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"
37 #include "train_cmd.h"
40 #include "table/strings.h"
41 #include "table/train_sprites.h"
43 #include "safeguards.h"
45 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
);
46 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
47 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
48 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
49 static void CheckIfTrainNeedsService(Train
*v
);
50 static void CheckNextTrainTile(Train
*v
);
52 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
53 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
56 bool IsValidImageIndex
<VEH_TRAIN
>(uint8 image_index
)
58 return image_index
< lengthof(_engine_sprite_base
);
63 * Return the cargo weight multiplier to use for a rail vehicle
64 * @param cargo Cargo type to get multiplier for
65 * @return Cargo weight multiplier
67 byte
FreightWagonMult(CargoID cargo
)
69 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
70 return _settings_game
.vehicle
.freight_trains
;
73 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
74 void CheckTrainsLengths()
78 for (const Train
*v
: Train::Iterate()) {
79 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
80 for (const Train
*u
= v
, *w
= v
->Next(); w
!= nullptr; u
= w
, w
= w
->Next()) {
81 if (u
->track
!= TRACK_BIT_DEPOT
) {
82 if ((w
->track
!= TRACK_BIT_DEPOT
&&
83 std::max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
84 (w
->track
== TRACK_BIT_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
85 SetDParam(0, v
->index
);
86 SetDParam(1, v
->owner
);
87 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
89 if (!_networking
&& first
) {
91 Command
<CMD_PAUSE
>::Post(PM_PAUSED_ERROR
, true);
93 /* Break so we warn only once for each train. */
103 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
104 * to/removed from the chain, and when the game is loaded.
105 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
106 * @param allowed_changes Stuff that is allowed to change.
108 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
110 uint16 max_speed
= UINT16_MAX
;
112 assert(this->IsFrontEngine() || this->IsFreeWagon());
114 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
115 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
116 this->gcache
.cached_total_length
= 0;
117 this->compatible_railtypes
= RAILTYPES_NONE
;
119 bool train_can_tilt
= true;
120 int min_curve_speed_mod
= INT_MAX
;
122 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
123 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
125 /* Check the this->first cache. */
126 assert(u
->First() == this);
128 /* update the 'first engine' */
129 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
130 u
->railtype
= rvi_u
->railtype
;
132 if (u
->IsEngine()) first_engine
= u
->engine_type
;
134 /* Set user defined data to its default value */
135 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
136 this->InvalidateNewGRFCache();
137 u
->InvalidateNewGRFCache();
140 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
141 /* Update user defined data (must be done before other properties) */
142 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
143 this->InvalidateNewGRFCache();
144 u
->InvalidateNewGRFCache();
147 for (Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
148 const Engine
*e_u
= u
->GetEngine();
149 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
151 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
152 min_curve_speed_mod
= std::min(min_curve_speed_mod
, u
->GetCurveSpeedModifier());
154 /* Cache wagon override sprite group. nullptr is returned if there is none */
155 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
157 /* Reset colour map */
158 u
->colourmap
= PAL_NONE
;
160 /* Update powered-wagon-status and visual effect */
161 u
->UpdateVisualEffect(true);
163 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
164 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
165 /* wagon is powered */
166 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
168 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
171 if (!u
->IsArticulatedPart()) {
172 /* Do not count powered wagons for the compatible railtypes, as wagons always
173 have railtype normal */
174 if (rvi_u
->power
> 0) {
175 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
178 /* Some electric engines can be allowed to run on normal rail. It happens to all
179 * existing electric engines when elrails are disabled and then re-enabled */
180 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
181 u
->railtype
= RAILTYPE_RAIL
;
182 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
185 /* max speed is the minimum of the speed limits of all vehicles in the consist */
186 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
187 uint16 speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
188 if (speed
!= 0) max_speed
= std::min(speed
, max_speed
);
192 uint16 new_cap
= e_u
->DetermineCapacity(u
);
193 if (allowed_changes
& CCF_CAPACITY
) {
194 /* Update vehicle capacity. */
195 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
196 u
->refit_cap
= std::min(new_cap
, u
->refit_cap
);
197 u
->cargo_cap
= new_cap
;
199 /* Verify capacity hasn't changed. */
200 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
202 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
204 /* check the vehicle length (callback) */
205 uint16 veh_len
= CALLBACK_FAILED
;
206 if (e_u
->GetGRF() != nullptr && e_u
->GetGRF()->grf_version
>= 8) {
207 /* Use callback 36 */
208 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
210 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
211 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
213 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
214 /* Use callback 11 */
215 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
217 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
218 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
220 if (allowed_changes
& CCF_LENGTH
) {
221 /* Update vehicle length. */
222 u
->gcache
.cached_veh_length
= veh_len
;
224 /* Verify length hasn't changed. */
225 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
228 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
229 this->InvalidateNewGRFCache();
230 u
->InvalidateNewGRFCache();
233 /* store consist weight/max speed in cache */
234 this->vcache
.cached_max_speed
= max_speed
;
235 this->tcache
.cached_tilt
= train_can_tilt
;
236 this->tcache
.cached_curve_speed_mod
= min_curve_speed_mod
;
237 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
239 /* 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) */
240 this->CargoChanged();
242 if (this->IsFrontEngine()) {
243 this->UpdateAcceleration();
244 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
245 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
246 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
247 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
252 * Get the stop location of (the center) of the front vehicle of a train at
253 * a platform of a station.
