 * if the train has just entered the wormhole. */
3129 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
3133 /* we may need to update crossing we were approaching,
3134 * but must be updated after the train has been marked crashed */
3135 TileIndex crossing = TrainApproachingCrossingTile(this);
3136 if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
3138 /* Remove the loading indicators (if any) */
3139 HideFillingPercent(&this->fill_percent_te_id);
3142 victims += this->GroundVehicleBase::Crash(flooded);
3144 this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
3145 return victims;
3149 * Marks train as crashed and creates an AI event.
3150 * Doesn't do anything if the train is crashed already.
3151 * @param v first vehicle of chain
3152 * @return number of victims (including 2 drivers; zero if train was already crashed)
3154 static uint TrainCrashed(Train *v)
3156 uint victims = 0;
3158 /* do not crash train twice */
3159 if (!(v->vehstatus & VS_CRASHED)) {
3160 victims = v->Crash();
3161 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN, victims));
3162 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN, victims));
3165 /* Try to re-reserve track under already crashed train too.
3166 * Crash() clears the reservation! */
3167 v->ReserveTrackUnderConsist();
3169 return victims;
3172 /** Temporary data storage for testing collisions. */
3173 struct TrainCollideChecker {
3174 Train *v; ///< %Vehicle we are testing for collision.
3175 uint num; ///< Total number of victims if train collided.
3179 * Collision test function.
3180 * @param v %Train vehicle to test collision with.
3181 * @param data %Train being examined.
3182 * @return \c nullptr (always continue search)
3184 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
3186 TrainCollideChecker *tcc = (TrainCollideChecker*)data;
3188 /* not a train or in depot */
3189 if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return nullptr;
3191 /* do not crash into trains of another company. */
3192 if (v->owner != tcc->v->owner) return nullptr;
3194 /* get first vehicle now to make most usual checks faster */
3195 Train *coll = Train::From(v)->First();
3197 /* can't collide with own wagons */
3198 if (coll == tcc->v) return nullptr;
3200 int x_diff = v->x_pos - tcc->v->x_pos;
3201 int y_diff = v->y_pos - tcc->v->y_pos;
3203 /* Do fast calculation to check whether trains are not in close vicinity
3204 * and quickly reject trains distant enough for any collision.
3205 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3206 * Differences are then ORed and then we check for any higher bits */
3207 uint hash = (y_diff + 7) | (x_diff + 7);
3208 if (hash & ~15) return nullptr;
3210 /* Slower check using multiplication */
3211 int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
3212 if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return nullptr;
3214 /* Happens when there is a train under bridge next to bridge head */
3215 if (abs(v->z_pos - tcc->v->z_pos) > 5) return nullptr;
3217 /* crash both trains */
3218 tcc->num += TrainCrashed(tcc->v);
3219 tcc->num += TrainCrashed(coll);
3221 return nullptr; // continue searching
3225 * Checks whether the specified train has a collision with another vehicle. If
3226 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3227 * Reports the incident in a flashy news item, modifies station ratings and
3228 * plays a sound.
3229 * @param v %Train to test.
3231 static bool CheckTrainCollision(Train *v)
3233 /* can't collide in depot */
3234 if (v->track == TRACK_BIT_DEPOT) return false;
3236 assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
3238 TrainCollideChecker tcc;
3239 tcc.v = v;
3240 tcc.num = 0;
3242 /* find colliding vehicles */
3243 if (v->track == TRACK_BIT_WORMHOLE) {
3244 FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
3245 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
3246 } else {
3247 FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
3250 /* any dead -> no crash */
3251 if (tcc.num == 0) return false;
3253 SetDParam(0, tcc.num);
3254 AddTileNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->tile);
3256 ModifyStationRatingAround(v->tile, v->owner, -160, 30);
3257 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_TRAIN_COLLISION, v);
3258 return true;
3261 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
3263 if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return nullptr;
3265 Train *t = Train::From(v);
3266 DiagDirection exitdir = *(DiagDirection *)data;
3268 /* not front engine of a train, inside wormhole or depot, crashed */
3269 if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return nullptr;
3271 if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return nullptr;
3273 return t;
3277 * Move a vehicle chain one movement stop forwards.
