2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 /** @file train_cmd.cpp Handling of trains. */
12 #include "articulated_vehicles.h"
13 #include "command_func.h"
14 #include "pathfinder/npf/npf_func.h"
15 #include "pathfinder/yapf/yapf.hpp"
16 #include "news_func.h"
17 #include "company_func.h"
18 #include "newgrf_sound.h"
19 #include "newgrf_text.h"
20 #include "strings_func.h"
21 #include "viewport_func.h"
22 #include "vehicle_func.h"
23 #include "sound_func.h"
25 #include "game/game.hpp"
26 #include "newgrf_station.h"
27 #include "effectvehicle_func.h"
28 #include "network/network.h"
29 #include "spritecache.h"
30 #include "core/random_func.hpp"
31 #include "company_base.h"
33 #include "order_backup.h"
34 #include "zoom_func.h"
35 #include "newgrf_debug.h"
36 #include "framerate_type.h"
38 #include "table/strings.h"
39 #include "table/train_cmd.h"
41 #include "safeguards.h"
43 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
);
44 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
45 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
46 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
47 static void CheckIfTrainNeedsService(Train
*v
);
48 static void CheckNextTrainTile(Train
*v
);
50 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
51 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
54 bool IsValidImageIndex
<VEH_TRAIN
>(uint8 image_index
)
56 return image_index
< lengthof(_engine_sprite_base
);
61 * Return the cargo weight multiplier to use for a rail vehicle
62 * @param cargo Cargo type to get multiplier for
63 * @return Cargo weight multiplier
65 byte
FreightWagonMult(CargoID cargo
)
67 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
68 return _settings_game
.vehicle
.freight_trains
;
71 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
72 void CheckTrainsLengths()
76 for (const Train
*v
: Train::Iterate()) {
77 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
78 for (const Train
*u
= v
, *w
= v
->Next(); w
!= nullptr; u
= w
, w
= w
->Next()) {
79 if (u
->track
!= TRACK_BIT_DEPOT
) {
80 if ((w
->track
!= TRACK_BIT_DEPOT
&&
81 std::max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
82 (w
->track
== TRACK_BIT_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
83 SetDParam(0, v
->index
);
84 SetDParam(1, v
->owner
);
85 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
87 if (!_networking
&& first
) {
89 DoCommandP(0, PM_PAUSED_ERROR
, 1, CMD_PAUSE
);
91 /* Break so we warn only once for each train. */
101 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
102 * to/removed from the chain, and when the game is loaded.
103 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
104 * @param allowed_changes Stuff that is allowed to change.
106 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
108 uint16 max_speed
= UINT16_MAX
;
110 assert(this->IsFrontEngine() || this->IsFreeWagon());
112 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
113 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
114 this->gcache
.cached_total_length
= 0;
115 this->compatible_railtypes
= RAILTYPES_NONE
;
117 bool train_can_tilt
= true;
119 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
120 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
122 /* Check the this->first cache. */
123 assert(u
->First() == this);
125 /* update the 'first engine' */
126 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
127 u
->railtype
= rvi_u
->railtype
;
129 if (u
->IsEngine()) first_engine
= u
->engine_type
;
131 /* Set user defined data to its default value */
132 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
133 this->InvalidateNewGRFCache();
134 u
->InvalidateNewGRFCache();
137 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
138 /* Update user defined data (must be done before other properties) */
139 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
140 this->InvalidateNewGRFCache();
141 u
->InvalidateNewGRFCache();
144 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
145 const Engine
*e_u
= u
->GetEngine();
146 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
148 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
150 /* Cache wagon override sprite group. nullptr is returned if there is none */
151 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
153 /* Reset colour map */
154 u
->colourmap
= PAL_NONE
;
156 /* Update powered-wagon-status and visual effect */
157 u
->UpdateVisualEffect(true);
159 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
160 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
161 /* wagon is powered */
162 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
164 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
167 if (!u
->IsArticulatedPart()) {
168 /* Do not count powered wagons for the compatible railtypes, as wagons always
169 have railtype normal */
170 if (rvi_u
->power
> 0) {
171 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
174 /* Some electric engines can be allowed to run on normal rail. It happens to all
175 * existing electric engines when elrails are disabled and then re-enabled */
176 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
177 u
->railtype
= RAILTYPE_RAIL
;
178 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
181 /* max speed is the minimum of the speed limits of all vehicles in the consist */
182 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
183 uint16 speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
184 if (speed
!= 0) max_speed
= std::min(speed
, max_speed
);
188 uint16 new_cap
= e_u
->DetermineCapacity(u
);
189 if (allowed_changes
& CCF_CAPACITY
) {
190 /* Update vehicle capacity. */
191 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
192 u
->refit_cap
= std::min(new_cap
, u
->refit_cap
);
193 u
->cargo_cap
= new_cap
;
195 /* Verify capacity hasn't changed. */
196 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
198 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
200 /* check the vehicle length (callback) */
201 uint16 veh_len
= CALLBACK_FAILED
;
202 if (e_u
->GetGRF() != nullptr && e_u
->GetGRF()->grf_version
>= 8) {
203 /* Use callback 36 */
204 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
206 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
207 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
209 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
210 /* Use callback 11 */
211 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
213 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
214 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
216 if (allowed_changes
& CCF_LENGTH
) {
217 /* Update vehicle length. */
218 u
->gcache
.cached_veh_length
= veh_len
;
220 /* Verify length hasn't changed. */
221 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
224 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
225 this->InvalidateNewGRFCache();
226 u
->InvalidateNewGRFCache();
229 /* store consist weight/max speed in cache */
230 this->vcache
.cached_max_speed
= max_speed
;
231 this->tcache
.cached_tilt
= train_can_tilt
;
232 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
234 /* 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) */
235 this->CargoChanged();
237 if (this->IsFrontEngine()) {
238 this->UpdateAcceleration();
239 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
240 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
241 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
242 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
247 * Get the stop location of (the center) of the front vehicle of a train at
248 * a platform of a station.
249 * @param station_id the ID of the station where we're stopping
250 * @param tile the tile where the vehicle currently is
251 * @param v the vehicle to get the stop location of
252 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
253 * @param station_length 'return' the station length in 1/16th tiles
254 * @return the location, calculated from the begin of the station to stop at.
256 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
258 const Station
*st
= Station::Get(station_id
);
259 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
260 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
262 /* Default to the middle of the station for stations stops that are not in
263 * the order list like intermediate stations when non-stop is disabled */
264 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
265 if (v
->gcache
.cached_total_length
>= *station_length
) {
266 /* The train is longer than the station, make it stop at the far end of the platform */
267 osl
= OSL_PLATFORM_FAR_END
;
268 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
269 osl
= v
->current_order
.GetStopLocation();
272 /* The stop location of the FRONT! of the train */
275 default: NOT_REACHED();
277 case OSL_PLATFORM_NEAR_END
:
278 stop
= v
->gcache
.cached_total_length
;
281 case OSL_PLATFORM_MIDDLE
:
282 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
285 case OSL_PLATFORM_FAR_END
:
286 stop
= *station_length
;
290 /* Subtract half the front vehicle length of the train so we get the real
291 * stop location of the train. */
292 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
297 * Computes train speed limit caused by curves
298 * @return imposed speed limit
300 int Train::GetCurveSpeedLimit() const
302 assert(this->First() == this);
304 static const int absolute_max_speed
= UINT16_MAX
;
305 int max_speed
= absolute_max_speed
;
307 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
309 int curvecount
[2] = {0, 0};
311 /* first find the curve speed limit */
316 for (const Vehicle
*u
= this; u
->Next() != nullptr; u
= u
->Next(), pos
++) {
317 Direction this_dir
= u
->direction
;
318 Direction next_dir
= u
->Next()->direction
;
320 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
321 if (dirdiff
== DIRDIFF_SAME
) continue;
323 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
324 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
325 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
328 sum
+= pos
- lastpos
;
329 if (pos
- lastpos
== 1 && max_speed
> 88) {
336 /* if we have a 90 degree turn, fix the speed limit to 60 */
337 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
342 if (numcurve
> 0 && max_speed
> 88) {
343 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
344 max_speed
= absolute_max_speed
;
347 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
351 if (max_speed
!= absolute_max_speed
) {
352 /* Apply the current railtype's curve speed advantage */
353 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(this->tile
));
354 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
356 if (this->tcache
.cached_tilt
) {
357 /* Apply max_speed bonus of 20% for a tilting train */
358 max_speed
+= max_speed
/ 5;
366 * Calculates the maximum speed of the vehicle under its current conditions.
367 * @return Maximum speed of the vehicle.
369 int Train::GetCurrentMaxSpeed() const
371 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
372 this->gcache
.cached_max_track_speed
:
373 this->tcache
.cached_max_curve_speed
;
375 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
376 StationID sid
= GetStationIndex(this->tile
);
377 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
380 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
382 /* The distance to go is whatever is still ahead of the train minus the
383 * distance from the train's stop location to the end of the platform */
384 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
386 if (distance_to_go
> 0) {
387 int st_max_speed
= 120;
389 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
390 if (max_speed
> (this->cur_speed
- delta_v
)) {
391 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
394 st_max_speed
= std::max(st_max_speed
, 25 * distance_to_go
);
395 max_speed
= std::min(max_speed
, st_max_speed
);
400 for (const Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
401 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->track
== TRACK_BIT_DEPOT
) {
402 max_speed
= std::min(max_speed
, 61);
406 /* Vehicle is on the middle part of a bridge. */
407 if (u
->track
== TRACK_BIT_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
408 max_speed
= std::min
<int>(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
);
412 max_speed
= std::min
<int>(max_speed
, this->current_order
.GetMaxSpeed());
413 return std::min
<int>(max_speed
, this->gcache
.cached_max_track_speed
);
416 /** Update acceleration of the train from the cached power and weight. */
417 void Train::UpdateAcceleration()
419 assert(this->IsFrontEngine() || this->IsFreeWagon());
421 uint power
= this->gcache
.cached_power
;
422 uint weight
= this->gcache
.cached_weight
;
424 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
428 * Get the width of a train vehicle image in the GUI.
429 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
430 * @return Width in pixels
432 int Train::GetDisplayImageWidth(Point
*offset
) const
434 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
435 int vehicle_pitch
= 0;
437 const Engine
*e
= this->GetEngine();
438 if (e
->GetGRF() != nullptr && is_custom_sprite(e
->u
.rail
.image_index
)) {
439 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
440 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
443 if (offset
!= nullptr) {
444 offset
->x
= ScaleGUITrad(reference_width
) / 2;
445 offset
->y
= ScaleGUITrad(vehicle_pitch
);
447 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
450 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
452 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
453 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
457 * Get the sprite to display the train.
458 * @param direction Direction of view/travel.
459 * @param image_type Visualisation context.
460 * @return Sprite to display.
462 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
464 uint8 spritenum
= this->spritenum
;
466 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
468 if (is_custom_sprite(spritenum
)) {
469 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
470 if (result
->IsValid()) return;
472 spritenum
= this->GetEngine()->original_image_index
;
475 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
476 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
478 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
483 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
485 const Engine
*e
= Engine::Get(engine
);
486 Direction dir
= rear_head
? DIR_E
: DIR_W
;
487 uint8 spritenum
= e
->u
.rail
.image_index
;
489 if (is_custom_sprite(spritenum
)) {
490 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
491 if (result
->IsValid()) {
492 if (e
->GetGRF() != nullptr) {
493 y
+= ScaleGUITrad(e
->GetGRF()->traininfo_vehicle_pitch
);
498 spritenum
= Engine::Get(engine
)->original_image_index
;
501 if (rear_head
) spritenum
++;
503 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
506 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
508 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
512 VehicleSpriteSeq seqf
, seqr
;
513 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
514 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
517 seqf
.GetBounds(&rectf
);
518 seqr
.GetBounds(&rectr
);
520 preferred_x
= Clamp(preferred_x
,
521 left
- UnScaleGUI(rectf
.left
) + ScaleGUITrad(14),
522 right
- UnScaleGUI(rectr
.right
) - ScaleGUITrad(15));
524 seqf
.Draw(preferred_x
- ScaleGUITrad(14), yf
, pal
, pal
== PALETTE_CRASH
);
525 seqr
.Draw(preferred_x
+ ScaleGUITrad(15), yr
, pal
, pal
== PALETTE_CRASH
);
527 VehicleSpriteSeq seq
;
528 GetRailIcon(engine
, false, y
, image_type
, &seq
);
531 seq
.GetBounds(&rect
);
532 preferred_x
= Clamp(preferred_x
,
533 left
- UnScaleGUI(rect
.left
),
534 right
- UnScaleGUI(rect
.right
));
536 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
541 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
542 * @param engine The engine to get the sprite from.
543 * @param[out] width The width of the sprite.
544 * @param[out] height The height of the sprite.
545 * @param[out] xoffs Number of pixels to shift the sprite to the right.
546 * @param[out] yoffs Number of pixels to shift the sprite downwards.
547 * @param image_type Context the sprite is used in.
549 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
553 VehicleSpriteSeq seq
;
554 GetRailIcon(engine
, false, y
, image_type
, &seq
);
557 seq
.GetBounds(&rect
);
559 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
560 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
561 xoffs
= UnScaleGUI(rect
.left
);
562 yoffs
= UnScaleGUI(rect
.top
);
564 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
565 GetRailIcon(engine
, true, y
, image_type
, &seq
);
566 seq
.GetBounds(&rect
);
568 /* Calculate values relative to an imaginary center between the two sprites. */
569 width
= ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
570 height
= std::max
<uint
>(height
, UnScaleGUI(rect
.bottom
- rect
.top
+ 1));
571 xoffs
= xoffs
- ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
572 yoffs
= std::min(yoffs
, UnScaleGUI(rect
.top
));
577 * Build a railroad wagon.
578 * @param tile tile of the depot where rail-vehicle is built.
579 * @param flags type of operation.
580 * @param e the engine to build.
581 * @param[out] ret the vehicle that has been built.
582 * @return the cost of this operation or an error.