254 * @param station_id the ID of the station where we're stopping
255 * @param tile the tile where the vehicle currently is
256 * @param v the vehicle to get the stop location of
257 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
258 * @param station_length 'return' the station length in 1/16th tiles
259 * @return the location, calculated from the begin of the station to stop at.
261 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
263 const Station
*st
= Station::Get(station_id
);
264 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
265 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
267 /* Default to the middle of the station for stations stops that are not in
268 * the order list like intermediate stations when non-stop is disabled */
269 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
270 if (v
->gcache
.cached_total_length
>= *station_length
) {
271 /* The train is longer than the station, make it stop at the far end of the platform */
272 osl
= OSL_PLATFORM_FAR_END
;
273 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
274 osl
= v
->current_order
.GetStopLocation();
277 /* The stop location of the FRONT! of the train */
280 default: NOT_REACHED();
282 case OSL_PLATFORM_NEAR_END
:
283 stop
= v
->gcache
.cached_total_length
;
286 case OSL_PLATFORM_MIDDLE
:
287 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
290 case OSL_PLATFORM_FAR_END
:
291 stop
= *station_length
;
295 /* Subtract half the front vehicle length of the train so we get the real
296 * stop location of the train. */
297 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
302 * Computes train speed limit caused by curves
303 * @return imposed speed limit
305 int Train::GetCurveSpeedLimit() const
307 assert(this->First() == this);
309 static const int absolute_max_speed
= UINT16_MAX
;
310 int max_speed
= absolute_max_speed
;
312 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
314 int curvecount
[2] = {0, 0};
316 /* first find the curve speed limit */
321 for (const Vehicle
*u
= this; u
->Next() != nullptr; u
= u
->Next(), pos
++) {
322 Direction this_dir
= u
->direction
;
323 Direction next_dir
= u
->Next()->direction
;
325 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
326 if (dirdiff
== DIRDIFF_SAME
) continue;
328 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
329 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
330 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
333 sum
+= pos
- lastpos
;
334 if (pos
- lastpos
== 1 && max_speed
> 88) {
341 /* if we have a 90 degree turn, fix the speed limit to 60 */
342 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
347 if (numcurve
> 0 && max_speed
> 88) {
348 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
349 max_speed
= absolute_max_speed
;
352 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
356 if (max_speed
!= absolute_max_speed
) {
357 /* Apply the current railtype's curve speed advantage */
358 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(this->tile
));
359 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
361 if (this->tcache
.cached_tilt
) {
362 /* Apply max_speed bonus of 20% for a tilting train */
363 max_speed
+= max_speed
/ 5;
366 /* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
367 * and clamp the result to an acceptable range. */
368 max_speed
+= (max_speed
* this->tcache
.cached_curve_speed_mod
) / 256;
369 max_speed
= Clamp(max_speed
, 2, absolute_max_speed
);
376 * Calculates the maximum speed of the vehicle under its current conditions.
377 * @return Maximum speed of the vehicle.
379 int Train::GetCurrentMaxSpeed() const
381 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
382 this->gcache
.cached_max_track_speed
:
383 this->tcache
.cached_max_curve_speed
;
385 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
386 StationID sid
= GetStationIndex(this->tile
);
387 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
390 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
392 /* The distance to go is whatever is still ahead of the train minus the
393 * distance from the train's stop location to the end of the platform */
394 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
396 if (distance_to_go
> 0) {
397 int st_max_speed
= 120;
399 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
400 if (max_speed
> (this->cur_speed
- delta_v
)) {
401 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
404 st_max_speed
= std::max(st_max_speed
, 25 * distance_to_go
);
405 max_speed
= std::min(max_speed
, st_max_speed
);
410 for (const Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
411 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->track
== TRACK_BIT_DEPOT
) {
412 max_speed
= std::min(max_speed
, 61);
416 /* Vehicle is on the middle part of a bridge. */
417 if (u
->track
== TRACK_BIT_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
418 max_speed
= std::min
<int>(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
);
422 max_speed
= std::min
<int>(max_speed
, this->current_order
.GetMaxSpeed());
423 return std::min
<int>(max_speed
, this->gcache
.cached_max_track_speed
);
426 /** Update acceleration of the train from the cached power and weight. */
427 void Train::UpdateAcceleration()
429 assert(this->IsFrontEngine() || this->IsFreeWagon());
431 uint power
= this->gcache
.cached_power
;
432 uint weight
= this->gcache
.cached_weight
;
434 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
438 * Get the width of a train vehicle image in the GUI.