3278 * @param v First vehicle to move.
3279 * @param nomove Stop moving this and all following vehicles.
3280 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3281 * @return True if the vehicle could be moved forward, false otherwise.
3283 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3285 Train *first = v->First();
3286 Train *prev;
3287 bool direction_changed = false; // has direction of any part changed?
3289 /* For every vehicle after and including the given vehicle */
3290 for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
3291 DiagDirection enterdir = DIAGDIR_BEGIN;
3292 bool update_signals_crossing = false; // will we update signals or crossing state?
3294 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
3295 if (v->track != TRACK_BIT_WORMHOLE) {
3296 /* Not inside tunnel */
3297 if (gp.old_tile == gp.new_tile) {
3298 /* Staying in the old tile */
3299 if (v->track == TRACK_BIT_DEPOT) {
3300 /* Inside depot */
3301 gp.x = v->x_pos;
3302 gp.y = v->y_pos;
3303 } else {
3304 /* Not inside depot */
3306 /* Reverse when we are at the end of the track already, do not move to the new position */
3307 if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
3309 uint32_t r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3310 if (HasBit(r, VETS_CANNOT_ENTER)) {
3311 goto invalid_rail;
3313 if (HasBit(r, VETS_ENTERED_STATION)) {
3314 /* The new position is the end of the platform */
3315 TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3318 } else {
3319 /* A new tile is about to be entered. */
3321 /* Determine what direction we're entering the new tile from */
3322 enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3323 assert(IsValidDiagDirection(enterdir));
3325 /* Get the status of the tracks in the new tile and mask
3326 * away the bits that aren't reachable. */
3327 TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
3328 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3330 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3331 TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
3333 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3334 if (Rail90DegTurnDisallowed(GetTileRailType(gp.old_tile), GetTileRailType(gp.new_tile)) && prev == nullptr) {
3335 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3336 * can be switched on halfway a turn */
3337 bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3340 if (bits == TRACK_BIT_NONE) goto invalid_rail;
3342 /* Check if the new tile constrains tracks that are compatible
3343 * with the current train, if not, bail out. */
3344 if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
3346 TrackBits chosen_track;
3347 if (prev == nullptr) {
3348 /* Currently the locomotive is active. Determine which one of the
3349 * available tracks to choose */
3350 chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, nullptr, true));
3351 assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
3353 if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3354 /* For each signal we find decrease the counter by one.
3355 * We start at two, so the first signal we pass decreases
3356 * this to one, then if we reach the next signal it is
3357 * decreased to zero and we won't pass that new signal. */
3358 Trackdir dir = FindFirstTrackdir(trackdirbits);
3359 if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3360 (HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
3361 GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
3362 /* However, we do not want to be stopped by PBS signals
3363 * entered via the back. */
3364 v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3365 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3369 /* Check if it's a red signal and that force proceed is not clicked. */
3370 if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
3371 /* In front of a red signal */
3372 Trackdir i = FindFirstTrackdir(trackdirbits);
3374 /* Don't handle stuck trains here. */
3375 if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
3377 if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
3378 v->cur_speed = 0;
3379 v->subspeed = 0;
3380 v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3381 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * Ticks::DAY_TICKS * 2) return false;
3382 } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3383 v->cur_speed = 0;
3384 v->subspeed = 0;
3385 v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3386 if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * Ticks::DAY_TICKS * 2) {
3387 DiagDirection exitdir = TrackdirToExitdir(i);
3388 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3390 exitdir = ReverseDiagDir(exitdir);
3392 /* check if a train is waiting on the other side */
3393 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
3397 /* If we would reverse but are currently in a PBS block and
3398 * reversing of stuck trains is disabled, don't reverse.