584 static CommandCost
CmdBuildRailWagon(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, Vehicle
**ret
)
586 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
588 /* Check that the wagon can drive on the track in question */
589 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
591 if (flags
& DC_EXEC
) {
592 Train
*v
= new Train();
594 v
->spritenum
= rvi
->image_index
;
596 v
->engine_type
= e
->index
;
597 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
599 DiagDirection dir
= GetRailDepotDirection(tile
);
601 v
->direction
= DiagDirToDir(dir
);
604 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
605 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
609 v
->z_pos
= GetSlopePixelZ(x
, y
);
610 v
->owner
= _current_company
;
611 v
->track
= TRACK_BIT_DEPOT
;
612 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
617 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
619 v
->cargo_type
= e
->GetDefaultCargoType();
620 v
->cargo_cap
= rvi
->capacity
;
623 v
->railtype
= rvi
->railtype
;
625 v
->date_of_last_service
= _date
;
626 v
->build_year
= _cur_year
;
627 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
628 v
->random_bits
= VehicleRandomBits();
630 v
->group_id
= DEFAULT_GROUP
;
632 AddArticulatedParts(v
);
634 _new_vehicle_id
= v
->index
;
637 v
->First()->ConsistChanged(CCF_ARRANGE
);
638 UpdateTrainGroupID(v
->First());
640 CheckConsistencyOfArticulatedVehicle(v
);
642 /* Try to connect the vehicle to one of free chains of wagons. */
643 for (Train
*w
: Train::Iterate()) {
644 if (w
->tile
== tile
&& ///< Same depot
645 w
->IsFreeWagon() && ///< A free wagon chain
646 w
->engine_type
== e
->index
&& ///< Same type
647 w
->First() != v
&& ///< Don't connect to ourself
648 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
649 if (DoCommand(0, v
->index
| 1 << 20, w
->Last()->index
, DC_EXEC
, CMD_MOVE_RAIL_VEHICLE
).Succeeded()) {
656 return CommandCost();
659 /** Move all free vehicles in the depot to the train */
660 static void NormalizeTrainVehInDepot(const Train
*u
)
662 for (const Train
*v
: Train::Iterate()) {
663 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
664 v
->track
== TRACK_BIT_DEPOT
) {
665 if (DoCommand(0, v
->index
| 1 << 20, u
->index
, DC_EXEC
,
666 CMD_MOVE_RAIL_VEHICLE
).Failed())
672 static void AddRearEngineToMultiheadedTrain(Train
*v
)
674 Train
*u
= new Train();
677 u
->direction
= v
->direction
;
683 u
->track
= TRACK_BIT_DEPOT
;
684 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
685 u
->spritenum
= v
->spritenum
+ 1;
686 u
->cargo_type
= v
->cargo_type
;
687 u
->cargo_subtype
= v
->cargo_subtype
;
688 u
->cargo_cap
= v
->cargo_cap
;
689 u
->refit_cap
= v
->refit_cap
;
690 u
->railtype
= v
->railtype
;
691 u
->engine_type
= v
->engine_type
;
692 u
->date_of_last_service
= v
->date_of_last_service
;
693 u
->build_year
= v
->build_year
;
694 u
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
695 u
->random_bits
= VehicleRandomBits();
701 /* Now we need to link the front and rear engines together */
702 v
->other_multiheaded_part
= u
;
703 u
->other_multiheaded_part
= v
;
707 * Build a railroad vehicle.
708 * @param tile tile of the depot where rail-vehicle is built.
709 * @param flags type of operation.
710 * @param e the engine to build.
711 * @param data bit 0 prevents any free cars from being added to the train.
712 * @param[out] ret the vehicle that has been built.
713 * @return the cost of this operation or an error.
715 CommandCost
CmdBuildRailVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
717 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
719 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(tile
, flags
, e
, ret
);
721 /* Check if depot and new engine uses the same kind of tracks *
722 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
723 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
725 if (flags
& DC_EXEC
) {
726 DiagDirection dir
= GetRailDepotDirection(tile
);
727 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
728 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
730 Train
*v
= new Train();
732 v
->direction
= DiagDirToDir(dir
);
734 v
->owner
= _current_company
;
737 v
->z_pos
= GetSlopePixelZ(x
, y
);
738 v
->track
= TRACK_BIT_DEPOT
;
739 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
740 v
->spritenum
= rvi
->image_index
;
741 v
->cargo_type
= e
->GetDefaultCargoType();
742 v
->cargo_cap
= rvi
->capacity
;
744 v
->last_station_visited
= INVALID_STATION
;
745 v
->last_loading_station
= INVALID_STATION
;
747 v
->engine_type
= e
->index
;
748 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
750 v
->reliability
= e
->reliability
;
751 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
752 v
->max_age
= e
->GetLifeLengthInDays();
754 v
->railtype
= rvi
->railtype
;
755 _new_vehicle_id
= v
->index
;
757 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
758 v
->date_of_last_service
= _date
;
759 v
->build_year
= _cur_year
;
760 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
761 v
->random_bits
= VehicleRandomBits();
763 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
764 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
766 v
->group_id
= DEFAULT_GROUP
;
773 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
774 AddRearEngineToMultiheadedTrain(v
);
776 AddArticulatedParts(v
);
779 v
->ConsistChanged(CCF_ARRANGE
);
780 UpdateTrainGroupID(v
);
782 if (!HasBit(data
, 0) && !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
783 NormalizeTrainVehInDepot(v
);
786 CheckConsistencyOfArticulatedVehicle(v
);
789 return CommandCost();
792 static Train
*FindGoodVehiclePos(const Train
*src
)
794 EngineID eng
= src
->engine_type
;
795 TileIndex tile
= src
->tile
;
797 for (Train
*dst
: Train::Iterate()) {
798 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
799 /* check so all vehicles in the line have the same engine. */
801 while (t
->engine_type
== eng
) {
803 if (t
== nullptr) return dst
;
811 /** Helper type for lists/vectors of trains */
812 typedef std::vector
<Train
*> TrainList
;
815 * Make a backup of a train into a train list.
816 * @param list to make the backup in
817 * @param t the train to make the backup of
819 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
821 for (; t
!= nullptr; t
= t
->Next()) list
.push_back(t
);
825 * Restore the train from the backup list.
826 * @param list the train to restore.
828 static void RestoreTrainBackup(TrainList
&list
)
830 /* No train, nothing to do. */
831 if (list
.size() == 0) return;
833 Train
*prev
= nullptr;
834 /* Iterate over the list and rebuild it. */
835 for (Train
*t
: list
) {
836 if (prev
!= nullptr) {
838 } else if (t
->Previous() != nullptr) {
839 /* Make sure the head of the train is always the first in the chain. */
840 t
->Previous()->SetNext(nullptr);
847 * Remove the given wagon from its consist.
848 * @param part the part of the train to remove.
849 * @param chain whether to remove the whole chain.
851 static void RemoveFromConsist(Train
*part
, bool chain
= false)
853 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
855 /* Unlink at the front, but make it point to the next
856 * vehicle after the to be remove part. */
857 if (part
->Previous() != nullptr) part
->Previous()->SetNext(tail
->Next());
859 /* Unlink at the back */
860 tail
->SetNext(nullptr);
864 * Inserts a chain into the train at dst.
865 * @param dst the place where to append after.
866 * @param chain the chain to actually add.
868 static void InsertInConsist(Train
*dst
, Train
*chain
)
870 /* We do not want to add something in the middle of an articulated part. */
871 assert(dst
!= nullptr && (dst
->Next() == nullptr || !dst
->Next()->IsArticulatedPart()));
873 chain
->Last()->SetNext(dst
->Next());
878 * Normalise the dual heads in the train, i.e. if one is
879 * missing move that one to this train.
880 * @param t the train to normalise.
882 static void NormaliseDualHeads(Train
*t
)
884 for (; t
!= nullptr; t
= t
->GetNextVehicle()) {
885 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
887 /* Make sure that there are no free cars before next engine */
889 for (u
= t
; u
->Next() != nullptr && !u
->Next()->IsEngine(); u
= u
->Next()) {}
891 if (u
== t
->other_multiheaded_part
) continue;
893 /* Remove the part from the 'wrong' train */
894 RemoveFromConsist(t
->other_multiheaded_part
);
895 /* And add it to the 'right' train */
896 InsertInConsist(u
, t
->other_multiheaded_part
);
901 * Normalise the sub types of the parts in this chain.
902 * @param chain the chain to normalise.
904 static void NormaliseSubtypes(Train
*chain
)
907 if (chain
== nullptr) return;
909 /* We must be the first in the chain. */
910 assert(chain
->Previous() == nullptr);
912 /* Set the appropriate bits for the first in the chain. */
913 if (chain
->IsWagon()) {
914 chain
->SetFreeWagon();
916 assert(chain
->IsEngine());
917 chain
->SetFrontEngine();
920 /* Now clear the bits for the rest of the chain */
921 for (Train
*t
= chain
->Next(); t
!= nullptr; t
= t
->Next()) {
923 t
->ClearFrontEngine();
928 * Check/validate whether we may actually build a new train.
929 * @note All vehicles are/were 'heads' of their chains.
930 * @param original_dst The original destination chain.
931 * @param dst The destination chain after constructing the train.
932 * @param original_src The original source chain.
933 * @param src The source chain after constructing the train.
934 * @return possible error of this command.
936 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
938 /* Just add 'new' engines and subtract the original ones.
939 * If that's less than or equal to 0 we can be sure we did
940 * not add any engines (read: trains) along the way. */
941 if ((src
!= nullptr && src
->IsEngine() ? 1 : 0) +
942 (dst
!= nullptr && dst
->IsEngine() ? 1 : 0) -
943 (original_src
!= nullptr && original_src
->IsEngine() ? 1 : 0) -
944 (original_dst
!= nullptr && original_dst
->IsEngine() ? 1 : 0) <= 0) {
945 return CommandCost();
948 /* Get a free unit number and check whether it's within the bounds.
949 * There will always be a maximum of one new train. */
950 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
952 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
956 * Check whether the train parts can be attached.
957 * @param t the train to check
958 * @return possible error of this command.
960 static CommandCost
CheckTrainAttachment(Train
*t
)
962 /* No multi-part train, no need to check. */
963 if (t
== nullptr || t
->Next() == nullptr) return CommandCost();
965 /* The maximum length for a train. For each part we decrease this by one
966 * and if the result is negative the train is simply too long. */
967 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
969 /* For free-wagon chains, check if they are within the max_train_length limit. */
970 if (!t
->IsEngine()) {
972 while (t
!= nullptr) {
973 allowed_len
-= t
->gcache
.cached_veh_length
;
978 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
979 return CommandCost();
985 /* Break the prev -> t link so it always holds within the loop. */
987 prev
->SetNext(nullptr);
989 /* Make sure the cache is cleared. */
990 head
->InvalidateNewGRFCache();
992 while (t
!= nullptr) {
993 allowed_len
-= t
->gcache
.cached_veh_length
;
995 Train
*next
= t
->Next();
997 /* Unlink the to-be-added piece; it is already unlinked from the previous
998 * part due to the fact that the prev -> t link is broken. */
1001 /* Don't check callback for articulated or rear dual headed parts */
1002 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1003 /* Back up and clear the first_engine data to avoid using wagon override group */
1004 EngineID first_engine
= t
->gcache
.first_engine
;
1005 t
->gcache
.first_engine
= INVALID_ENGINE
;
1007 /* We don't want the cache to interfere. head's cache is cleared before
1008 * the loop and after each callback does not need to be cleared here. */
1009 t
->InvalidateNewGRFCache();
1011 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1013 /* Restore original first_engine data */
1014 t
->gcache
.first_engine
= first_engine
;
1016 /* We do not want to remember any cached variables from the test run */
1017 t
->InvalidateNewGRFCache();
1018 head
->InvalidateNewGRFCache();
1020 if (callback
!= CALLBACK_FAILED
) {
1021 /* A failing callback means everything is okay */
1022 StringID error
= STR_NULL
;
1024 if (head
->GetGRF()->grf_version
< 8) {
1025 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1026 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1027 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1029 if (callback
< 0x400) {
1030 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1033 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1034 case 0x401: // allow
1037 default: // unknown reason -> disallow
1038 case 0x402: // disallow attaching
1039 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1045 if (error
!= STR_NULL
) return_cmd_error(error
);
1049 /* And link it to the new part. */
1055 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1056 return CommandCost();
1060 * Validate whether we are going to create valid trains.
1061 * @note All vehicles are/were 'heads' of their chains.
1062 * @param original_dst The original destination chain.
1063 * @param dst The destination chain after constructing the train.
1064 * @param original_src The original source chain.
1065 * @param src The source chain after constructing the train.
1066 * @param check_limit Whether to check the vehicle limit.
1067 * @return possible error of this command.
1069 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1071 /* Check whether we may actually construct the trains. */
1072 CommandCost ret
= CheckTrainAttachment(src
);
1073 if (ret
.Failed()) return ret
;
1074 ret
= CheckTrainAttachment(dst
);
1075 if (ret
.Failed()) return ret
;
1077 /* Check whether we need to build a new train. */
1078 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1082 * Arrange the trains in the wanted way.
1083 * @param dst_head The destination chain of the to be moved vehicle.
1084 * @param dst The destination for the to be moved vehicle.
1085 * @param src_head The source chain of the to be moved vehicle.
1086 * @param src The to be moved vehicle.
1087 * @param move_chain Whether to move all vehicles after src or not.
1089 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1091 /* First determine the front of the two resulting trains */
1092 if (*src_head
== *dst_head
) {
1093 /* If we aren't moving part(s) to a new train, we are just moving the
1094 * front back and there is not destination head. */
1095 *dst_head
= nullptr;
1096 } else if (*dst_head
== nullptr) {
1097 /* If we are moving to a new train the head of the move train would become
1098 * the head of the new vehicle. */
1102 if (src
== *src_head
) {
1103 /* If we are moving the front of a train then we are, in effect, creating
1104 * a new head for the train. Point to that. Unless we are moving the whole
1105 * train in which case there is not 'source' train anymore.
1106 * In case we are a multiheaded part we want the complete thing to come
1107 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1108 * that is followed by a rear multihead we do not want to include that. */
1109 *src_head
= move_chain
? nullptr :
1110 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1113 /* Now it's just simply removing the part that we are going to move from the
1114 * source train and *if* the destination is a not a new train add the chain
1115 * at the destination location. */
1116 RemoveFromConsist(src
, move_chain
);
1117 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1119 /* Now normalise the dual heads, that is move the dual heads around in such
1120 * a way that the head and rear of a dual head are in the same train */
1121 NormaliseDualHeads(*src_head
);
1122 NormaliseDualHeads(*dst_head
);
1126 * Normalise the head of the train again, i.e. that is tell the world that
1127 * we have changed and update all kinds of variables.