439 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
440 * @return Width in pixels
442 int Train::GetDisplayImageWidth(Point
*offset
) const
444 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
445 int vehicle_pitch
= 0;
447 const Engine
*e
= this->GetEngine();
448 if (e
->GetGRF() != nullptr && is_custom_sprite(e
->u
.rail
.image_index
)) {
449 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
450 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
453 if (offset
!= nullptr) {
454 offset
->x
= ScaleGUITrad(reference_width
) / 2;
455 offset
->y
= ScaleGUITrad(vehicle_pitch
);
457 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
460 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
462 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
463 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
467 * Get the sprite to display the train.
468 * @param direction Direction of view/travel.
469 * @param image_type Visualisation context.
470 * @return Sprite to display.
472 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
474 uint8 spritenum
= this->spritenum
;
476 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
478 if (is_custom_sprite(spritenum
)) {
479 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
480 if (result
->IsValid()) return;
482 spritenum
= this->GetEngine()->original_image_index
;
485 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
486 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
488 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
493 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
495 const Engine
*e
= Engine::Get(engine
);
496 Direction dir
= rear_head
? DIR_E
: DIR_W
;
497 uint8 spritenum
= e
->u
.rail
.image_index
;
499 if (is_custom_sprite(spritenum
)) {
500 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
501 if (result
->IsValid()) {
502 if (e
->GetGRF() != nullptr) {
503 y
+= ScaleGUITrad(e
->GetGRF()->traininfo_vehicle_pitch
);
508 spritenum
= Engine::Get(engine
)->original_image_index
;
511 if (rear_head
) spritenum
++;
513 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
516 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
518 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
522 VehicleSpriteSeq seqf
, seqr
;
523 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
524 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
527 seqf
.GetBounds(&rectf
);
528 seqr
.GetBounds(&rectr
);
530 preferred_x
= Clamp(preferred_x
,
531 left
- UnScaleGUI(rectf
.left
) + ScaleGUITrad(14),
532 right
- UnScaleGUI(rectr
.right
) - ScaleGUITrad(15));
534 seqf
.Draw(preferred_x
- ScaleGUITrad(14), yf
, pal
, pal
== PALETTE_CRASH
);
535 seqr
.Draw(preferred_x
+ ScaleGUITrad(15), yr
, pal
, pal
== PALETTE_CRASH
);
537 VehicleSpriteSeq seq
;
538 GetRailIcon(engine
, false, y
, image_type
, &seq
);
541 seq
.GetBounds(&rect
);
542 preferred_x
= Clamp(preferred_x
,
543 left
- UnScaleGUI(rect
.left
),
544 right
- UnScaleGUI(rect
.right
));
546 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
551 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
552 * @param engine The engine to get the sprite from.
553 * @param[out] width The width of the sprite.
554 * @param[out] height The height of the sprite.
555 * @param[out] xoffs Number of pixels to shift the sprite to the right.
556 * @param[out] yoffs Number of pixels to shift the sprite downwards.
557 * @param image_type Context the sprite is used in.
559 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
563 VehicleSpriteSeq seq
;
564 GetRailIcon(engine
, false, y
, image_type
, &seq
);
567 seq
.GetBounds(&rect
);
569 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
570 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
571 xoffs
= UnScaleGUI(rect
.left
);
572 yoffs
= UnScaleGUI(rect
.top
);
574 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
575 GetRailIcon(engine
, true, y
, image_type
, &seq
);
576 seq
.GetBounds(&rect
);
578 /* Calculate values relative to an imaginary center between the two sprites. */
579 width
= ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
580 height
= std::max
<uint
>(height
, UnScaleGUI(rect
.bottom
- rect
.top
+ 1));
581 xoffs
= xoffs
- ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
582 yoffs
= std::min(yoffs
, UnScaleGUI(rect
.top
));
587 * Build a railroad wagon.
588 * @param flags type of operation.
589 * @param tile tile of the depot where rail-vehicle is built.
590 * @param e the engine to build.
591 * @param[out] ret the vehicle that has been built.
592 * @return the cost of this operation or an error.