3399 * This does not apply if the reason for reversing is a one-way
3400 * signal blocking us, because a train would then be stuck forever. */
3401 if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
3402 UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
3403 v->wait_counter = 0;
3404 return false;
3406 goto reverse_train_direction;
3407 } else {
3408 TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3410 } else {
3411 /* The wagon is active, simply follow the prev vehicle. */
3412 if (prev->tile == gp.new_tile) {
3413 /* Choose the same track as prev */
3414 if (prev->track == TRACK_BIT_WORMHOLE) {
3415 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3416 * However, just choose the track into the wormhole. */
3417 assert(IsTunnel(prev->tile));
3418 chosen_track = bits;
3419 } else {
3420 chosen_track = prev->track;
3422 } else {
3423 /* Choose the track that leads to the tile where prev is.
3424 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3425 * I.e. when the tile between them has only space for a single vehicle like
3426 * 1) horizontal/vertical track tiles and
3427 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3428 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3430 static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
3431 {TRACK_BIT_X, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT },
3432 {TRACK_BIT_UPPER, TRACK_BIT_Y, TRACK_BIT_LEFT, TRACK_BIT_NONE },
3433 {TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER},
3434 {TRACK_BIT_RIGHT, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_Y }
3436 DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3437 assert(IsValidDiagDirection(exitdir));
3438 chosen_track = _connecting_track[enterdir][exitdir];
3440 chosen_track &= bits;
3443 /* Make sure chosen track is a valid track */
3444 assert(
3445 chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
3446 chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
3447 chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
3449 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3450 const uint8_t *b = _initial_tile_subcoord[FindFirstBit(chosen_track)][enterdir];
3451 gp.x = (gp.x & ~0xF) | b[0];
3452 gp.y = (gp.y & ~0xF) | b[1];
3453 Direction chosen_dir = (Direction)b[2];
3455 /* Call the landscape function and tell it that the vehicle entered the tile */
3456 uint32_t r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3457 if (HasBit(r, VETS_CANNOT_ENTER)) {
3458 goto invalid_rail;
3461 if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
3462 Track track = FindFirstTrack(chosen_track);
3463 Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3464 if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3465 SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
3466 MarkTileDirtyByTile(gp.new_tile);
3469 /* Clear any track reservation when the last vehicle leaves the tile */
3470 if (v->Next() == nullptr) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3472 v->tile = gp.new_tile;
3474 if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
3475 v->First()->ConsistChanged(CCF_TRACK);
3478 v->track = chosen_track;
3479 assert(v->track);
3482 /* We need to update signal status, but after the vehicle position hash
3483 * has been updated by UpdateInclination() */
3484 update_signals_crossing = true;
3486 if (chosen_dir != v->direction) {
3487 if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
3488 const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
3489 DirDiff diff = DirDifference(v->direction, chosen_dir);
3490 v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3492 direction_changed = true;
3493 v->direction = chosen_dir;
3496 if (v->IsFrontEngine()) {
3497 v->wait_counter = 0;
3499 /* If we are approaching a crossing that is reserved, play the sound now. */
3500 TileIndex crossing = TrainApproachingCrossingTile(v);
3501 if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3503 /* Always try to extend the reservation when entering a tile. */
3504 CheckNextTrainTile(v);
3507 if (HasBit(r, VETS_ENTERED_STATION)) {
3508 /* The new position is the location where we want to stop */
3509 TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3512 } else {
3513 if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
3514 /* Perform look-ahead on tunnel exit. */
3515 if (v->IsFrontEngine()) {
3516 TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
3517 CheckNextTrainTile(v);
3519 /* Prevent v->UpdateInclination() being called with wrong parameters.