1128 * @param head the train to update.
1130 static void NormaliseTrainHead(Train
*head
)
1132 /* Not much to do! */
1133 if (head
== nullptr) return;
1135 /* Tell the 'world' the train changed. */
1136 head
->ConsistChanged(CCF_ARRANGE
);
1137 UpdateTrainGroupID(head
);
1139 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1140 if (!head
->IsFrontEngine()) return;
1142 /* Update the refit button and window */
1143 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1144 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1146 /* If we don't have a unit number yet, set one. */
1147 if (head
->unitnumber
!= 0) return;
1148 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1152 * Move a rail vehicle around inside the depot.
1153 * @param tile unused
1154 * @param flags type of operation
1155 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1156 * @param p1 various bitstuffed elements
1157 * - p1 (bit 0 - 19) source vehicle index
1158 * - p1 (bit 20) move all vehicles following the source vehicle
1159 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1160 * @param text unused
1161 * @return the cost of this operation or an error
1163 CommandCost
CmdMoveRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1165 VehicleID s
= GB(p1
, 0, 20);
1166 VehicleID d
= GB(p2
, 0, 20);
1167 bool move_chain
= HasBit(p1
, 20);
1169 Train
*src
= Train::GetIfValid(s
);
1170 if (src
== nullptr) return CMD_ERROR
;
1172 CommandCost ret
= CheckOwnership(src
->owner
);
1173 if (ret
.Failed()) return ret
;
1175 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1176 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1178 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1180 if (d
== INVALID_VEHICLE
) {
1181 dst
= src
->IsEngine() ? nullptr : FindGoodVehiclePos(src
);
1183 dst
= Train::GetIfValid(d
);
1184 if (dst
== nullptr) return CMD_ERROR
;
1186 CommandCost ret
= CheckOwnership(dst
->owner
);
1187 if (ret
.Failed()) return ret
;
1189 /* Do not allow appending to crashed vehicles, too */
1190 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1193 /* if an articulated part is being handled, deal with its parent vehicle */
1194 src
= src
->GetFirstEnginePart();
1195 if (dst
!= nullptr) {
1196 dst
= dst
->GetFirstEnginePart();
1199 /* don't move the same vehicle.. */
1200 if (src
== dst
) return CommandCost();
1202 /* locate the head of the two chains */
1203 Train
*src_head
= src
->First();
1205 if (dst
!= nullptr) {
1206 dst_head
= dst
->First();
1207 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1208 /* Now deal with articulated part of destination wagon */
1209 dst
= dst
->GetLastEnginePart();
1214 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1216 /* When moving all wagons, we can't have the same src_head and dst_head */
1217 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1219 /* When moving a multiheaded part to be place after itself, bail out. */
1220 if (!move_chain
&& dst
!= nullptr && dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1222 /* Check if all vehicles in the source train are stopped inside a depot. */
1223 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1225 /* Check if all vehicles in the destination train are stopped inside a depot. */
1226 if (dst_head
!= nullptr && !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1228 /* First make a backup of the order of the trains. That way we can do
1229 * whatever we want with the order and later on easily revert. */
1230 TrainList original_src
;
1231 TrainList original_dst
;
1233 MakeTrainBackup(original_src
, src_head
);
1234 MakeTrainBackup(original_dst
, dst_head
);
1236 /* Also make backup of the original heads as ArrangeTrains can change them.
1237 * For the destination head we do not care if it is the same as the source
1238 * head because in that case it's just a copy. */
1239 Train
*original_src_head
= src_head
;
1240 Train
*original_dst_head
= (dst_head
== src_head
? nullptr : dst_head
);
1242 /* We want this information from before the rearrangement, but execute this after the validation.
1243 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
1244 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
1245 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1246 bool original_dst_head_front_engine
= original_dst_head
!= nullptr && original_dst_head
->IsFrontEngine();
1248 /* (Re)arrange the trains in the wanted arrangement. */
1249 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1251 if ((flags
& DC_AUTOREPLACE
) == 0) {
1252 /* If the autoreplace flag is set we do not need to test for the validity
1253 * because we are going to revert the train to its original state. As we
1254 * assume the original state was correct autoreplace can skip this. */
1255 CommandCost ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1257 /* Restore the train we had. */
1258 RestoreTrainBackup(original_src
);
1259 RestoreTrainBackup(original_dst
);
1265 if (flags
& DC_EXEC
) {
1266 /* Remove old heads from the statistics */
1267 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1268 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1270 /* First normalise the sub types of the chains. */
1271 NormaliseSubtypes(src_head
);
1272 NormaliseSubtypes(dst_head
);
1274 /* There are 14 different cases:
1275 * 1) front engine gets moved to a new train, it stays a front engine.
1276 * a) the 'next' part is a wagon that becomes a free wagon chain.
1277 * b) the 'next' part is an engine that becomes a front engine.
1278 * c) there is no 'next' part, nothing else happens
1279 * 2) front engine gets moved to another train, it is not a front engine anymore
1280 * a) the 'next' part is a wagon that becomes a free wagon chain.
1281 * b) the 'next' part is an engine that becomes a front engine.
1282 * c) there is no 'next' part, nothing else happens
1283 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1284 * a) the 'next' part is a wagon that becomes a free wagon chain.
1285 * b) the 'next' part is an engine that becomes a front engine.
1286 * 4) free wagon gets moved
1287 * a) the 'next' part is a wagon that becomes a free wagon chain.
1288 * b) the 'next' part is an engine that becomes a front engine.
1289 * c) there is no 'next' part, nothing else happens
1290 * 5) non front engine gets moved and becomes a new train, nothing else happens
1291 * 6) non front engine gets moved within a train / to another train, nothing happens
1292 * 7) wagon gets moved, nothing happens
1294 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1295 /* Cases #2 and #3: the front engine gets trashed. */
1296 DeleteWindowById(WC_VEHICLE_VIEW
, src
->index
);
1297 DeleteWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1298 DeleteWindowById(WC_VEHICLE_REFIT
, src
->index
);
1299 DeleteWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1300 DeleteWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1301 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1302 SetWindowDirty(WC_COMPANY
, _current_company
);
1304 /* Delete orders, group stuff and the unit number as we're not the
1305 * front of any vehicle anymore. */
1306 DeleteVehicleOrders(src
);
1307 RemoveVehicleFromGroup(src
);
1308 src
->unitnumber
= 0;
1311 /* We weren't a front engine but are becoming one. So
1312 * we should be put in the default group. */
1313 if (original_src_head
!= src
&& dst_head
== src
) {
1314 SetTrainGroupID(src
, DEFAULT_GROUP
);
1315 SetWindowDirty(WC_COMPANY
, _current_company
);
1318 /* Add new heads to statistics */
1319 if (src_head
!= nullptr && src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1320 if (dst_head
!= nullptr && dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1322 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1323 NormaliseTrainHead(src_head
);
1324 NormaliseTrainHead(dst_head
);
1326 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1327 CheckCargoCapacity(src_head
);
1328 CheckCargoCapacity(dst_head
);
1331 if (src_head
!= nullptr) src_head
->First()->MarkDirty();
1332 if (dst_head
!= nullptr) dst_head
->First()->MarkDirty();
1334 /* We are undoubtedly changing something in the depot and train list. */
1335 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1336 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1338 /* We don't want to execute what we're just tried. */
1339 RestoreTrainBackup(original_src
);
1340 RestoreTrainBackup(original_dst
);
1343 return CommandCost();
1347 * Sell a (single) train wagon/engine.
1348 * @param flags type of operation
1349 * @param t the train wagon to sell
1350 * @param data the selling mode
1351 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1352 * - data = 1: sell the vehicle and all vehicles following it in the chain
1353 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1354 * @param user the user for the order backup.
1355 * @return the cost of this operation or an error
1357 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, uint16 data
, uint32 user
)
1359 /* Sell a chain of vehicles or not? */
1360 bool sell_chain
= HasBit(data
, 0);
1362 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1363 Train
*first
= v
->First();
1365 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1367 /* First make a backup of the order of the train. That way we can do
1368 * whatever we want with the order and later on easily revert. */
1370 MakeTrainBackup(original
, first
);
1372 /* We need to keep track of the new head and the head of what we're going to sell. */
1373 Train
*new_head
= first
;
1374 Train
*sell_head
= nullptr;
1376 /* Split the train in the wanted way. */
1377 ArrangeTrains(&sell_head
, nullptr, &new_head
, v
, sell_chain
);
1379 /* We don't need to validate the second train; it's going to be sold. */
1380 CommandCost ret
= ValidateTrains(nullptr, nullptr, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1382 /* Restore the train we had. */
1383 RestoreTrainBackup(original
);
1387 if (first
->orders
.list
== nullptr && !OrderList::CanAllocateItem()) {
1388 /* Restore the train we had. */
1389 RestoreTrainBackup(original
);
1390 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1393 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1394 for (Train
*t
= sell_head
; t
!= nullptr; t
= t
->Next()) cost
.AddCost(-t
->value
);
1397 if (flags
& DC_EXEC
) {
1398 /* First normalise the sub types of the chain. */
1399 NormaliseSubtypes(new_head
);
1401 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= nullptr && new_head
->IsFrontEngine()) {
1402 /* We are selling the front engine. In this case we want to
1403 * 'give' the order, unit number and such to the new head. */
1404 new_head
->orders
.list
= first
->orders
.list
;
1405 new_head
->AddToShared(first
);
1406 DeleteVehicleOrders(first
);
1408 /* Copy other important data from the front engine */
1409 new_head
->CopyVehicleConfigAndStatistics(first
);
1410 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1411 } else if (v
->IsPrimaryVehicle() && data
& (MAKE_ORDER_BACKUP_FLAG
>> 20)) {
1412 OrderBackup::Backup(v
, user
);
1415 /* We need to update the information about the train. */
1416 NormaliseTrainHead(new_head
);
1418 /* We are undoubtedly changing something in the depot and train list. */
1419 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1420 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1422 /* Actually delete the sold 'goods' */
1425 /* We don't want to execute what we're just tried. */
1426 RestoreTrainBackup(original
);
1432 void Train::UpdateDeltaXY()
1434 /* Set common defaults. */
1440 this->x_bb_offs
= 0;
1441 this->y_bb_offs
= 0;
1443 if (!IsDiagonalDirection(this->direction
)) {
1444 static const int _sign_table
[] =
1453 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1455 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1456 this->x_offs
-= half_shorten
* _sign_table
[this->direction
];
1457 this->y_offs
-= half_shorten
* _sign_table
[this->direction
+ 1];
1458 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1459 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1461 switch (this->direction
) {
1462 /* Shorten southern corner of the bounding box according the vehicle length
1463 * and center the bounding box on the vehicle. */
1465 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1466 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1467 this->x_bb_offs
= -1;
1471 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1472 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1473 this->y_bb_offs
= -1;
1476 /* Move northern corner of the bounding box down according to vehicle length
1477 * and center the bounding box on the vehicle. */
1479 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1480 this->x_extent
= VEHICLE_LENGTH
- 1;
1481 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1485 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1486 this->y_extent
= VEHICLE_LENGTH
- 1;
1487 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1497 * Mark a train as stuck and stop it if it isn't stopped right now.
1498 * @param v %Train to mark as being stuck.
1500 static void MarkTrainAsStuck(Train
*v
)
1502 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1503 /* It is the first time the problem occurred, set the "train stuck" flag. */
1504 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1506 v
->wait_counter
= 0;
1513 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1518 * Swap the two up/down flags in two ways:
1519 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1520 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1521 * @param[in,out] swap_flag1 First train flag.
1522 * @param[in,out] swap_flag2 Second train flag.
1524 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1526 uint16 flag1
= *swap_flag1
;
1527 uint16 flag2
= *swap_flag2
;
1529 /* Clear the flags */
1530 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1531 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1532 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1533 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1535 /* Reverse the rail-flags (if needed) */
1536 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1537 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1538 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1539 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1541 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1542 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1543 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1544 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1549 * Updates some variables after swapping the vehicle.
1550 * @param v swapped vehicle
1552 static void UpdateStatusAfterSwap(Train
*v
)
1554 /* Reverse the direction. */
1555 if (v
->track
!= TRACK_BIT_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1557 /* Call the proper EnterTile function unless we are in a wormhole. */
1558 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
1559 VehicleEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1561 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1562 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1563 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1564 * when we shouldn't have. Check if this is the case. */
1565 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1566 if (IsTileType(vt
, MP_TUNNELBRIDGE
)) {
1567 VehicleEnterTile(v
, vt
, v
->x_pos
, v
->y_pos
);
1568 if (v
->track
!= TRACK_BIT_WORMHOLE
&& IsBridgeTile(v
->tile
)) {
1569 /* We have just left the wormhole, possibly set the
1570 * "goingdown" bit. UpdateInclination() can be used
1571 * because we are at the border of the tile. */
1572 v
->UpdatePosition();
1573 v
->UpdateInclination(true, true);
1579 v
->UpdatePosition();
1580 v
->UpdateViewport(true, true);
1584 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1585 * @param v Consist to change.
1586 * @param l %Vehicle index in the consist of the first vehicle.
1587 * @param r %Vehicle index in the consist of the second vehicle.