594 static CommandCost
CmdBuildRailWagon(DoCommandFlag flags
, TileIndex tile
, const Engine
*e
, Vehicle
**ret
)
596 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
598 /* Check that the wagon can drive on the track in question */
599 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
601 if (flags
& DC_EXEC
) {
602 Train
*v
= new Train();
604 v
->spritenum
= rvi
->image_index
;
606 v
->engine_type
= e
->index
;
607 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
609 DiagDirection dir
= GetRailDepotDirection(tile
);
611 v
->direction
= DiagDirToDir(dir
);
614 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
615 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
619 v
->z_pos
= GetSlopePixelZ(x
, y
);
620 v
->owner
= _current_company
;
621 v
->track
= TRACK_BIT_DEPOT
;
622 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
627 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
629 v
->cargo_type
= e
->GetDefaultCargoType();
630 v
->cargo_cap
= rvi
->capacity
;
633 v
->railtype
= rvi
->railtype
;
635 v
->date_of_last_service
= _date
;
636 v
->build_year
= _cur_year
;
637 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
638 v
->random_bits
= VehicleRandomBits();
640 v
->group_id
= DEFAULT_GROUP
;
642 AddArticulatedParts(v
);
645 v
->First()->ConsistChanged(CCF_ARRANGE
);
646 UpdateTrainGroupID(v
->First());
648 CheckConsistencyOfArticulatedVehicle(v
);
650 /* Try to connect the vehicle to one of free chains of wagons. */
651 for (Train
*w
: Train::Iterate()) {
652 if (w
->tile
== tile
&& ///< Same depot
653 w
->IsFreeWagon() && ///< A free wagon chain
654 w
->engine_type
== e
->index
&& ///< Same type
655 w
->First() != v
&& ///< Don't connect to ourself
656 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
657 if (Command
<CMD_MOVE_RAIL_VEHICLE
>::Do(DC_EXEC
, v
->index
, w
->Last()->index
, true).Succeeded()) {
664 return CommandCost();
667 /** Move all free vehicles in the depot to the train */
668 static void NormalizeTrainVehInDepot(const Train
*u
)
670 for (const Train
*v
: Train::Iterate()) {
671 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
672 v
->track
== TRACK_BIT_DEPOT
) {
673 if (Command
<CMD_MOVE_RAIL_VEHICLE
>::Do(DC_EXEC
, v
->index
, u
->index
, true).Failed()) {
680 static void AddRearEngineToMultiheadedTrain(Train
*v
)
682 Train
*u
= new Train();
685 u
->direction
= v
->direction
;
691 u
->track
= TRACK_BIT_DEPOT
;
692 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
693 u
->spritenum
= v
->spritenum
+ 1;
694 u
->cargo_type
= v
->cargo_type
;
695 u
->cargo_subtype
= v
->cargo_subtype
;
696 u
->cargo_cap
= v
->cargo_cap
;
697 u
->refit_cap
= v
->refit_cap
;
698 u
->railtype
= v
->railtype
;
699 u
->engine_type
= v
->engine_type
;
700 u
->date_of_last_service
= v
->date_of_last_service
;
701 u
->build_year
= v
->build_year
;
702 u
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
703 u
->random_bits
= VehicleRandomBits();
709 /* Now we need to link the front and rear engines together */
710 v
->other_multiheaded_part
= u
;
711 u
->other_multiheaded_part
= v
;
715 * Build a railroad vehicle.
716 * @param flags type of operation.
717 * @param tile tile of the depot where rail-vehicle is built.
718 * @param e the engine to build.
719 * @param free_cars add any free cars to the train.
720 * @param[out] ret the vehicle that has been built.
721 * @return the cost of this operation or an error.
723 CommandCost
CmdBuildRailVehicle(DoCommandFlag flags
, TileIndex tile
, const Engine
*e
, bool free_cars
, Vehicle
**ret
)
725 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
727 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(flags
, tile
, e
, ret
);
729 /* Check if depot and new engine uses the same kind of tracks *
730 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
731 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
733 if (flags
& DC_EXEC
) {
734 DiagDirection dir
= GetRailDepotDirection(tile
);
735 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
736 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
738 Train
*v
= new Train();
740 v
->direction
= DiagDirToDir(dir
);
742 v
->owner
= _current_company
;
745 v
->z_pos
= GetSlopePixelZ(x
, y
);
746 v
->track
= TRACK_BIT_DEPOT
;
747 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
748 v
->spritenum
= rvi
->image_index
;
749 v
->cargo_type
= e
->GetDefaultCargoType();
750 v
->cargo_cap
= rvi
->capacity
;
752 v
->last_station_visited
= INVALID_STATION
;
753 v
->last_loading_station
= INVALID_STATION
;
755 v
->engine_type
= e
->index
;
756 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
758 v
->reliability
= e
->reliability
;
759 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
760 v
->max_age
= e
->GetLifeLengthInDays();
762 v
->railtype
= rvi
->railtype
;
764 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
765 v
->date_of_last_service
= _date
;
766 v
->build_year
= _cur_year
;
767 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
768 v
->random_bits
= VehicleRandomBits();
770 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
771 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
773 v
->group_id
= DEFAULT_GROUP
;
780 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
781 AddRearEngineToMultiheadedTrain(v
);
783 AddArticulatedParts(v
);
786 v
->ConsistChanged(CCF_ARRANGE
);
787 UpdateTrainGroupID(v
);
789 if (free_cars
&& !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
790 NormalizeTrainVehInDepot(v
);
793 CheckConsistencyOfArticulatedVehicle(v
);
796 return CommandCost();
799 static Train
*FindGoodVehiclePos(const Train
*src
)
801 EngineID eng
= src
->engine_type
;
802 TileIndex tile
= src
->tile
;
804 for (Train
*dst
: Train::Iterate()) {
805 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
806 /* check so all vehicles in the line have the same engine. */
808 while (t
->engine_type
== eng
) {
810 if (t
== nullptr) return dst
;
818 /** Helper type for lists/vectors of trains */
819 typedef std::vector
<Train
*> TrainList
;
822 * Make a backup of a train into a train list.