3520 * This could happen if the train was reversed inside the tunnel/bridge. */
3521 if (gp.old_tile == gp.new_tile) {
3522 gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
3524 } else {
3525 v->x_pos = gp.x;
3526 v->y_pos = gp.y;
3527 v->UpdatePosition();
3528 if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
3529 continue;
3533 /* update image of train, as well as delta XY */
3534 v->UpdateDeltaXY();
3536 v->x_pos = gp.x;
3537 v->y_pos = gp.y;
3538 v->UpdatePosition();
3540 /* update the Z position of the vehicle */
3541 int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3543 if (prev == nullptr) {
3544 /* This is the first vehicle in the train */
3545 AffectSpeedByZChange(v, old_z);
3548 if (update_signals_crossing) {
3549 if (v->IsFrontEngine()) {
3550 if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3551 /* We are entering a block with PBS signals right now, but
3552 * not through a PBS signal. This means we don't have a
3553 * reservation right now. As a conventional signal will only
3554 * ever be green if no other train is in the block, getting
3555 * a path should always be possible. If the player built
3556 * such a strange network that it is not possible, the train
3557 * will be marked as stuck and the player has to deal with
3558 * the problem. */
3559 if ((!HasReservedTracks(gp.new_tile, v->track) &&
3560 !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
3561 !TryPathReserve(v)) {
3562 MarkTrainAsStuck(v);
3567 /* Signals can only change when the first
3568 * (above) or the last vehicle moves. */
3569 if (v->Next() == nullptr) {
3570 TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3571 if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
3575 /* Do not check on every tick to save some computing time. */
3576 if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
3579 if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3581 return true;
3583 invalid_rail:
3584 /* We've reached end of line?? */
3585 if (prev != nullptr) FatalError("Disconnecting train");
3587 reverse_train_direction:
3588 if (reverse) {
3589 v->wait_counter = 0;
3590 v->cur_speed = 0;
3591 v->subspeed = 0;
3592 ReverseTrainDirection(v);
3595 return false;
3599 * Collect trackbits of all crashed train vehicles on a tile
3600 * @param v Vehicle passed from Find/HasVehicleOnPos()
3601 * @param data trackdirbits for the result
3602 * @return nullptr to iterate over all vehicles on the tile.
3604 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
3606 TrackBits *trackbits = (TrackBits *)data;
3608 if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
3609 TrackBits train_tbits = Train::From(v)->track;
3610 if (train_tbits == TRACK_BIT_WORMHOLE) {
3611 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3612 *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
3613 } else if (train_tbits != TRACK_BIT_DEPOT) {
3614 *trackbits |= train_tbits;
3618 return nullptr;
3621 static bool IsRailStationPlatformOccupied(TileIndex tile)
3623 TileIndexDiff delta = TileOffsByAxis(GetRailStationAxis(tile));
3625 for (TileIndex t = tile; IsCompatibleTrainStationTile(t, tile); t -= delta) {
3626 if (HasVehicleOnPos(t, nullptr, &TrainOnTileEnum)) return true;
3628 for (TileIndex t = tile + delta; IsCompatibleTrainStationTile(t, tile); t += delta) {
3629 if (HasVehicleOnPos(t, nullptr, &TrainOnTileEnum)) return true;
3632 return false;
3636 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3637 * train, then goes to the last wagon and deletes that. Each call to this function
3638 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3639 * or inside a tunnel/bridge, recalculate the signals as they might need updating
3640 * @param v the Vehicle of which last wagon is to be removed
3642 static void DeleteLastWagon(Train *v)
3644 Train *first = v->First();
3646 /* Go to the last wagon and delete the link pointing there
3647 * *u is then the one-before-last wagon, and *v the last
3648 * one which will physically be removed */
3649 Train *u = v;
3650 for (; v->Next() != nullptr; v = v->Next()) u = v;
3651 u->SetNext(nullptr);
3653 if (first != v) {
3654 /* Recalculate cached train properties */
3655 first->ConsistChanged(CCF_ARRANGE);
3656 /* Update the depot window if the first vehicle is in depot -
3657 * if v == first, then it is updated in PreDestructor() */
3658 if (first->track == TRACK_BIT_DEPOT) {
3659 SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
3661 v->last_station_visited = first->last_station_visited; // for PreDestructor