1589 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1593 /* locate vehicles to swap */
1594 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1595 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1598 /* swap the hidden bits */
1600 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1601 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1605 Swap(a
->track
, b
->track
);
1606 Swap(a
->direction
, b
->direction
);
1607 Swap(a
->x_pos
, b
->x_pos
);
1608 Swap(a
->y_pos
, b
->y_pos
);
1609 Swap(a
->tile
, b
->tile
);
1610 Swap(a
->z_pos
, b
->z_pos
);
1612 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1614 UpdateStatusAfterSwap(a
);
1615 UpdateStatusAfterSwap(b
);
1617 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1618 * This is a little bit redundant way, a->gv_flags will
1619 * be (re)set twice, but it reduces code duplication */
1620 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1621 UpdateStatusAfterSwap(a
);
1627 * Check if the vehicle is a train
1628 * @param v vehicle on tile
1629 * @return v if it is a train, nullptr otherwise
1631 static Vehicle
*TrainOnTileEnum(Vehicle
*v
, void *)
1633 return (v
->type
== VEH_TRAIN
) ? v
: nullptr;
1638 * Checks if a train is approaching a rail-road crossing
1639 * @param v vehicle on tile
1640 * @param data tile with crossing we are testing
1641 * @return v if it is approaching a crossing, nullptr otherwise
1643 static Vehicle
*TrainApproachingCrossingEnum(Vehicle
*v
, void *data
)
1645 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return nullptr;
1647 Train
*t
= Train::From(v
);
1648 if (!t
->IsFrontEngine()) return nullptr;
1650 TileIndex tile
= *(TileIndex
*)data
;
1652 if (TrainApproachingCrossingTile(t
) != tile
) return nullptr;
1659 * Finds a vehicle approaching rail-road crossing
1660 * @param tile tile to test
1661 * @return true if a vehicle is approaching the crossing
1662 * @pre tile is a rail-road crossing
1664 static bool TrainApproachingCrossing(TileIndex tile
)
1666 assert(IsLevelCrossingTile(tile
));
1668 DiagDirection dir
= AxisToDiagDir(GetCrossingRailAxis(tile
));
1669 TileIndex tile_from
= tile
+ TileOffsByDiagDir(dir
);
1671 if (HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
)) return true;
1673 dir
= ReverseDiagDir(dir
);
1674 tile_from
= tile
+ TileOffsByDiagDir(dir
);
1676 return HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
);
1681 * Sets correct crossing state
1682 * @param tile tile to update
1683 * @param sound should we play sound?
1684 * @pre tile is a rail-road crossing
1686 void UpdateLevelCrossing(TileIndex tile
, bool sound
)
1688 assert(IsLevelCrossingTile(tile
));
1690 /* reserved || train on crossing || train approaching crossing */
1691 bool new_state
= HasCrossingReservation(tile
) || HasVehicleOnPos(tile
, nullptr, &TrainOnTileEnum
) || TrainApproachingCrossing(tile
);
1693 if (new_state
!= IsCrossingBarred(tile
)) {
1694 if (new_state
&& sound
) {
1695 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1697 SetCrossingBarred(tile
, new_state
);
1698 MarkTileDirtyByTile(tile
);
1704 * Bars crossing and plays ding-ding sound if not barred already
1705 * @param tile tile with crossing
1706 * @pre tile is a rail-road crossing
1708 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1710 if (!IsCrossingBarred(tile
)) {
1712 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1713 MarkTileDirtyByTile(tile
);
1719 * Advances wagons for train reversing, needed for variable length wagons.
1720 * This one is called before the train is reversed.
1721 * @param v First vehicle in chain
1723 static void AdvanceWagonsBeforeSwap(Train
*v
)
1726 Train
*first
= base
; // first vehicle to move
1727 Train
*last
= v
->Last(); // last vehicle to move
1728 uint length
= CountVehiclesInChain(v
);
1730 while (length
> 2) {
1731 last
= last
->Previous();
1732 first
= first
->Next();
1734 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1736 /* do not update images now
1737 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1738 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1740 base
= first
; // == base->Next()
1747 * Advances wagons for train reversing, needed for variable length wagons.
1748 * This one is called after the train is reversed.
1749 * @param v First vehicle in chain
1751 static void AdvanceWagonsAfterSwap(Train
*v
)
1753 /* first of all, fix the situation when the train was entering a depot */
1754 Train
*dep
= v
; // last vehicle in front of just left depot
1755 while (dep
->Next() != nullptr && (dep
->track
== TRACK_BIT_DEPOT
|| dep
->Next()->track
!= TRACK_BIT_DEPOT
)) {
1756 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1759 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1761 if (leave
!= nullptr) {
1762 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1763 int d
= TicksToLeaveDepot(dep
);
1766 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1767 leave
->track
= TrackToTrackBits(GetRailDepotTrack(leave
->tile
));
1768 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, nullptr); // maybe move it, and maybe let another wagon leave
1771 dep
= nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1775 Train
*first
= base
; // first vehicle to move
1776 Train
*last
= v
->Last(); // last vehicle to move
1777 uint length
= CountVehiclesInChain(v
);
1779 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1780 * they have already correct spacing, so we have to make sure they are moved how they should */
1781 bool nomove
= (dep
== nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1783 while (length
> 2) {
1784 /* we reached vehicle (originally) in front of a depot, stop now
1785 * (we would move wagons that are already moved with new wagon length). */
1786 if (base
== dep
) break;
1788 /* the last wagon was that one leaving a depot, so do not move it anymore */
1789 if (last
== dep
) nomove
= true;
1791 last
= last
->Previous();
1792 first
= first
->Next();
1794 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1796 /* do not update images now */
1797 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : nullptr));
1799 base
= first
; // == base->Next()
1805 * Turn a train around.
1806 * @param v %Train to turn around.
1808 void ReverseTrainDirection(Train
*v
)
1810 if (IsRailDepotTile(v
->tile
)) {
1811 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1814 /* Clear path reservation in front if train is not stuck. */
1815 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
1817 /* Check if we were approaching a rail/road-crossing */
1818 TileIndex crossing
= TrainApproachingCrossingTile(v
);
1820 /* count number of vehicles */
1821 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
1823 AdvanceWagonsBeforeSwap(v
);
1825 /* swap start<>end, start+1<>end-1, ... */
1828 ReverseTrainSwapVeh(v
, l
++, r
--);
1831 AdvanceWagonsAfterSwap(v
);
1833 if (IsRailDepotTile(v
->tile
)) {
1834 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1837 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
1839 ClrBit(v
->flags
, VRF_REVERSING
);
1841 /* recalculate cached data */
1842 v
->ConsistChanged(CCF_TRACK
);
1844 /* update all images */
1845 for (Train
*u
= v
; u
!= nullptr; u
= u
->Next()) u
->UpdateViewport(false, false);
1847 /* update crossing we were approaching */
1848 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
1850 /* maybe we are approaching crossing now, after reversal */
1851 crossing
= TrainApproachingCrossingTile(v
);
1852 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
1854 /* If we are inside a depot after reversing, don't bother with path reserving. */
1855 if (v
->track
== TRACK_BIT_DEPOT
) {
1856 /* Can't be stuck here as inside a depot is always a safe tile. */
1857 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1858 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1862 /* VehicleExitDir does not always produce the desired dir for depots and
1863 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1864 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
1865 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
1867 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
1868 /* If we are currently on a tile with conventional signals, we can't treat the
1869 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1870 bool first_tile_okay
= !(IsTileType(v
->tile
, MP_RAILWAY
) &&
1871 HasSignalOnTrackdir(v
->tile
, v
->GetVehicleTrackdir()) &&
1872 !IsPbsSignal(GetSignalType(v
->tile
, FindFirstTrack(v
->track
))));
1874 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1875 if (IsRailDepotTile(v
->tile
) && TrackdirToExitdir(v
->GetVehicleTrackdir()) == GetRailDepotDirection(v
->tile
)) first_tile_okay
= false;
1877 if (IsRailStationTile(v
->tile
)) SetRailStationPlatformReservation(v
->tile
, TrackdirToExitdir(v
->GetVehicleTrackdir()), true);
1878 if (TryPathReserve(v
, false, first_tile_okay
)) {
1879 /* Do a look-ahead now in case our current tile was already a safe tile. */
1880 CheckNextTrainTile(v
);
1881 } else if (v
->current_order
.GetType() != OT_LOADING
) {
1882 /* Do not wait for a way out when we're still loading */
1883 MarkTrainAsStuck(v
);
1885 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1886 /* A train not inside a PBS block can't be stuck. */
1887 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1888 v
->wait_counter
= 0;
1894 * @param tile unused
1895 * @param flags type of operation
1896 * @param p1 train to reverse
1897 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
1898 * @param text unused
1899 * @return the cost of this operation or an error
1901 CommandCost
CmdReverseTrainDirection(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1903 Train
*v
= Train::GetIfValid(p1
);
1904 if (v
== nullptr) return CMD_ERROR
;
1906 CommandCost ret
= CheckOwnership(v
->owner
);
1907 if (ret
.Failed()) return ret
;
1910 /* turn a single unit around */
1912 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
1913 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
1915 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
1917 Train
*front
= v
->First();
1918 /* make sure the vehicle is stopped in the depot */
1919 if (!front
->IsStoppedInDepot()) {
1920 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1923 if (flags
& DC_EXEC
) {
1924 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
1926 front
->ConsistChanged(CCF_ARRANGE
);
1927 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
1928 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
1929 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
1930 SetWindowClassesDirty(WC_TRAINS_LIST
);
1933 /* turn the whole train around */
1934 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
1936 if (flags
& DC_EXEC
) {
1937 /* Properly leave the station if we are loading and won't be loading anymore */
1938 if (v
->current_order
.IsType(OT_LOADING
)) {
1939 const Vehicle
*last
= v
;
1940 while (last
->Next() != nullptr) last
= last
->Next();
1942 /* not a station || different station --> leave the station */
1943 if (!IsTileType(last
->tile
, MP_STATION
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
1948 /* We cancel any 'skip signal at dangers' here */
1949 v
->force_proceed
= TFP_NONE
;
1950 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
1952 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
1953 ToggleBit(v
->flags
, VRF_REVERSING
);
1957 HideFillingPercent(&v
->fill_percent_te_id
);
1958 ReverseTrainDirection(v
);
1962 return CommandCost();
1966 * Force a train through a red signal
1967 * @param tile unused
1968 * @param flags type of operation
1969 * @param p1 train to ignore the red signal
1971 * @param text unused
1972 * @return the cost of this operation or an error
1974 CommandCost
CmdForceTrainProceed(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1976 Train
*t
= Train::GetIfValid(p1
);
1977 if (t
== nullptr) return CMD_ERROR
;
1979 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
1981 CommandCost ret
= CheckOwnership(t
->owner
);
1982 if (ret
.Failed()) return ret
;
1985 if (flags
& DC_EXEC
) {
1986 /* If we are forced to proceed, cancel that order.
1987 * If we are marked stuck we would want to force the train
1988 * to proceed to the next signal. In the other cases we
1989 * would like to pass the signal at danger and run till the
1990 * next signal we encounter. */
1991 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
1992 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
1995 return CommandCost();
1999 * Try to find a depot nearby.
2000 * @param v %Train that wants a depot.
2001 * @param max_distance Maximal search distance.
2002 * @return Information where the closest train depot is located.
2003 * @pre The given vehicle must not be crashed!
2005 static FindDepotData
FindClosestTrainDepot(Train
*v
, int max_distance
)
2007 assert(!(v
->vehstatus
& VS_CRASHED
));
2009 if (IsRailDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
2011 PBSTileInfo origin
= FollowTrainReservation(v
);
2012 if (IsRailDepotTile(origin
.tile
)) return FindDepotData(origin
.tile
, 0);
2014 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2015 case VPF_NPF
: return NPFTrainFindNearestDepot(v
, max_distance
);
2016 case VPF_YAPF
: return YapfTrainFindNearestDepot(v
, max_distance
);
2018 default: NOT_REACHED();
2023 * Locate the closest depot for this consist, and return the information to the caller.
2024 * @param[out] location If not \c nullptr and a depot is found, store its location in the given address.
2025 * @param[out] destination If not \c nullptr and a depot is found, store its index in the given address.
2026 * @param[out] reverse If not \c nullptr and a depot is found, store reversal information in the given address.
2027 * @return A depot has been found.
2029 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2031 FindDepotData tfdd
= FindClosestTrainDepot(this, 0);
2032 if (tfdd
.best_length
== UINT_MAX
) return false;
2034 if (location
!= nullptr) *location
= tfdd
.tile
;
2035 if (destination
!= nullptr) *destination
= GetDepotIndex(tfdd
.tile
);
2036 if (reverse
!= nullptr) *reverse
= tfdd
.reverse
;
2041 /** Play a sound for a train leaving the station. */
2042 void Train::PlayLeaveStationSound() const
2044 static const SoundFx sfx
[] = {
2045 SND_04_DEPARTURE_STEAM
,
2046 SND_0A_DEPARTURE_TRAIN
,
2047 SND_0A_DEPARTURE_TRAIN
,
2048 SND_47_DEPARTURE_MONORAIL
,
2049 SND_41_DEPARTURE_MAGLEV
2052 if (PlayVehicleSound(this, VSE_START
)) return;
2054 EngineID engtype
= this->engine_type
;
2055 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2059 * Check if the train is on the last reserved tile and try to extend the path then.
2060 * @param v %Train that needs its path extended.
2062 static void CheckNextTrainTile(Train
*v
)
2064 /* Don't do any look-ahead if path_backoff_interval is 255. */
2065 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2067 /* Exit if we are inside a depot. */
2068 if (v
->track
== TRACK_BIT_DEPOT
) return;
2070 switch (v
->current_order
.GetType()) {
2071 /* Exit if we reached our destination depot. */
2073 if (v
->tile
== v
->dest_tile
) return;
2076 case OT_GOTO_WAYPOINT
:
2077 /* If we reached our waypoint, make sure we see that. */
2078 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2082 case OT_LEAVESTATION
:
2084 /* Exit if the current order doesn't have a destination, but the train has orders. */
2085 if (v
->GetNumOrders() > 0) return;
2091 /* Exit if we are on a station tile and are going to stop. */
2092 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2094 Trackdir td
= v
->GetVehicleTrackdir();
2096 /* On a tile with a red non-pbs signal, don't look ahead. */
2097 if (IsTileType(v
->tile
, MP_RAILWAY
) && HasSignalOnTrackdir(v
->tile
, td
) &&
2098 !IsPbsSignal(GetSignalType(v
->tile
, TrackdirToTrack(td
))) &&
2099 GetSignalStateByTrackdir(v
->tile
, td
) == SIGNAL_STATE_RED
) return;
2101 CFollowTrackRail
ft(v
);
2102 if (!ft
.Follow(v
->tile
, td
)) return;
2104 if (!HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) {
2105 /* Next tile is not reserved. */
2106 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2107 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) {
2108 /* If the next tile is a PBS signal, try to make a reservation. */
2109 TrackBits tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2110 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2111 tracks
&= ~TrackCrossesTracks(TrackdirToTrack(ft
.m_old_td
));
2113 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, tracks
, false, nullptr, false);
2120 * Will the train stay in the depot the next tick?