823 * @param list to make the backup in
824 * @param t the train to make the backup of
826 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
828 for (; t
!= nullptr; t
= t
->Next()) list
.push_back(t
);
832 * Restore the train from the backup list.
833 * @param list the train to restore.
835 static void RestoreTrainBackup(TrainList
&list
)
837 /* No train, nothing to do. */
838 if (list
.size() == 0) return;
840 Train
*prev
= nullptr;
841 /* Iterate over the list and rebuild it. */
842 for (Train
*t
: list
) {
843 if (prev
!= nullptr) {
845 } else if (t
->Previous() != nullptr) {
846 /* Make sure the head of the train is always the first in the chain. */
847 t
->Previous()->SetNext(nullptr);
854 * Remove the given wagon from its consist.
855 * @param part the part of the train to remove.
856 * @param chain whether to remove the whole chain.
858 static void RemoveFromConsist(Train
*part
, bool chain
= false)
860 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
862 /* Unlink at the front, but make it point to the next
863 * vehicle after the to be remove part. */
864 if (part
->Previous() != nullptr) part
->Previous()->SetNext(tail
->Next());
866 /* Unlink at the back */
867 tail
->SetNext(nullptr);
871 * Inserts a chain into the train at dst.
872 * @param dst the place where to append after.
873 * @param chain the chain to actually add.
875 static void InsertInConsist(Train
*dst
, Train
*chain
)
877 /* We do not want to add something in the middle of an articulated part. */
878 assert(dst
!= nullptr && (dst
->Next() == nullptr || !dst
->Next()->IsArticulatedPart()));
880 chain
->Last()->SetNext(dst
->Next());
885 * Normalise the dual heads in the train, i.e. if one is
886 * missing move that one to this train.
887 * @param t the train to normalise.
889 static void NormaliseDualHeads(Train
*t
)
891 for (; t
!= nullptr; t
= t
->GetNextVehicle()) {
892 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
894 /* Make sure that there are no free cars before next engine */
896 for (u
= t
; u
->Next() != nullptr && !u
->Next()->IsEngine(); u
= u
->Next()) {}
898 if (u
== t
->other_multiheaded_part
) continue;
900 /* Remove the part from the 'wrong' train */
901 RemoveFromConsist(t
->other_multiheaded_part
);
902 /* And add it to the 'right' train */
903 InsertInConsist(u
, t
->other_multiheaded_part
);
908 * Normalise the sub types of the parts in this chain.
909 * @param chain the chain to normalise.
911 static void NormaliseSubtypes(Train
*chain
)
914 if (chain
== nullptr) return;
916 /* We must be the first in the chain. */
917 assert(chain
->Previous() == nullptr);
919 /* Set the appropriate bits for the first in the chain. */
920 if (chain
->IsWagon()) {
921 chain
->SetFreeWagon();
923 assert(chain
->IsEngine());
924 chain
->SetFrontEngine();
927 /* Now clear the bits for the rest of the chain */
928 for (Train
*t
= chain
->Next(); t
!= nullptr; t
= t
->Next()) {
930 t
->ClearFrontEngine();
935 * Check/validate whether we may actually build a new train.
936 * @note All vehicles are/were 'heads' of their chains.
937 * @param original_dst The original destination chain.
938 * @param dst The destination chain after constructing the train.
939 * @param original_src The original source chain.
940 * @param src The source chain after constructing the train.
941 * @return possible error of this command.
943 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
945 /* Just add 'new' engines and subtract the original ones.