3664 /* 'v' shouldn't be accessed after it has been deleted */
3665 TrackBits trackbits = v->track;
3666 TileIndex tile = v->tile;
3667 Owner owner = v->owner;
3669 delete v;
3670 v = nullptr; // make sure nobody will try to read 'v' anymore
3672 if (trackbits == TRACK_BIT_WORMHOLE) {
3673 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3674 trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
3677 Track track = TrackBitsToTrack(trackbits);
3678 if (HasReservedTracks(tile, trackbits)) {
3679 UnreserveRailTrack(tile, track);
3681 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3682 TrackBits remaining_trackbits = TRACK_BIT_NONE;
3683 FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
3685 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3686 assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
3687 for (Track t : SetTrackBitIterator(remaining_trackbits)) TryReserveRailTrack(tile, t);
3690 /* check if the wagon was on a road/rail-crossing */
3691 if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
3693 if (IsRailStationTile(tile)) {
3694 bool occupied = IsRailStationPlatformOccupied(tile);
3695 DiagDirection dir = AxisToDiagDir(GetRailStationAxis(tile));
3696 SetRailStationPlatformReservation(tile, dir, occupied);
3697 SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), occupied);
3700 /* Update signals */
3701 if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
3702 UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
3703 } else {
3704 SetSignalsOnBothDir(tile, track, owner);
3709 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3710 * @param v First crashed vehicle.
3712 static void ChangeTrainDirRandomly(Train *v)
3714 static const DirDiff delta[] = {
3715 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
3718 do {
3719 /* We don't need to twist around vehicles if they're not visible */
3720 if (!(v->vehstatus & VS_HIDDEN)) {
3721 v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3722 /* Refrain from updating the z position of the vehicle when on
3723 * a bridge, because UpdateInclination() will put the vehicle under
3724 * the bridge in that case */
3725 if (v->track != TRACK_BIT_WORMHOLE) {
3726 v->UpdatePosition();
3727 v->UpdateInclination(false, true);
3728 } else {
3729 v->UpdateViewport(false, true);
3732 } while ((v = v->Next()) != nullptr);
3736 * Handle a crashed train.
3737 * @param v First train vehicle.
3738 * @return %Vehicle chain still exists.
3740 static bool HandleCrashedTrain(Train *v)
3742 int state = ++v->crash_anim_pos;
3744 if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
3745 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
3748 uint32_t r;
3749 if (state <= 200 && Chance16R(1, 7, r)) {
3750 int index = (r * 10 >> 16);
3752 Vehicle *u = v;
3753 do {
3754 if (--index < 0) {
3755 r = Random();
3757 CreateEffectVehicleRel(u,
3758 GB(r, 8, 3) + 2,
3759 GB(r, 16, 3) + 2,
3760 GB(r, 0, 3) + 5,
3761 EV_EXPLOSION_SMALL);
3762 break;
3764 } while ((u = u->Next()) != nullptr);
3767 if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3769 if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3770 bool ret = v->Next() != nullptr;
3771 DeleteLastWagon(v);
3772 return ret;
3775 return true;
3778 /** Maximum speeds for train that is broken down or approaching line end */
3779 static const uint16_t _breakdown_speeds[16] = {
3780 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3785 * Train is approaching line end, slow down and possibly reverse
3787 * @param v front train engine
3788 * @param signal not line end, just a red signal
3789 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3790 * @return true iff we did NOT have to reverse
3792 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
3794 /* Calc position within the current tile */
3795 uint x = v->x_pos & 0xF;
3796 uint y = v->y_pos & 0xF;
3798 /* for diagonal directions, 'x' will be 0..15 -
3799 * for other directions, it will be 1, 3, 5, ..., 15 */
3800 switch (v->direction) {
3801 case DIR_N : x = ~x + ~y + 25; break;
3802 case DIR_NW: x = y; [[fallthrough]];
3803 case DIR_NE: x = ~x + 16; break;
3804 case DIR_E : x = ~x + y + 9; break;
3805 case DIR_SE: x = y; break;
3806 case DIR_S : x = x + y - 7; break;
3807 case DIR_W : x = ~y + x + 9; break;
3808 default: break;
3811 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3812 * does not cross the tile boundary when we do reverse, but as the vehicle's
3813 * location is based on their center, use half a vehicle's length as offset.