2121 * @param v %Train to check.
2122 * @return True if it stays in the depot, false otherwise.
2124 static bool CheckTrainStayInDepot(Train
*v
)
2126 /* bail out if not all wagons are in the same depot or not in a depot at all */
2127 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2128 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
2131 /* if the train got no power, then keep it in the depot */
2132 if (v
->gcache
.cached_power
== 0) {
2133 v
->vehstatus
|= VS_STOPPED
;
2134 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2138 SigSegState seg_state
;
2140 if (v
->force_proceed
== TFP_NONE
) {
2141 /* force proceed was not pressed */
2142 if (++v
->wait_counter
< 37) {
2143 SetWindowClassesDirty(WC_TRAINS_LIST
);
2147 v
->wait_counter
= 0;
2149 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2150 if (seg_state
== SIGSEG_FULL
|| HasDepotReservation(v
->tile
)) {
2151 /* Full and no PBS signal in block or depot reserved, can't exit. */
2152 SetWindowClassesDirty(WC_TRAINS_LIST
);
2156 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2159 /* We are leaving a depot, but have to go to the exact same one; re-enter. */
2160 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2161 /* Service when depot has no reservation. */
2162 if (!HasDepotReservation(v
->tile
)) VehicleEnterDepot(v
);
2166 /* Only leave when we can reserve a path to our destination. */
2167 if (seg_state
== SIGSEG_PBS
&& !TryPathReserve(v
) && v
->force_proceed
== TFP_NONE
) {
2168 /* No path and no force proceed. */
2169 SetWindowClassesDirty(WC_TRAINS_LIST
);
2170 MarkTrainAsStuck(v
);
2174 SetDepotReservation(v
->tile
, true);
2175 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2177 VehicleServiceInDepot(v
);
2178 SetWindowClassesDirty(WC_TRAINS_LIST
);
2179 v
->PlayLeaveStationSound();
2181 v
->track
= TRACK_BIT_X
;
2182 if (v
->direction
& 2) v
->track
= TRACK_BIT_Y
;
2184 v
->vehstatus
&= ~VS_HIDDEN
;
2187 v
->UpdateViewport(true, true);
2188 v
->UpdatePosition();
2189 UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2190 v
->UpdateAcceleration();
2191 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2197 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2198 * @param v %Train owning the reservation.
2199 * @param tile Tile with reservation to clear.
2200 * @param track_dir Track direction to clear.
2202 static void ClearPathReservation(const Train
*v
, TileIndex tile
, Trackdir track_dir
)
2204 DiagDirection dir
= TrackdirToExitdir(track_dir
);
2206 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
2207 /* Are we just leaving a tunnel/bridge? */
2208 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
2209 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
2211 if (TunnelBridgeIsFree(tile
, end
, v
).Succeeded()) {
2212 /* Free the reservation only if no other train is on the tiles. */
2213 SetTunnelBridgeReservation(tile
, false);
2214 SetTunnelBridgeReservation(end
, false);
2216 if (_settings_client
.gui
.show_track_reservation
) {
2217 if (IsBridge(tile
)) {
2218 MarkBridgeDirty(tile
);
2220 MarkTileDirtyByTile(tile
);
2221 MarkTileDirtyByTile(end
);
2226 } else if (IsRailStationTile(tile
)) {
2227 TileIndex new_tile
= TileAddByDiagDir(tile
, dir
);
2228 /* If the new tile is not a further tile of the same station, we
2229 * clear the reservation for the whole platform. */
2230 if (!IsCompatibleTrainStationTile(new_tile
, tile
)) {
2231 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), false);
2234 /* Any other tile */
2235 UnreserveRailTrack(tile
, TrackdirToTrack(track_dir
));
2240 * Free the reserved path in front of a vehicle.
2241 * @param v %Train owning the reserved path.
2243 void FreeTrainTrackReservation(const Train
*v
)
2245 assert(v
->IsFrontEngine());
2247 TileIndex tile
= v
->tile
;
2248 Trackdir td
= v
->GetVehicleTrackdir();
2249 bool free_tile
= !(IsRailStationTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
));
2250 StationID station_id
= IsRailStationTile(v
->tile
) ? GetStationIndex(v
->tile
) : INVALID_STATION
;
2252 /* Can't be holding a reservation if we enter a depot. */
2253 if (IsRailDepotTile(tile
) && TrackdirToExitdir(td
) != GetRailDepotDirection(tile
)) return;
2254 if (v
->track
== TRACK_BIT_DEPOT
) {
2255 /* Front engine is in a depot. We enter if some part is not in the depot. */
2256 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2257 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return;
2260 /* Don't free reservation if it's not ours. */
2261 if (TracksOverlap(GetReservedTrackbits(tile
) | TrackToTrackBits(TrackdirToTrack(td
)))) return;
2263 CFollowTrackRail
ft(v
, GetRailTypeInfo(v
->railtype
)->compatible_railtypes
);
2264 while (ft
.Follow(tile
, td
)) {
2265 tile
= ft
.m_new_tile
;
2266 TrackdirBits bits
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(tile
));
2267 td
= RemoveFirstTrackdir(&bits
);
2268 assert(bits
== TRACKDIR_BIT_NONE
);
2270 if (!IsValidTrackdir(td
)) break;
2272 if (IsTileType(tile
, MP_RAILWAY
)) {
2273 if (HasSignalOnTrackdir(tile
, td
) && !IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(td
)))) {
2274 /* Conventional signal along trackdir: remove reservation and stop. */
2275 UnreserveRailTrack(tile
, TrackdirToTrack(td
));
2278 if (HasPbsSignalOnTrackdir(tile
, td
)) {
2279 if (GetSignalStateByTrackdir(tile
, td
) == SIGNAL_STATE_RED
) {
2280 /* Red PBS signal? Can't be our reservation, would be green then. */
2283 /* Turn the signal back to red. */
2284 SetSignalStateByTrackdir(tile
, td
, SIGNAL_STATE_RED
);
2285 MarkTileDirtyByTile(tile
);
2287 } else if (HasSignalOnTrackdir(tile
, ReverseTrackdir(td
)) && IsOnewaySignal(tile
, TrackdirToTrack(td
))) {
2292 /* Don't free first station/bridge/tunnel if we are on it. */
2293 if (free_tile
|| (!(ft
.m_is_station
&& GetStationIndex(ft
.m_new_tile
) == station_id
) && !ft
.m_is_tunnel
&& !ft
.m_is_bridge
)) ClearPathReservation(v
, tile
, td
);
2299 static const byte _initial_tile_subcoord
[6][4][3] = {
2300 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2301 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2302 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2303 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2304 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2305 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2309 * Perform pathfinding for a train.
2311 * @param v The train
2312 * @param tile The tile the train is about to enter
2313 * @param enterdir Diagonal direction the train is coming from
2314 * @param tracks Usable tracks on the new tile
2315 * @param[out] path_found Whether a path has been found or not.
2316 * @param do_track_reservation Path reservation is requested
2317 * @param[out] dest State and destination of the requested path
2318 * @return The best track the train should follow
2320 static Track
DoTrainPathfind(const Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool &path_found
, bool do_track_reservation
, PBSTileInfo
*dest
)
2322 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2323 case VPF_NPF
: return NPFTrainChooseTrack(v
, path_found
, do_track_reservation
, dest
);
2324 case VPF_YAPF
: return YapfTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2326 default: NOT_REACHED();
2331 * Extend a train path as far as possible. Stops on encountering a safe tile,
2332 * another reservation or a track choice.
2333 * @return INVALID_TILE indicates that the reservation failed.
2335 static PBSTileInfo
ExtendTrainReservation(const Train
*v
, TrackBits
*new_tracks
, DiagDirection
*enterdir
)
2337 PBSTileInfo origin
= FollowTrainReservation(v
);
2339 CFollowTrackRail
ft(v
);
2341 TileIndex tile
= origin
.tile
;
2342 Trackdir cur_td
= origin
.trackdir
;
2343 while (ft
.Follow(tile
, cur_td
)) {
2344 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2345 /* Possible signal tile. */
2346 if (HasOnewaySignalBlockingTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) break;
2349 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2350 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2351 if (ft
.m_new_td_bits
== TRACKDIR_BIT_NONE
) break;
2354 /* Station, depot or waypoint are a possible target. */
2355 bool target_seen
= ft
.m_is_station
|| (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && !IsPlainRail(ft
.m_new_tile
));
2356 if (target_seen
|| KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2357 /* Choice found or possible target encountered.
2358 * On finding a possible target, we need to stop and let the pathfinder handle the
2359 * remaining path. This is because we don't know if this target is in one of our
2360 * orders, so we might cause pathfinding to fail later on if we find a choice.
2361 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2362 * a wrong path not leading to our next destination. */
2363 if (HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft
.m_old_td
)))) break;
2365 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2366 * actually starts its search at the first unreserved tile. */
2367 if (ft
.m_tiles_skipped
!= 0) ft
.m_new_tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2369 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2370 if (new_tracks
!= nullptr) *new_tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2371 if (enterdir
!= nullptr) *enterdir
= ft
.m_exitdir
;
2372 return PBSTileInfo(ft
.m_new_tile
, ft
.m_old_td
, false);
2375 tile
= ft
.m_new_tile
;
2376 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2378 if (IsSafeWaitingPosition(v
, tile
, cur_td
, true, _settings_game
.pf
.forbid_90_deg
)) {
2379 bool wp_free
= IsWaitingPositionFree(v
, tile
, cur_td
, _settings_game
.pf
.forbid_90_deg
);
2380 if (!(wp_free
&& TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
)))) break;
2381 /* Safe position is all good, path valid and okay. */
2382 return PBSTileInfo(tile
, cur_td
, true);
2385 if (!TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
))) break;
2388 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2389 /* End of line, path valid and okay. */
2390 return PBSTileInfo(ft
.m_old_tile
, ft
.m_old_td
, true);
2393 /* Sorry, can't reserve path, back out. */
2395 cur_td
= origin
.trackdir
;
2396 TileIndex stopped
= ft
.m_old_tile
;
2397 Trackdir stopped_td
= ft
.m_old_td
;
2398 while (tile
!= stopped
|| cur_td
!= stopped_td
) {
2399 if (!ft
.Follow(tile
, cur_td
)) break;
2401 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2402 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2403 assert(ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
);
2405 assert(KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
);
2407 tile
= ft
.m_new_tile
;
2408 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2410 UnreserveRailTrack(tile
, TrackdirToTrack(cur_td
));
2414 return PBSTileInfo();
2418 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2419 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2421 * @param v The vehicle.
2422 * @param tile The tile the search should start from.
2423 * @param td The trackdir the search should start from.
2424 * @param override_railtype Whether all physically compatible railtypes should be followed.
2425 * @return True if a path to a safe stopping tile could be reserved.
2427 static bool TryReserveSafeTrack(const Train
*v
, TileIndex tile
, Trackdir td
, bool override_railtype
)
2429 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2430 case VPF_NPF
: return NPFTrainFindNearestSafeTile(v
, tile
, td
, override_railtype
);
2431 case VPF_YAPF
: return YapfTrainFindNearestSafeTile(v
, tile
, td
, override_railtype
);
2433 default: NOT_REACHED();
2437 /** This class will save the current order of a vehicle and restore it on destruction. */
2438 class VehicleOrderSaver
{
2442 TileIndex old_dest_tile
;
2443 StationID old_last_station_visited
;
2444 VehicleOrderID index
;
2445 bool suppress_implicit_orders
;
2448 VehicleOrderSaver(Train
*_v
) :
2450 old_order(_v
->current_order
),
2451 old_dest_tile(_v
->dest_tile
),
2452 old_last_station_visited(_v
->last_station_visited
),
2453 index(_v
->cur_real_order_index
),
2454 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
))
2458 ~VehicleOrderSaver()
2460 this->v
->current_order
= this->old_order
;
2461 this->v
->dest_tile
= this->old_dest_tile
;
2462 this->v
->last_station_visited
= this->old_last_station_visited
;
2463 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2467 * Set the current vehicle order to the next order in the order list.
2468 * @param skip_first Shall the first (i.e. active) order be skipped?
2469 * @return True if a suitable next order could be found.
2471 bool SwitchToNextOrder(bool skip_first
)
2473 if (this->v
->GetNumOrders() == 0) return false;
2475 if (skip_first
) ++this->index
;
2481 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2483 Order
*order
= this->v
->GetOrder(this->index
);
2484 assert(order
!= nullptr);
2486 switch (order
->GetType()) {
2488 /* Skip service in depot orders when the train doesn't need service. */
2489 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !this->v
->NeedsServicing()) break;
2491 case OT_GOTO_STATION
:
2492 case OT_GOTO_WAYPOINT
:
2493 this->v
->current_order
= *order
;
2494 return UpdateOrderDest(this->v
, order
, 0, true);
2495 case OT_CONDITIONAL
: {
2496 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2497 if (next
!= INVALID_VEH_ORDER_ID
) {
2500 /* Don't increment next, so no break here. */
2508 /* Don't increment inside the while because otherwise conditional
2509 * orders can lead to an infinite loop. */
2512 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2518 /* choose a track */
2519 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
)
2521 Track best_track
= INVALID_TRACK
;
2522 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2523 bool changed_signal
= false;
2525 assert((tracks
& ~TRACK_BIT_MASK
) == 0);
2527 if (got_reservation
!= nullptr) *got_reservation
= false;
2529 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2530 TrackBits res_tracks
= (TrackBits
)(GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
));
2531 /* Do we have a suitable reserved track? */
2532 if (res_tracks
!= TRACK_BIT_NONE
) return FindFirstTrack(res_tracks
);
2534 /* Quick return in case only one possible track is available */
2535 if (KillFirstBit(tracks
) == TRACK_BIT_NONE
) {
2536 Track track
= FindFirstTrack(tracks
);
2537 /* We need to check for signals only here, as a junction tile can't have signals. */
2538 if (track
!= INVALID_TRACK
&& HasPbsSignalOnTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
))) {
2539 do_track_reservation
= true;
2540 changed_signal
= true;
2541 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
), SIGNAL_STATE_GREEN
);
2542 } else if (!do_track_reservation
) {
2548 PBSTileInfo
res_dest(tile
, INVALID_TRACKDIR
, false);
2549 DiagDirection dest_enterdir
= enterdir
;
2550 if (do_track_reservation
) {
2551 res_dest
= ExtendTrainReservation(v
, &tracks
, &dest_enterdir
);
2552 if (res_dest
.tile
== INVALID_TILE
) {
2553 /* Reservation failed? */
2554 if (mark_stuck
) MarkTrainAsStuck(v
);
2555 if (changed_signal
) SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(best_track
, enterdir
), SIGNAL_STATE_RED
);
2556 return FindFirstTrack(tracks
);
2558 if (res_dest
.okay
) {
2559 /* Got a valid reservation that ends at a safe target, quick exit. */
2560 if (got_reservation
!= nullptr) *got_reservation
= true;
2561 if (changed_signal
) MarkTileDirtyByTile(tile
);
2562 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2566 /* Check if the train needs service here, so it has a chance to always find a depot.