946 * If that's less than or equal to 0 we can be sure we did
947 * not add any engines (read: trains) along the way. */
948 if ((src
!= nullptr && src
->IsEngine() ? 1 : 0) +
949 (dst
!= nullptr && dst
->IsEngine() ? 1 : 0) -
950 (original_src
!= nullptr && original_src
->IsEngine() ? 1 : 0) -
951 (original_dst
!= nullptr && original_dst
->IsEngine() ? 1 : 0) <= 0) {
952 return CommandCost();
955 /* Get a free unit number and check whether it's within the bounds.
956 * There will always be a maximum of one new train. */
957 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
959 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
963 * Check whether the train parts can be attached.
964 * @param t the train to check
965 * @return possible error of this command.
967 static CommandCost
CheckTrainAttachment(Train
*t
)
969 /* No multi-part train, no need to check. */
970 if (t
== nullptr || t
->Next() == nullptr) return CommandCost();
972 /* The maximum length for a train. For each part we decrease this by one
973 * and if the result is negative the train is simply too long. */
974 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
976 /* For free-wagon chains, check if they are within the max_train_length limit. */
977 if (!t
->IsEngine()) {
979 while (t
!= nullptr) {
980 allowed_len
-= t
->gcache
.cached_veh_length
;
985 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
986 return CommandCost();
992 /* Break the prev -> t link so it always holds within the loop. */
994 prev
->SetNext(nullptr);
996 /* Make sure the cache is cleared. */
997 head
->InvalidateNewGRFCache();
999 while (t
!= nullptr) {
1000 allowed_len
-= t
->gcache
.cached_veh_length
;
1002 Train
*next
= t
->Next();
1004 /* Unlink the to-be-added piece; it is already unlinked from the previous
1005 * part due to the fact that the prev -> t link is broken. */
1006 t
->SetNext(nullptr);
1008 /* Don't check callback for articulated or rear dual headed parts */
1009 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1010 /* Back up and clear the first_engine data to avoid using wagon override group */
1011 EngineID first_engine
= t
->gcache
.first_engine
;
1012 t
->gcache
.first_engine
= INVALID_ENGINE
;
1014 /* We don't want the cache to interfere. head's cache is cleared before
1015 * the loop and after each callback does not need to be cleared here. */
1016 t
->InvalidateNewGRFCache();
1018 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1020 /* Restore original first_engine data */
1021 t
->gcache
.first_engine
= first_engine
;
1023 /* We do not want to remember any cached variables from the test run */
1024 t
->InvalidateNewGRFCache();
1025 head
->InvalidateNewGRFCache();
1027 if (callback
!= CALLBACK_FAILED
) {
1028 /* A failing callback means everything is okay */
1029 StringID error
= STR_NULL
;
1031 if (head
->GetGRF()->grf_version
< 8) {
1032 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1033 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1034 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1036 if (callback
< 0x400) {
1037 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1040 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1041 case 0x401: // allow
1044 default: // unknown reason -> disallow
1045 case 0x402: // disallow attaching
1046 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1052 if (error
!= STR_NULL
) return_cmd_error(error
);
1056 /* And link it to the new part. */
1062 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1063 return CommandCost();
1067 * Validate whether we are going to create valid trains.
1068 * @note All vehicles are/were 'heads' of their chains.
1069 * @param original_dst The original destination chain.
1070 * @param dst The destination chain after constructing the train.
1071 * @param original_src The original source chain.
1072 * @param src The source chain after constructing the train.
1073 * @param check_limit Whether to check the vehicle limit.
1074 * @return possible error of this command.
1076 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1078 /* Check whether we may actually construct the trains. */
1079 CommandCost ret
= CheckTrainAttachment(src
);
1080 if (ret
.Failed()) return ret
;
1081 ret
= CheckTrainAttachment(dst
);
1082 if (ret
.Failed()) return ret
;
1084 /* Check whether we need to build a new train. */
1085 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1089 * Arrange the trains in the wanted way.
1090 * @param dst_head The destination chain of the to be moved vehicle.
1091 * @param dst The destination for the to be moved vehicle.
1092 * @param src_head The source chain of the to be moved vehicle.
1093 * @param src The to be moved vehicle.
1094 * @param move_chain Whether to move all vehicles after src or not.
1096 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1098 /* First determine the front of the two resulting trains */
1099 if (*src_head
== *dst_head
) {
1100 /* If we aren't moving part(s) to a new train, we are just moving the
1101 * front back and there is not destination head. */
1102 *dst_head
= nullptr;
1103 } else if (*dst_head
== nullptr) {
1104 /* If we are moving to a new train the head of the move train would become
1105 * the head of the new vehicle. */
1109 if (src
== *src_head
) {
1110 /* If we are moving the front of a train then we are, in effect, creating
1111 * a new head for the train. Point to that. Unless we are moving the whole
1112 * train in which case there is not 'source' train anymore.