3814 * Multiply the half-length by two for straight directions to compensate that
3815 * we only get odd x offsets there. */
3816 if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
3817 /* we are too near the tile end, reverse now */
3818 v->cur_speed = 0;
3819 if (reverse) ReverseTrainDirection(v);
3820 return false;
3823 /* slow down */
3824 v->vehstatus |= VS_TRAIN_SLOWING;
3825 uint16_t break_speed = _breakdown_speeds[x & 0xF];
3826 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3828 return true;
3833 * Determines whether train would like to leave the tile
3834 * @param v train to test
3835 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
3837 static bool TrainCanLeaveTile(const Train *v)
3839 /* Exit if inside a tunnel/bridge or a depot */
3840 if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
3842 TileIndex tile = v->tile;
3844 /* entering a tunnel/bridge? */
3845 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
3846 DiagDirection dir = GetTunnelBridgeDirection(tile);
3847 if (DiagDirToDir(dir) == v->direction) return false;
3850 /* entering a depot? */
3851 if (IsRailDepotTile(tile)) {
3852 DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
3853 if (DiagDirToDir(dir) == v->direction) return false;
3856 return true;
3861 * Determines whether train is approaching a rail-road crossing
3862 * (thus making it barred)
3863 * @param v front engine of train
3864 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
3865 * @pre v in non-crashed front engine
3867 static TileIndex TrainApproachingCrossingTile(const Train *v)
3869 assert(v->IsFrontEngine());
3870 assert(!(v->vehstatus & VS_CRASHED));
3872 if (!TrainCanLeaveTile(v)) return INVALID_TILE;
3874 DiagDirection dir = VehicleExitDir(v->direction, v->track);
3875 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3877 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3878 if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3879 !CheckCompatibleRail(v, tile)) {
3880 return INVALID_TILE;
3883 return tile;
3888 * Checks for line end. Also, bars crossing at next tile if needed
3890 * @param v vehicle we are checking
3891 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3892 * @return true iff we did NOT have to reverse
3894 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
3896 /* First, handle broken down train */
3898 int t = v->breakdown_ctr;
3899 if (t > 1) {
3900 v->vehstatus |= VS_TRAIN_SLOWING;
3902 uint16_t break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3903 if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3904 } else {
3905 v->vehstatus &= ~VS_TRAIN_SLOWING;
3908 if (!TrainCanLeaveTile(v)) return true;
3910 /* Determine the non-diagonal direction in which we will exit this tile */
3911 DiagDirection dir = VehicleExitDir(v->direction, v->track);
3912 /* Calculate next tile */
3913 TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3915 /* Determine the track status on the next tile */
3916 TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
3917 TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3919 TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3920 TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
3922 /* We are sure the train is not entering a depot, it is detected above */
3924 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3925 TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3926 if (Rail90DegTurnDisallowed(GetTileRailType(v->tile), GetTileRailType(tile))) {
3927 bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3930 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3931 if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
3932 return TrainApproachingLineEnd(v, false, reverse);
3935 /* approaching red signal */
3936 if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
3938 /* approaching a rail/road crossing? then make it red */
3939 if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
3941 return true;
3945 static bool TrainLocoHandler(Train *v, bool mode)
3947 /* train has crashed? */
3948 if (v->vehstatus & VS_CRASHED) {
3949 return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
3952 if (v->force_proceed != TFP_NONE) {
3953 ClrBit(v->flags, VRF_TRAIN_STUCK);
3954 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3957 /* train is broken down? */
3958 if (v->HandleBreakdown()) return true;
3960 if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
3961 ReverseTrainDirection(v);
3964 /* exit if train is stopped */
3965 if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
3967 bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
3968 if (ProcessOrders(v) && CheckReverseTrain(v)) {
3969 v->wait_counter = 0;
3970 v->cur_speed = 0;
3971 v->subspeed = 0;
3972 ClrBit(v->flags, VRF_LEAVING_STATION);
3973 ReverseTrainDirection(v);
3974 return true;
3975 } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
3976 /* Try to reserve a path when leaving the station as we
3977 * might not be marked as wanting a reservation, e.g.