2567 * Also check if the current order is a service order so we don't reserve a path to
2568 * the destination but instead to the next one if service isn't needed. */
2569 CheckIfTrainNeedsService(v
);
2570 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2573 /* Save the current train order. The destructor will restore the old order on function exit. */
2574 VehicleOrderSaver
orders(v
);
2576 /* If the current tile is the destination of the current order and
2577 * a reservation was requested, advance to the next order.
2578 * Don't advance on a depot order as depots are always safe end points
2579 * for a path and no look-ahead is necessary. This also avoids a
2580 * problem with depot orders not part of the order list when the
2581 * order list itself is empty. */
2582 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2583 orders
.SwitchToNextOrder(false);
2584 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2585 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2586 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2587 v
->tile
== v
->dest_tile
))) {
2588 orders
.SwitchToNextOrder(true);
2591 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2592 /* Pathfinders are able to tell that route was only 'guessed'. */
2593 bool path_found
= true;
2594 TileIndex new_tile
= res_dest
.tile
;
2596 Track next_track
= DoTrainPathfind(v
, new_tile
, dest_enterdir
, tracks
, path_found
, do_track_reservation
, &res_dest
);
2597 if (new_tile
== tile
) best_track
= next_track
;
2598 v
->HandlePathfindingResult(path_found
);
2601 /* No track reservation requested -> finished. */
2602 if (!do_track_reservation
) return best_track
;
2604 /* A path was found, but could not be reserved. */
2605 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2606 if (mark_stuck
) MarkTrainAsStuck(v
);
2607 FreeTrainTrackReservation(v
);
2611 /* No possible reservation target found, we are probably lost. */
2612 if (res_dest
.tile
== INVALID_TILE
) {
2613 /* Try to find any safe destination. */
2614 PBSTileInfo origin
= FollowTrainReservation(v
);
2615 if (TryReserveSafeTrack(v
, origin
.tile
, origin
.trackdir
, false)) {
2616 TrackBits res
= GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
);
2617 best_track
= FindFirstTrack(res
);
2618 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2619 if (got_reservation
!= nullptr) *got_reservation
= true;
2620 if (changed_signal
) MarkTileDirtyByTile(tile
);
2622 FreeTrainTrackReservation(v
);
2623 if (mark_stuck
) MarkTrainAsStuck(v
);
2628 if (got_reservation
!= nullptr) *got_reservation
= true;
2630 /* Reservation target found and free, check if it is safe. */
2631 while (!IsSafeWaitingPosition(v
, res_dest
.tile
, res_dest
.trackdir
, true, _settings_game
.pf
.forbid_90_deg
)) {
2632 /* Extend reservation until we have found a safe position. */
2633 DiagDirection exitdir
= TrackdirToExitdir(res_dest
.trackdir
);
2634 TileIndex next_tile
= TileAddByDiagDir(res_dest
.tile
, exitdir
);
2635 TrackBits reachable
= TrackdirBitsToTrackBits((TrackdirBits
)(GetTileTrackStatus(next_tile
, TRANSPORT_RAIL
, 0))) & DiagdirReachesTracks(exitdir
);
2636 if (Rail90DegTurnDisallowed(GetTileRailType(res_dest
.tile
), GetTileRailType(next_tile
))) {
2637 reachable
&= ~TrackCrossesTracks(TrackdirToTrack(res_dest
.trackdir
));
2640 /* Get next order with destination. */
2641 if (orders
.SwitchToNextOrder(true)) {
2642 PBSTileInfo cur_dest
;
2644 DoTrainPathfind(v
, next_tile
, exitdir
, reachable
, path_found
, true, &cur_dest
);
2645 if (cur_dest
.tile
!= INVALID_TILE
) {
2646 res_dest
= cur_dest
;
2647 if (res_dest
.okay
) continue;
2648 /* Path found, but could not be reserved. */
2649 FreeTrainTrackReservation(v
);
2650 if (mark_stuck
) MarkTrainAsStuck(v
);
2651 if (got_reservation
!= nullptr) *got_reservation
= false;
2652 changed_signal
= false;
2656 /* No order or no safe position found, try any position. */
2657 if (!TryReserveSafeTrack(v
, res_dest
.tile
, res_dest
.trackdir
, true)) {
2658 FreeTrainTrackReservation(v
);
2659 if (mark_stuck
) MarkTrainAsStuck(v
);
2660 if (got_reservation
!= nullptr) *got_reservation
= false;
2661 changed_signal
= false;
2666 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2668 if (changed_signal
) MarkTileDirtyByTile(tile
);
2674 * Try to reserve a path to a safe position.
2676 * @param v The vehicle
2677 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2678 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2679 * @return True if a path could be reserved.
2681 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
2683 assert(v
->IsFrontEngine());
2685 /* We have to handle depots specially as the track follower won't look
2686 * at the depot tile itself but starts from the next tile. If we are still
2687 * inside the depot, a depot reservation can never be ours. */
2688 if (v
->track
== TRACK_BIT_DEPOT
) {
2689 if (HasDepotReservation(v
->tile
)) {
2690 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2693 /* Depot not reserved, but the next tile might be. */
2694 TileIndex next_tile
= TileAddByDiagDir(v
->tile
, GetRailDepotDirection(v
->tile
));
2695 if (HasReservedTracks(next_tile
, DiagdirReachesTracks(GetRailDepotDirection(v
->tile
)))) return false;
2699 Vehicle
*other_train
= nullptr;
2700 PBSTileInfo origin
= FollowTrainReservation(v
, &other_train
);
2701 /* The path we are driving on is already blocked by some other train.
2702 * This can only happen in certain situations when mixing path and
2703 * block signals or when changing tracks and/or signals.
2704 * Exit here as doing any further reservations will probably just
2705 * make matters worse. */
2706 if (other_train
!= nullptr && other_train
->index
!= v
->index
) {
2707 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2710 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2711 if (origin
.okay
&& (v
->tile
!= origin
.tile
|| first_tile_okay
)) {
2712 /* Can't be stuck then. */
2713 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2714 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2718 /* If we are in a depot, tentatively reserve the depot. */
2719 if (v
->track
== TRACK_BIT_DEPOT
) {
2720 SetDepotReservation(v
->tile
, true);
2721 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2724 DiagDirection exitdir
= TrackdirToExitdir(origin
.trackdir
);
2725 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
2726 TrackBits reachable
= TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile
, TRANSPORT_RAIL
, 0)) & DiagdirReachesTrackdirs(exitdir
));
2728 if (Rail90DegTurnDisallowed(GetTileRailType(origin
.tile
), GetTileRailType(new_tile
))) reachable
&= ~TrackCrossesTracks(TrackdirToTrack(origin
.trackdir
));
2730 bool res_made
= false;
2731 ChooseTrainTrack(v
, new_tile
, exitdir
, reachable
, true, &res_made
, mark_as_stuck
);
2734 /* Free the depot reservation as well. */
2735 if (v
->track
== TRACK_BIT_DEPOT
) SetDepotReservation(v
->tile
, false);
2739 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2740 v
->wait_counter
= 0;
2741 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2743 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2748 static bool CheckReverseTrain(const Train
*v
)
2750 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
2751 v
->track
== TRACK_BIT_DEPOT
|| v
->track
== TRACK_BIT_WORMHOLE
||
2752 !(v
->direction
& 1)) {
2756 assert(v
->track
!= TRACK_BIT_NONE
);
2758 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2759 case VPF_NPF
: return NPFTrainCheckReverse(v
);
2760 case VPF_YAPF
: return YapfTrainCheckReverse(v
);
2762 default: NOT_REACHED();
2767 * Get the location of the next station to visit.
2768 * @param station Next station to visit.
2769 * @return Location of the new station.
2771 TileIndex
Train::GetOrderStationLocation(StationID station
)
2773 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
2775 const Station
*st
= Station::Get(station
);
2776 if (!(st
->facilities
& FACIL_TRAIN
)) {
2777 /* The destination station has no trainstation tiles. */
2778 this->IncrementRealOrderIndex();
2785 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
2786 void Train::MarkDirty()
2790 v
->colourmap
= PAL_NONE
;
2791 v
->UpdateViewport(true, false);
2792 } while ((v
= v
->Next()) != nullptr);
2794 /* need to update acceleration and cached values since the goods on the train changed. */
2795 this->CargoChanged();
2796 this->UpdateAcceleration();
2800 * This function looks at the vehicle and updates its speed (cur_speed
2801 * and subspeed) variables. Furthermore, it returns the distance that
2802 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2803 * the distance to drive before moving a step on the map.
2804 * @return distance to drive.
2806 int Train::UpdateSpeed()
2808 switch (_settings_game
.vehicle
.train_acceleration_model
) {
2809 default: NOT_REACHED();
2811 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
2814 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
2819 * Trains enters a station, send out a news item if it is the first train, and start loading.
2820 * @param v Train that entered the station.
2821 * @param station Station visited.
2823 static void TrainEnterStation(Train
*v
, StationID station
)
2825 v
->last_station_visited
= station
;
2827 /* check if a train ever visited this station before */
2828 Station
*st
= Station::Get(station
);
2829 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
2830 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
2831 SetDParam(0, st
->index
);
2833 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
2834 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
2838 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2839 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2842 v
->force_proceed
= TFP_NONE
;
2843 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2847 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
2848 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
2851 /* Check if the vehicle is compatible with the specified tile */
2852 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
)
2854 return IsTileOwner(tile
, v
->owner
) &&
2855 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
)));
2858 /** Data structure for storing engine speed changes of an acceleration type. */
2859 struct AccelerationSlowdownParams
{
2860 byte small_turn
; ///< Speed change due to a small turn.
2861 byte large_turn
; ///< Speed change due to a large turn.
2862 byte z_up
; ///< Fraction to remove when moving up.
2863 byte z_down
; ///< Fraction to add when moving down.
2866 /** Speed update fractions for each acceleration type. */
2867 static const AccelerationSlowdownParams _accel_slowdown
[] = {
2869 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
2870 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
2871 {0, 256 / 2, 256 / 4, 2}, ///< maglev
2875 * Modify the speed of the vehicle due to a change in altitude.
2876 * @param v %Train to update.
2877 * @param old_z Previous height.
2879 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
2881 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
2883 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
2885 if (old_z
< v
->z_pos
) {
2886 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
2888 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
2889 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
2893 static bool TrainMovedChangeSignals(TileIndex tile
, DiagDirection dir
)
2895 if (IsTileType(tile
, MP_RAILWAY
) &&
2896 GetRailTileType(tile
) == RAIL_TILE_SIGNALS
) {
2897 TrackdirBits tracks
= TrackBitsToTrackdirBits(GetTrackBits(tile
)) & DiagdirReachesTrackdirs(dir
);
2898 Trackdir trackdir
= FindFirstTrackdir(tracks
);
2899 if (UpdateSignalsOnSegment(tile
, TrackdirToExitdir(trackdir
), GetTileOwner(tile
)) == SIGSEG_PBS
&& HasSignalOnTrackdir(tile
, trackdir
)) {
2900 /* A PBS block with a non-PBS signal facing us? */
2901 if (!IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(trackdir
)))) return true;
2907 /** Tries to reserve track under whole train consist. */
2908 void Train::ReserveTrackUnderConsist() const
2910 for (const Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
2912 case TRACK_BIT_WORMHOLE
:
2913 TryReserveRailTrack(u
->tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(u
->tile
)));
2915 case TRACK_BIT_DEPOT
:
2918 TryReserveRailTrack(u
->tile
, TrackBitsToTrack(u
->track
));
2925 * The train vehicle crashed!
2926 * Update its status and other parts around it.
2927 * @param flooded Crash was caused by flooding.
2928 * @return Number of people killed.
2930 uint
Train::Crash(bool flooded
)
2933 if (this->IsFrontEngine()) {
2934 pass
+= 2; // driver
2936 /* Remove the reserved path in front of the train if it is not stuck.
2937 * Also clear all reserved tracks the train is currently on. */
2938 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
2939 for (const Train
*v
= this; v
!= nullptr; v
= v
->Next()) {
2940 ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
2941 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) {
2942 /* ClearPathReservation will not free the wormhole exit
2943 * if the train has just entered the wormhole. */
2944 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v
->tile
), false);
2948 /* we may need to update crossing we were approaching,
2949 * but must be updated after the train has been marked crashed */
2950 TileIndex crossing
= TrainApproachingCrossingTile(this);
2951 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
2953 /* Remove the loading indicators (if any) */
2954 HideFillingPercent(&this->fill_percent_te_id
);
2957 pass
+= this->GroundVehicleBase::Crash(flooded
);
2959 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
2964 * Marks train as crashed and creates an AI event.
2965 * Doesn't do anything if the train is crashed already.
2966 * @param v first vehicle of chain
2967 * @return number of victims (including 2 drivers; zero if train was already crashed)
2969 static uint
TrainCrashed(Train
*v
)
2973 /* do not crash train twice */
2974 if (!(v
->vehstatus
& VS_CRASHED
)) {
2976 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
2977 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
2980 /* Try to re-reserve track under already crashed train too.
2981 * Crash() clears the reservation! */
2982 v
->ReserveTrackUnderConsist();
2987 /** Temporary data storage for testing collisions. */
2988 struct TrainCollideChecker
{
2989 Train
*v
; ///< %Vehicle we are testing for collision.