1113 * In case we are a multiheaded part we want the complete thing to come
1114 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1115 * that is followed by a rear multihead we do not want to include that. */
1116 *src_head
= move_chain
? nullptr :
1117 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1120 /* Now it's just simply removing the part that we are going to move from the
1121 * source train and *if* the destination is a not a new train add the chain
1122 * at the destination location. */
1123 RemoveFromConsist(src
, move_chain
);
1124 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1126 /* Now normalise the dual heads, that is move the dual heads around in such
1127 * a way that the head and rear of a dual head are in the same train */
1128 NormaliseDualHeads(*src_head
);
1129 NormaliseDualHeads(*dst_head
);
1133 * Normalise the head of the train again, i.e. that is tell the world that
1134 * we have changed and update all kinds of variables.
1135 * @param head the train to update.
1137 static void NormaliseTrainHead(Train
*head
)
1139 /* Not much to do! */
1140 if (head
== nullptr) return;
1142 /* Tell the 'world' the train changed. */
1143 head
->ConsistChanged(CCF_ARRANGE
);
1144 UpdateTrainGroupID(head
);
1146 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1147 if (!head
->IsFrontEngine()) return;
1149 /* Update the refit button and window */
1150 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1151 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1153 /* If we don't have a unit number yet, set one. */
1154 if (head
->unitnumber
!= 0) return;
1155 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1159 * Move a rail vehicle around inside the depot.
1160 * @param flags type of operation
1161 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1162 * @param src_veh source vehicle index
1163 * @param dest_veh what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1164 * @param move_chain move all vehicles following the source vehicle
1165 * @return the cost of this operation or an error
1167 CommandCost
CmdMoveRailVehicle(DoCommandFlag flags
, VehicleID src_veh
, VehicleID dest_veh
, bool move_chain
)
1169 Train
*src
= Train::GetIfValid(src_veh
);
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 (dest_veh
== INVALID_VEHICLE
) {
1181 dst
= (src
->IsEngine() || (flags
& DC_AUTOREPLACE
)) ? nullptr : FindGoodVehiclePos(src
);
1183 dst
= Train::GetIfValid(dest_veh
);
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 CloseWindowById(WC_VEHICLE_VIEW
, src
->index
);
1297 CloseWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1298 CloseWindowById(WC_VEHICLE_REFIT
, src
->index
);
1299 CloseWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1300 CloseWindowById(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 sell_chain the selling mode
1351 * - sell_chain = false: only sell the single dragged wagon/engine (and any belonging rear-engines)
1352 * - sell_chain = true: 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 backup_order make order backup?
1355 * @param user the user for the order backup.
1356 * @return the cost of this operation or an error
1358 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, bool sell_chain
, bool backup_order
, ClientID user
)
1360 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1361 Train
*first
= v
->First();
1363 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1365 /* First make a backup of the order of the train. That way we can do
1366 * whatever we want with the order and later on easily revert. */
1368 MakeTrainBackup(original
, first
);
1370 /* We need to keep track of the new head and the head of what we're going to sell. */
1371 Train
*new_head
= first
;
1372 Train
*sell_head
= nullptr;
1374 /* Split the train in the wanted way. */
1375 ArrangeTrains(&sell_head
, nullptr, &new_head
, v
, sell_chain
);
1377 /* We don't need to validate the second train; it's going to be sold. */
1378 CommandCost ret
= ValidateTrains(nullptr, nullptr, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1380 /* Restore the train we had. */
1381 RestoreTrainBackup(original
);
1385 if (first
->orders
== nullptr && !OrderList::CanAllocateItem()) {
1386 /* Restore the train we had. */
1387 RestoreTrainBackup(original
);
1388 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1391 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1392 for (Train
*part
= sell_head
; part
!= nullptr; part
= part
->Next()) cost
.AddCost(-part
->value
);
1395 if (flags
& DC_EXEC
) {
1396 /* First normalise the sub types of the chain. */
1397 NormaliseSubtypes(new_head
);
1399 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= nullptr && new_head
->IsFrontEngine()) {
1400 /* We are selling the front engine. In this case we want to
1401 * 'give' the order, unit number and such to the new head. */
1402 new_head
->orders
= first
->orders
;
1403 new_head
->AddToShared(first
);
1404 DeleteVehicleOrders(first
);
1406 /* Copy other important data from the front engine */
1407 new_head
->CopyVehicleConfigAndStatistics(first
);
1408 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1409 } else if (v
->IsPrimaryVehicle() && backup_order
) {
1410 OrderBackup::Backup(v
, user
);
1413 /* We need to update the information about the train. */
1414 NormaliseTrainHead(new_head
);
1416 /* We are undoubtedly changing something in the depot and train list. */
1417 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1418 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1420 /* Actually delete the sold 'goods' */
1423 /* We don't want to execute what we're just tried. */
1424 RestoreTrainBackup(original
);
1430 void Train::UpdateDeltaXY()
1432 /* Set common defaults. */
1438 this->x_bb_offs
= 0;
1439 this->y_bb_offs
= 0;
1441 if (!IsDiagonalDirection(this->direction
)) {
1442 static const int _sign_table
[] =
1451 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1453 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1454 this->x_offs
-= half_shorten
* _sign_table
[this->direction
];
1455 this->y_offs
-= half_shorten
* _sign_table
[this->direction
+ 1];
1456 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1457 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1459 switch (this->direction
) {
1460 /* Shorten southern corner of the bounding box according the vehicle length
1461 * and center the bounding box on the vehicle. */
1463 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1464 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1465 this->x_bb_offs
= -1;
1469 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1470 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1471 this->y_bb_offs
= -1;
1474 /* Move northern corner of the bounding box down according to vehicle length
1475 * and center the bounding box on the vehicle. */
1477 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1478 this->x_extent
= VEHICLE_LENGTH
- 1;
1479 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1483 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1484 this->y_extent
= VEHICLE_LENGTH
- 1;
1485 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1495 * Mark a train as stuck and stop it if it isn't stopped right now.