3978 * when an overlength train gets turned around in a station. */
3979 DiagDirection dir = VehicleExitDir(v->direction, v->track);
3980 if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
3982 if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
3983 TryPathReserve(v, true, true);
3985 ClrBit(v->flags, VRF_LEAVING_STATION);
3988 v->HandleLoading(mode);
3990 if (v->current_order.IsType(OT_LOADING)) return true;
3992 if (CheckTrainStayInDepot(v)) return true;
3994 if (!mode) v->ShowVisualEffect();
3996 /* We had no order but have an order now, do look ahead. */
3997 if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
3998 CheckNextTrainTile(v);
4001 /* Handle stuck trains. */
4002 if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
4003 ++v->wait_counter;
4005 /* Should we try reversing this tick if still stuck? */
4006 bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
4008 if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
4009 if (!TryPathReserve(v)) {
4010 /* Still stuck. */
4011 if (turn_around) ReverseTrainDirection(v);
4013 if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) {
4014 /* Show message to player. */
4015 if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
4016 SetDParam(0, v->index);
4017 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
4019 v->wait_counter = 0;
4021 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4022 if (v->force_proceed == TFP_NONE) return true;
4023 ClrBit(v->flags, VRF_TRAIN_STUCK);
4024 v->wait_counter = 0;
4025 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
4029 if (v->current_order.IsType(OT_LEAVESTATION)) {
4030 v->current_order.Free();
4031 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
4032 return true;
4035 int j = v->UpdateSpeed();
4037 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4038 if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
4039 /* If we manually stopped, we're not force-proceeding anymore. */
4040 v->force_proceed = TFP_NONE;
4041 SetWindowDirty(WC_VEHICLE_VIEW, v->index);
4044 int adv_spd = v->GetAdvanceDistance();
4045 if (j < adv_spd) {
4046 /* if the vehicle has speed 0, update the last_speed field. */
4047 if (v->cur_speed == 0) v->SetLastSpeed();
4048 } else {
4049 TrainCheckIfLineEnds(v);
4050 /* Loop until the train has finished moving. */
4051 for (;;) {
4052 j -= adv_spd;
4053 TrainController(v, nullptr);
4054 /* Don't continue to move if the train crashed. */
4055 if (CheckTrainCollision(v)) break;
4056 /* Determine distance to next map position */
4057 adv_spd = v->GetAdvanceDistance();
4059 /* No more moving this tick */
4060 if (j < adv_spd || v->cur_speed == 0) break;
4062 OrderType order_type = v->current_order.GetType();
4063 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4064 if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
4065 (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
4066 IsTileType(v->tile, MP_STATION) &&
4067 v->current_order.GetDestination() == GetStationIndex(v->tile)) {
4068 ProcessOrders(v);
4071 v->SetLastSpeed();
4074 for (Train *u = v; u != nullptr; u = u->Next()) {
4075 if ((u->vehstatus & VS_HIDDEN) != 0) continue;
4077 u->UpdateViewport(false, false);
4080 if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
4082 return true;
4086 * Get running cost for the train consist.
4087 * @return Yearly running costs.
4089 Money Train::GetRunningCost() const
4091 Money cost = 0;
4092 const Train *v = this;
4094 do {
4095 const Engine *e = v->GetEngine();
4096 if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
4098 uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
4099 if (cost_factor == 0) continue;
4101 /* Halve running cost for multiheaded parts */
4102 if (v->IsMultiheaded()) cost_factor /= 2;
4104 cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
4105 } while ((v = v->GetNextVehicle()) != nullptr);
4107 return cost;
4111 * Update train vehicle data for a tick.