2990 uint num
; ///< Total number of victims if train collided.
2994 * Collision test function.
2995 * @param v %Train vehicle to test collision with.
2996 * @param data %Train being examined.
2997 * @return \c nullptr (always continue search)
2999 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3001 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3003 /* not a train or in depot */
3004 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->track
== TRACK_BIT_DEPOT
) return nullptr;
3006 /* do not crash into trains of another company. */
3007 if (v
->owner
!= tcc
->v
->owner
) return nullptr;
3009 /* get first vehicle now to make most usual checks faster */
3010 Train
*coll
= Train::From(v
)->First();
3012 /* can't collide with own wagons */
3013 if (coll
== tcc
->v
) return nullptr;
3015 int x_diff
= v
->x_pos
- tcc
->v
->x_pos
;
3016 int y_diff
= v
->y_pos
- tcc
->v
->y_pos
;
3018 /* Do fast calculation to check whether trains are not in close vicinity
3019 * and quickly reject trains distant enough for any collision.
3020 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3021 * Differences are then ORed and then we check for any higher bits */
3022 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3023 if (hash
& ~15) return nullptr;
3025 /* Slower check using multiplication */
3026 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->v
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3027 if (x_diff
* x_diff
+ y_diff
* y_diff
> min_diff
* min_diff
) return nullptr;
3029 /* Happens when there is a train under bridge next to bridge head */
3030 if (abs(v
->z_pos
- tcc
->v
->z_pos
) > 5) return nullptr;
3032 /* crash both trains */
3033 tcc
->num
+= TrainCrashed(tcc
->v
);
3034 tcc
->num
+= TrainCrashed(coll
);
3036 return nullptr; // continue searching
3040 * Checks whether the specified train has a collision with another vehicle. If
3041 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3042 * Reports the incident in a flashy news item, modifies station ratings and
3044 * @param v %Train to test.
3046 static bool CheckTrainCollision(Train
*v
)
3048 /* can't collide in depot */
3049 if (v
->track
== TRACK_BIT_DEPOT
) return false;
3051 assert(v
->track
== TRACK_BIT_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3053 TrainCollideChecker tcc
;
3057 /* find colliding vehicles */
3058 if (v
->track
== TRACK_BIT_WORMHOLE
) {
3059 FindVehicleOnPos(v
->tile
, &tcc
, FindTrainCollideEnum
);
3060 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &tcc
, FindTrainCollideEnum
);
3062 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3065 /* any dead -> no crash */
3066 if (tcc
.num
== 0) return false;
3068 SetDParam(0, tcc
.num
);
3069 AddTileNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->tile
);
3071 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3072 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_TRAIN_COLLISION
, v
);
3076 static Vehicle
*CheckTrainAtSignal(Vehicle
*v
, void *data
)
3078 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return nullptr;
3080 Train
*t
= Train::From(v
);
3081 DiagDirection exitdir
= *(DiagDirection
*)data
;
3083 /* not front engine of a train, inside wormhole or depot, crashed */
3084 if (!t
->IsFrontEngine() || !(t
->track
& TRACK_BIT_MASK
)) return nullptr;
3086 if (t
->cur_speed
> 5 || VehicleExitDir(t
->direction
, t
->track
) != exitdir
) return nullptr;
3092 * Move a vehicle chain one movement stop forwards.
3093 * @param v First vehicle to move.
3094 * @param nomove Stop moving this and all following vehicles.
3095 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3096 * @return True if the vehicle could be moved forward, false otherwise.
3098 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3100 Train
*first
= v
->First();
3102 bool direction_changed
= false; // has direction of any part changed?
3104 /* For every vehicle after and including the given vehicle */
3105 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3106 DiagDirection enterdir
= DIAGDIR_BEGIN
;
3107 bool update_signals_crossing
= false; // will we update signals or crossing state?
3109 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
3110 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3111 /* Not inside tunnel */
3112 if (gp
.old_tile
== gp
.new_tile
) {
3113 /* Staying in the old tile */
3114 if (v
->track
== TRACK_BIT_DEPOT
) {
3119 /* Not inside depot */
3121 /* Reverse when we are at the end of the track already, do not move to the new position */
3122 if (v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3124 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3125 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3128 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3129 /* The new position is the end of the platform */
3130 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3134 /* A new tile is about to be entered. */
3136 /* Determine what direction we're entering the new tile from */
3137 enterdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
3138 assert(IsValidDiagDirection(enterdir
));
3140 /* Get the status of the tracks in the new tile and mask
3141 * away the bits that aren't reachable. */
3142 TrackStatus ts
= GetTileTrackStatus(gp
.new_tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(enterdir
));
3143 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3145 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3146 TrackBits red_signals
= TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts
) & reachable_trackdirs
);
3148 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3149 if (Rail90DegTurnDisallowed(GetTileRailType(gp
.old_tile
), GetTileRailType(gp
.new_tile
)) && prev
== nullptr) {
3150 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3151 * can be switched on halfway a turn */
3152 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3155 if (bits
== TRACK_BIT_NONE
) goto invalid_rail
;
3157 /* Check if the new tile constrains tracks that are compatible
3158 * with the current train, if not, bail out. */
3159 if (!CheckCompatibleRail(v
, gp
.new_tile
)) goto invalid_rail
;
3161 TrackBits chosen_track
;
3162 if (prev
== nullptr) {
3163 /* Currently the locomotive is active. Determine which one of the
3164 * available tracks to choose */
3165 chosen_track
= TrackToTrackBits(ChooseTrainTrack(v
, gp
.new_tile
, enterdir
, bits
, false, nullptr, true));
3166 assert(chosen_track
& (bits
| GetReservedTrackbits(gp
.new_tile
)));
3168 if (v
->force_proceed
!= TFP_NONE
&& IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
)) {
3169 /* For each signal we find decrease the counter by one.
3170 * We start at two, so the first signal we pass decreases
3171 * this to one, then if we reach the next signal it is
3172 * decreased to zero and we won't pass that new signal. */
3173 Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3174 if (HasSignalOnTrackdir(gp
.new_tile
, dir
) ||
3175 (HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(dir
)) &&
3176 GetSignalType(gp
.new_tile
, TrackdirToTrack(dir
)) != SIGTYPE_PBS
)) {
3177 /* However, we do not want to be stopped by PBS signals
3178 * entered via the back. */
3179 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3180 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3184 /* Check if it's a red signal and that force proceed is not clicked. */
3185 if ((red_signals
& chosen_track
) && v
->force_proceed
== TFP_NONE
) {
3186 /* In front of a red signal */
3187 Trackdir i
= FindFirstTrackdir(trackdirbits
);
3189 /* Don't handle stuck trains here. */
3190 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return false;
3192 if (!HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(i
))) {
3195 v
->progress
= 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3196 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* DAY_TICKS
* 2) return false;
3197 } else if (HasSignalOnTrackdir(gp
.new_tile
, i
)) {
3200 v
->progress
= 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3201 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* DAY_TICKS
* 2) {
3202 DiagDirection exitdir
= TrackdirToExitdir(i
);
3203 TileIndex o_tile
= TileAddByDiagDir(gp
.new_tile
, exitdir
);
3205 exitdir
= ReverseDiagDir(exitdir
);
3207 /* check if a train is waiting on the other side */
3208 if (!HasVehicleOnPos(o_tile
, &exitdir
, &CheckTrainAtSignal
)) return false;
3212 /* If we would reverse but are currently in a PBS block and
3213 * reversing of stuck trains is disabled, don't reverse.
3214 * This does not apply if the reason for reversing is a one-way
3215 * signal blocking us, because a train would then be stuck forever. */
3216 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(gp
.new_tile
, i
) &&
3217 UpdateSignalsOnSegment(v
->tile
, enterdir
, v
->owner
) == SIGSEG_PBS
) {
3218 v
->wait_counter
= 0;
3221 goto reverse_train_direction
;
3223 TryReserveRailTrack(gp
.new_tile
, TrackBitsToTrack(chosen_track
), false);
3226 /* The wagon is active, simply follow the prev vehicle. */
3227 if (prev
->tile
== gp
.new_tile
) {
3228 /* Choose the same track as prev */
3229 if (prev
->track
== TRACK_BIT_WORMHOLE
) {
3230 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3231 * However, just choose the track into the wormhole. */
3232 assert(IsTunnel(prev
->tile
));
3233 chosen_track
= bits
;
3235 chosen_track
= prev
->track
;
3238 /* Choose the track that leads to the tile where prev is.
3239 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3240 * I.e. when the tile between them has only space for a single vehicle like
3241 * 1) horizontal/vertical track tiles and
3242 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3243 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3245 static const TrackBits _connecting_track
[DIAGDIR_END
][DIAGDIR_END
] = {
3246 {TRACK_BIT_X
, TRACK_BIT_LOWER
, TRACK_BIT_NONE
, TRACK_BIT_LEFT
},
3247 {TRACK_BIT_UPPER
, TRACK_BIT_Y
, TRACK_BIT_LEFT
, TRACK_BIT_NONE
},
3248 {TRACK_BIT_NONE
, TRACK_BIT_RIGHT
, TRACK_BIT_X
, TRACK_BIT_UPPER
},
3249 {TRACK_BIT_RIGHT
, TRACK_BIT_NONE
, TRACK_BIT_LOWER
, TRACK_BIT_Y
}
3251 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3252 assert(IsValidDiagDirection(exitdir
));
3253 chosen_track
= _connecting_track
[enterdir
][exitdir
];
3255 chosen_track
&= bits
;
3258 /* Make sure chosen track is a valid track */
3260 chosen_track
== TRACK_BIT_X
|| chosen_track
== TRACK_BIT_Y
||
3261 chosen_track
== TRACK_BIT_UPPER
|| chosen_track
== TRACK_BIT_LOWER
||
3262 chosen_track
== TRACK_BIT_LEFT
|| chosen_track
== TRACK_BIT_RIGHT
);
3264 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3265 const byte
*b
= _initial_tile_subcoord
[FIND_FIRST_BIT(chosen_track
)][enterdir
];
3266 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3267 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3268 Direction chosen_dir
= (Direction
)b
[2];
3270 /* Call the landscape function and tell it that the vehicle entered the tile */
3271 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3272 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3276 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
3277 Track track
= FindFirstTrack(chosen_track
);
3278 Trackdir tdir
= TrackDirectionToTrackdir(track
, chosen_dir
);
3279 if (v
->IsFrontEngine() && HasPbsSignalOnTrackdir(gp
.new_tile
, tdir
)) {
3280 SetSignalStateByTrackdir(gp
.new_tile
, tdir
, SIGNAL_STATE_RED
);
3281 MarkTileDirtyByTile(gp
.new_tile
);
3284 /* Clear any track reservation when the last vehicle leaves the tile */
3285 if (v
->Next() == nullptr) ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3287 v
->tile
= gp
.new_tile
;
3289 if (GetTileRailType(gp
.new_tile
) != GetTileRailType(gp
.old_tile
)) {
3290 v
->First()->ConsistChanged(CCF_TRACK
);
3293 v
->track
= chosen_track
;
3297 /* We need to update signal status, but after the vehicle position hash
3298 * has been updated by UpdateInclination() */
3299 update_signals_crossing
= true;
3301 if (chosen_dir
!= v
->direction
) {
3302 if (prev
== nullptr && _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3303 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3304 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3305 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3307 direction_changed
= true;
3308 v
->direction
= chosen_dir
;
3311 if (v
->IsFrontEngine()) {
3312 v
->wait_counter
= 0;
3314 /* If we are approaching a crossing that is reserved, play the sound now. */
3315 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3316 if (crossing
!= INVALID_TILE
&& HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3318 /* Always try to extend the reservation when entering a tile. */
3319 CheckNextTrainTile(v
);
3322 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3323 /* The new position is the location where we want to stop */
3324 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3328 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
3329 /* Perform look-ahead on tunnel exit. */
3330 if (v
->IsFrontEngine()) {
3331 TryReserveRailTrack(gp
.new_tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp
.new_tile
)));
3332 CheckNextTrainTile(v
);
3334 /* Prevent v->UpdateInclination() being called with wrong parameters.
3335 * This could happen if the train was reversed inside the tunnel/bridge. */
3336 if (gp
.old_tile
== gp
.new_tile
) {
3337 gp
.old_tile
= GetOtherTunnelBridgeEnd(gp
.old_tile
);
3342 v
->UpdatePosition();
3343 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(true);
3348 /* update image of train, as well as delta XY */
3353 v
->UpdatePosition();
3355 /* update the Z position of the vehicle */
3356 int old_z
= v
->UpdateInclination(gp
.new_tile
!= gp
.old_tile
, false);
3358 if (prev
== nullptr) {
3359 /* This is the first vehicle in the train */
3360 AffectSpeedByZChange(v
, old_z
);
3363 if (update_signals_crossing
) {
3364 if (v
->IsFrontEngine()) {
3365 if (TrainMovedChangeSignals(gp
.new_tile
, enterdir
)) {
3366 /* We are entering a block with PBS signals right now, but
3367 * not through a PBS signal. This means we don't have a
3368 * reservation right now. As a conventional signal will only
3369 * ever be green if no other train is in the block, getting
3370 * a path should always be possible. If the player built
3371 * such a strange network that it is not possible, the train
3372 * will be marked as stuck and the player has to deal with
3374 if ((!HasReservedTracks(gp
.new_tile
, v
->track
) &&
3375 !TryReserveRailTrack(gp
.new_tile
, FindFirstTrack(v
->track
))) ||
3376 !TryPathReserve(v
)) {
3377 MarkTrainAsStuck(v
);
3382 /* Signals can only change when the first
3383 * (above) or the last vehicle moves. */
3384 if (v
->Next() == nullptr) {
3385 TrainMovedChangeSignals(gp
.old_tile
, ReverseDiagDir(enterdir
));
3386 if (IsLevelCrossingTile(gp
.old_tile
)) UpdateLevelCrossing(gp
.old_tile
);
3390 /* Do not check on every tick to save some computing time. */
3391 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) CheckNextTrainTile(v
);
3394 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
3399 /* We've reached end of line?? */
3400 if (prev
!= nullptr) error("Disconnecting train");
3402 reverse_train_direction
:
3404 v
->wait_counter
= 0;
3407 ReverseTrainDirection(v
);
3414 * Collect trackbits of all crashed train vehicles on a tile
3415 * @param v Vehicle passed from Find/HasVehicleOnPos()
3416 * @param data trackdirbits for the result
3417 * @return nullptr to iterate over all vehicles on the tile.