4112 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
4114 bool Train::Tick()
4116 this->tick_counter++;
4118 if (this->IsFrontEngine()) {
4119 PerformanceAccumulator framerate(PFE_GL_TRAINS);
4121 if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
4123 this->current_order_time++;
4125 if (!TrainLocoHandler(this, false)) return false;
4127 return TrainLocoHandler(this, true);
4128 } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
4129 /* Delete flooded standalone wagon chain */
4130 if (++this->crash_anim_pos >= 4400) {
4131 delete this;
4132 return false;
4136 return true;
4140 * Check whether a train needs service, and if so, find a depot or service it.
4141 * @return v %Train to check.
4143 static void CheckIfTrainNeedsService(Train *v)
4145 if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
4146 if (v->IsChainInDepot()) {
4147 VehicleServiceInDepot(v);
4148 return;
4151 uint max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty;
4153 FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
4154 /* Only go to the depot if it is not too far out of our way. */
4155 if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
4156 if (v->current_order.IsType(OT_GOTO_DEPOT)) {
4157 /* If we were already heading for a depot but it has
4158 * suddenly moved farther away, we continue our normal
4159 * schedule? */
4160 v->current_order.MakeDummy();
4161 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
4163 return;
4166 DepotID depot = GetDepotIndex(tfdd.tile);
4168 if (v->current_order.IsType(OT_GOTO_DEPOT) &&
4169 v->current_order.GetDestination() != depot &&
4170 !Chance16(3, 16)) {
4171 return;
4174 SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
4175 v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE, ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS, ODATFB_NEAREST_DEPOT);
4176 v->dest_tile = tfdd.tile;
4177 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
4180 /** Calendar day handler. */
4181 void Train::OnNewCalendarDay()
4183 AgeVehicle(this);
4186 /** Economy day handler. */
4187 void Train::OnNewEconomyDay()
4189 EconomyAgeVehicle(this);
4191 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
4193 if (this->IsFrontEngine()) {
4194 CheckVehicleBreakdown(this);
4196 CheckIfTrainNeedsService(this);
4198 CheckOrders(this);
4200 /* update destination */
4201 if (this->current_order.IsType(OT_GOTO_STATION)) {
4202 TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
4203 if (tile != INVALID_TILE) this->dest_tile = tile;
4206 if (this->running_ticks != 0) {
4207 /* running costs */
4208 CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (CalendarTime::DAYS_IN_YEAR * Ticks::DAY_TICKS));
4210 this->profit_this_year -= cost.GetCost();
4211 this->running_ticks = 0;
4213 SubtractMoneyFromCompanyFract(this->owner, cost);
4215 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
4216 SetWindowClassesDirty(WC_TRAINS_LIST);
4222 * Get the tracks of the train vehicle.
4223 * @return Current tracks of the vehicle.
4225 Trackdir Train::GetVehicleTrackdir() const
4227 if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
4229 if (this->track == TRACK_BIT_DEPOT) {
4230 /* We'll assume the train is facing outwards */
4231 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4234 if (this->track == TRACK_BIT_WORMHOLE) {
4235 /* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
4236 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
4239 return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
4242 uint16_t Train::GetMaxWeight() const
4244 uint16_t weight = CargoSpec::Get(this->cargo_type)->WeightOfNUnitsInTrain(this->GetEngine()->DetermineCapacity(this));
4246 /* Vehicle weight is not added for articulated parts. */
4247 if (!this->IsArticulatedPart()) {
4248 weight += GetVehicleProperty(this, PROP_TRAIN_WEIGHT, RailVehInfo(this->engine_type)->weight);
4251 /* Powered wagons have extra weight added. */
4252 if (HasBit(this->flags, VRF_POWEREDWAGON)) {
4253 weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight;
4256 return weight;