3419 static Vehicle
*CollectTrackbitsFromCrashedVehiclesEnum(Vehicle
*v
, void *data
)
3421 TrackBits
*trackbits
= (TrackBits
*)data
;
3423 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
3424 TrackBits train_tbits
= Train::From(v
)->track
;
3425 if (train_tbits
== TRACK_BIT_WORMHOLE
) {
3426 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3427 *trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
3428 } else if (train_tbits
!= TRACK_BIT_DEPOT
) {
3429 *trackbits
|= train_tbits
;
3437 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3438 * train, then goes to the last wagon and deletes that. Each call to this function
3439 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3440 * or inside a tunnel/bridge, recalculate the signals as they might need updating
3441 * @param v the Vehicle of which last wagon is to be removed
3443 static void DeleteLastWagon(Train
*v
)
3445 Train
*first
= v
->First();
3447 /* Go to the last wagon and delete the link pointing there
3448 * *u is then the one-before-last wagon, and *v the last
3449 * one which will physically be removed */
3451 for (; v
->Next() != nullptr; v
= v
->Next()) u
= v
;
3452 u
->SetNext(nullptr);
3455 /* Recalculate cached train properties */
3456 first
->ConsistChanged(CCF_ARRANGE
);
3457 /* Update the depot window if the first vehicle is in depot -
3458 * if v == first, then it is updated in PreDestructor() */
3459 if (first
->track
== TRACK_BIT_DEPOT
) {
3460 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
3462 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
3465 /* 'v' shouldn't be accessed after it has been deleted */
3466 TrackBits trackbits
= v
->track
;
3467 TileIndex tile
= v
->tile
;
3468 Owner owner
= v
->owner
;
3471 v
= nullptr; // make sure nobody will try to read 'v' anymore
3473 if (trackbits
== TRACK_BIT_WORMHOLE
) {
3474 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3475 trackbits
= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile
));
3478 Track track
= TrackBitsToTrack(trackbits
);
3479 if (HasReservedTracks(tile
, trackbits
)) {
3480 UnreserveRailTrack(tile
, track
);
3482 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3483 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
3484 FindVehicleOnPos(tile
, &remaining_trackbits
, CollectTrackbitsFromCrashedVehiclesEnum
);
3486 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3487 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
3489 FOR_EACH_SET_TRACK(t
, remaining_trackbits
) TryReserveRailTrack(tile
, t
);
3492 /* check if the wagon was on a road/rail-crossing */
3493 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
3495 /* Update signals */
3496 if (IsTileType(tile
, MP_TUNNELBRIDGE
) || IsRailDepotTile(tile
)) {
3497 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
3499 SetSignalsOnBothDir(tile
, track
, owner
);
3504 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3505 * @param v First crashed vehicle.
3507 static void ChangeTrainDirRandomly(Train
*v
)
3509 static const DirDiff delta
[] = {
3510 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
3514 /* We don't need to twist around vehicles if they're not visible */
3515 if (!(v
->vehstatus
& VS_HIDDEN
)) {
3516 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
3517 /* Refrain from updating the z position of the vehicle when on
3518 * a bridge, because UpdateInclination() will put the vehicle under
3519 * the bridge in that case */
3520 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3521 v
->UpdatePosition();
3522 v
->UpdateInclination(false, true);
3524 v
->UpdateViewport(false, true);
3527 } while ((v
= v
->Next()) != nullptr);
3531 * Handle a crashed train.
3532 * @param v First train vehicle.
3533 * @return %Vehicle chain still exists.
3535 static bool HandleCrashedTrain(Train
*v
)
3537 int state
= ++v
->crash_anim_pos
;
3539 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
3540 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
3544 if (state
<= 200 && Chance16R(1, 7, r
)) {
3545 int index
= (r
* 10 >> 16);
3552 CreateEffectVehicleRel(u
,
3556 EV_EXPLOSION_SMALL
);
3559 } while ((u
= u
->Next()) != nullptr);
3562 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
3564 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
3565 bool ret
= v
->Next() != nullptr;
3573 /** Maximum speeds for train that is broken down or approaching line end */
3574 static const uint16 _breakdown_speeds
[16] = {
3575 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3580 * Train is approaching line end, slow down and possibly reverse
3582 * @param v front train engine
3583 * @param signal not line end, just a red signal
3584 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3585 * @return true iff we did NOT have to reverse
3587 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
3589 /* Calc position within the current tile */
3590 uint x
= v
->x_pos
& 0xF;
3591 uint y
= v
->y_pos
& 0xF;
3593 /* for diagonal directions, 'x' will be 0..15 -
3594 * for other directions, it will be 1, 3, 5, ..., 15 */
3595 switch (v
->direction
) {
3596 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
3597 case DIR_NW
: x
= y
; FALLTHROUGH
;
3598 case DIR_NE
: x
= ~x
+ 16; break;
3599 case DIR_E
: x
= ~x
+ y
+ 9; break;
3600 case DIR_SE
: x
= y
; break;
3601 case DIR_S
: x
= x
+ y
- 7; break;
3602 case DIR_W
: x
= ~y
+ x
+ 9; break;
3606 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3607 * does not cross the tile boundary when we do reverse, but as the vehicle's
3608 * location is based on their center, use half a vehicle's length as offset.
3609 * Multiply the half-length by two for straight directions to compensate that
3610 * we only get odd x offsets there. */
3611 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
3612 /* we are too near the tile end, reverse now */
3614 if (reverse
) ReverseTrainDirection(v
);
3619 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3620 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
3621 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3628 * Determines whether train would like to leave the tile
3629 * @param v train to test
3630 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
3632 static bool TrainCanLeaveTile(const Train
*v
)
3634 /* Exit if inside a tunnel/bridge or a depot */
3635 if (v
->track
== TRACK_BIT_WORMHOLE
|| v
->track
== TRACK_BIT_DEPOT
) return false;
3637 TileIndex tile
= v
->tile
;
3639 /* entering a tunnel/bridge? */
3640 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
3641 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
3642 if (DiagDirToDir(dir
) == v
->direction
) return false;
3645 /* entering a depot? */
3646 if (IsRailDepotTile(tile
)) {
3647 DiagDirection dir
= ReverseDiagDir(GetRailDepotDirection(tile
));
3648 if (DiagDirToDir(dir
) == v
->direction
) return false;
3656 * Determines whether train is approaching a rail-road crossing
3657 * (thus making it barred)
3658 * @param v front engine of train
3659 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
3660 * @pre v in non-crashed front engine
3662 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
3664 assert(v
->IsFrontEngine());
3665 assert(!(v
->vehstatus
& VS_CRASHED
));
3667 if (!TrainCanLeaveTile(v
)) return INVALID_TILE
;
3669 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3670 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3672 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3673 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
3674 !CheckCompatibleRail(v
, tile
)) {
3675 return INVALID_TILE
;
3683 * Checks for line end. Also, bars crossing at next tile if needed
3685 * @param v vehicle we are checking
3686 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3687 * @return true iff we did NOT have to reverse
3689 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
3691 /* First, handle broken down train */
3693 int t
= v
->breakdown_ctr
;
3695 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3697 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
3698 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3700 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
3703 if (!TrainCanLeaveTile(v
)) return true;
3705 /* Determine the non-diagonal direction in which we will exit this tile */
3706 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3707 /* Calculate next tile */
3708 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3710 /* Determine the track status on the next tile */
3711 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(dir
));
3712 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
3714 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3715 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
3717 /* We are sure the train is not entering a depot, it is detected above */
3719 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3720 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3721 if (Rail90DegTurnDisallowed(GetTileRailType(v
->tile
), GetTileRailType(tile
))) {
3722 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3725 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3726 if (bits
== TRACK_BIT_NONE
|| !CheckCompatibleRail(v
, tile
)) {
3727 return TrainApproachingLineEnd(v
, false, reverse
);
3730 /* approaching red signal */
3731 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
3733 /* approaching a rail/road crossing? then make it red */
3734 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
3740 static bool TrainLocoHandler(Train
*v
, bool mode
)
3742 /* train has crashed? */
3743 if (v
->vehstatus
& VS_CRASHED
) {
3744 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
3747 if (v
->force_proceed
!= TFP_NONE
) {
3748 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3749 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3752 /* train is broken down? */
3753 if (v
->HandleBreakdown()) return true;
3755 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
3756 ReverseTrainDirection(v
);
3759 /* exit if train is stopped */
3760 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
3762 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
3763 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
3764 v
->wait_counter
= 0;
3767 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3768 ReverseTrainDirection(v
);
3770 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
3771 /* Try to reserve a path when leaving the station as we
3772 * might not be marked as wanting a reservation, e.g.
3773 * when an overlength train gets turned around in a station. */
3774 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3775 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
3777 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
3778 TryPathReserve(v
, true, true);
3780 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3783 v
->HandleLoading(mode
);
3785 if (v
->current_order
.IsType(OT_LOADING
)) return true;
3787 if (CheckTrainStayInDepot(v
)) return true;
3789 if (!mode
) v
->ShowVisualEffect();
3791 /* We had no order but have an order now, do look ahead. */
3792 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
3793 CheckNextTrainTile(v
);
3796 /* Handle stuck trains. */
3797 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
3800 /* Should we try reversing this tick if still stuck? */
3801 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
3803 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
3804 if (!TryPathReserve(v
)) {
3806 if (turn_around
) ReverseTrainDirection(v
);
3808 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
3809 /* Show message to player. */
3810 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
3811 SetDParam(0, v
->index
);
3812 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
3814 v
->wait_counter
= 0;
3816 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3817 if (v
->force_proceed
== TFP_NONE
) return true;
3818 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3819 v
->wait_counter
= 0;
3820 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3824 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
3825 v
->current_order
.Free();
3826 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3830 int j
= v
->UpdateSpeed();
3832 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3833 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
3834 /* If we manually stopped, we're not force-proceeding anymore. */
3835 v
->force_proceed
= TFP_NONE
;
3836 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3839 int adv_spd
= v
->GetAdvanceDistance();
3841 /* if the vehicle has speed 0, update the last_speed field. */
3842 if (v
->cur_speed
== 0) v
->SetLastSpeed();
3844 TrainCheckIfLineEnds(v
);
3845 /* Loop until the train has finished moving. */
3848 TrainController(v
, nullptr);
3849 /* Don't continue to move if the train crashed. */
3850 if (CheckTrainCollision(v
)) break;
3851 /* Determine distance to next map position */
3852 adv_spd
= v
->GetAdvanceDistance();
3854 /* No more moving this tick */
3855 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
3857 OrderType order_type
= v
->current_order
.GetType();
3858 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3859 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
3860 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
3861 IsTileType(v
->tile
, MP_STATION
) &&
3862 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
3869 for (Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
3870 if ((u
->vehstatus
& VS_HIDDEN
) != 0) continue;
3872 u
->UpdateViewport(false, false);
3875 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
3881 * Get running cost for the train consist.
3882 * @return Yearly running costs.
3884 Money
Train::GetRunningCost() const
3887 const Train
*v
= this;
3890 const Engine
*e
= v
->GetEngine();
3891 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
3893 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
3894 if (cost_factor
== 0) continue;
3896 /* Halve running cost for multiheaded parts */
3897 if (v
->IsMultiheaded()) cost_factor
/= 2;
3899 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
3900 } while ((v
= v
->GetNextVehicle()) != nullptr);
3906 * Update train vehicle data for a tick.
3907 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
3911 PerformanceAccumulator
framerate(PFE_GL_TRAINS
);
3913 this->tick_counter
++;
3915 if (this->IsFrontEngine()) {
3916 if (!(this->vehstatus
& VS_STOPPED
) || this->cur_speed
> 0) this->running_ticks
++;
3918 this->current_order_time
++;
3920 if (!TrainLocoHandler(this, false)) return false;
3922 return TrainLocoHandler(this, true);
3923 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
3924 /* Delete flooded standalone wagon chain */
3925 if (++this->crash_anim_pos
>= 4400) {
3935 * Check whether a train needs service, and if so, find a depot or service it.
3936 * @return v %Train to check.
3938 static void CheckIfTrainNeedsService(Train
*v
)
3940 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
3941 if (v
->IsChainInDepot()) {
3942 VehicleServiceInDepot(v
);
3947 switch (_settings_game
.pf
.pathfinder_for_trains
) {
3948 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
3949 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
3950 default: NOT_REACHED();
3953 FindDepotData tfdd
= FindClosestTrainDepot(v
, max_penalty
);
3954 /* Only go to the depot if it is not too far out of our way. */
3955 if (tfdd
.best_length
== UINT_MAX
|| tfdd
.best_length
> max_penalty
) {
3956 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
3957 /* If we were already heading for a depot but it has
3958 * suddenly moved farther away, we continue our normal
3960 v
->current_order
.MakeDummy();
3961 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3966 DepotID depot
= GetDepotIndex(tfdd
.tile
);
3968 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
3969 v
->current_order
.GetDestination() != depot
&&
3974 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
3975 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
3976 v
->dest_tile
= tfdd
.tile
;
3977 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3980 /** Update day counters of the train vehicle. */
3981 void Train::OnNewDay()
3985 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
3987 if (this->IsFrontEngine()) {
3988 CheckVehicleBreakdown(this);
3990 CheckIfTrainNeedsService(this);
3994 /* update destination */
3995 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
3996 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
3997 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4000 if (this->running_ticks
!= 0) {
4002 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4004 this->profit_this_year
-= cost
.GetCost();
4005 this->running_ticks
= 0;
4007 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4009 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4010 SetWindowClassesDirty(WC_TRAINS_LIST
);
4016 * Get the tracks of the train vehicle.
4017 * @return Current tracks of the vehicle.
4019 Trackdir
Train::GetVehicleTrackdir() const
4021 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
4023 if (this->track
== TRACK_BIT_DEPOT
) {
4024 /* We'll assume the train is facing outwards */
4025 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile
)); // Train in depot
4028 if (this->track
== TRACK_BIT_WORMHOLE
) {
4029 /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4030 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
4033 return TrackDirectionToTrackdir(FindFirstTrack(this->track
), this->direction
);