1496 * @param v %Train to mark as being stuck.
1498 static void MarkTrainAsStuck(Train
*v
)
1500 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1501 /* It is the first time the problem occurred, set the "train stuck" flag. */
1502 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1504 v
->wait_counter
= 0;
1511 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1516 * Swap the two up/down flags in two ways:
1517 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1518 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1519 * @param[in,out] swap_flag1 First train flag.
1520 * @param[in,out] swap_flag2 Second train flag.
1522 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1524 uint16 flag1
= *swap_flag1
;
1525 uint16 flag2
= *swap_flag2
;
1527 /* Clear the flags */
1528 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1529 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1530 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1531 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1533 /* Reverse the rail-flags (if needed) */
1534 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1535 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1536 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1537 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1539 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1540 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1541 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1542 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1547 * Updates some variables after swapping the vehicle.
1548 * @param v swapped vehicle
1550 static void UpdateStatusAfterSwap(Train
*v
)
1552 /* Reverse the direction. */
1553 if (v
->track
!= TRACK_BIT_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1555 /* Call the proper EnterTile function unless we are in a wormhole. */
1556 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
1557 VehicleEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1559 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1560 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1561 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1562 * when we shouldn't have. Check if this is the case. */
1563 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1564 if (IsTileType(vt
, MP_TUNNELBRIDGE
)) {
1565 VehicleEnterTile(v
, vt
, v
->x_pos
, v
->y_pos
);
1566 if (v
->track
!= TRACK_BIT_WORMHOLE
&& IsBridgeTile(v
->tile
)) {
1567 /* We have just left the wormhole, possibly set the
1568 * "goingdown" bit. UpdateInclination() can be used
1569 * because we are at the border of the tile. */
1570 v
->UpdatePosition();
1571 v
->UpdateInclination(true, true);
1577 v
->UpdatePosition();
1578 v
->UpdateViewport(true, true);
1582 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1583 * @param v Consist to change.
1584 * @param l %Vehicle index in the consist of the first vehicle.
1585 * @param r %Vehicle index in the consist of the second vehicle.
1587 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1591 /* locate vehicles to swap */
1592 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1593 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1596 /* swap the hidden bits */
1598 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1599 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1603 Swap(a
->track
, b
->track
);
1604 Swap(a
->direction
, b
->direction
);
1605 Swap(a
->x_pos
, b
->x_pos
);
1606 Swap(a
->y_pos
, b
->y_pos
);
1607 Swap(a
->tile
, b
->tile
);
1608 Swap(a
->z_pos
, b
->z_pos
);
1610 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1612 UpdateStatusAfterSwap(a
);
1613 UpdateStatusAfterSwap(b
);
1615 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1616 * This is a little bit redundant way, a->gv_flags will
1617 * be (re)set twice, but it reduces code duplication */
1618 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1619 UpdateStatusAfterSwap(a
);
1625 * Check if the vehicle is a train
1626 * @param v vehicle on tile
1627 * @return v if it is a train, nullptr otherwise
1629 static Vehicle
*TrainOnTileEnum(Vehicle
*v
, void *)
1631 return (v
->type
== VEH_TRAIN
) ? v
: nullptr;
1636 * Checks if a train is approaching a rail-road crossing
1637 * @param v vehicle on tile
1638 * @param data tile with crossing we are testing
1639 * @return v if it is approaching a crossing, nullptr otherwise
1641 static Vehicle
*TrainApproachingCrossingEnum(Vehicle
*v
, void *data
)
1643 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return nullptr;
1645 Train
*t
= Train::From(v
);
1646 if (!t
->IsFrontEngine()) return nullptr;
1648 TileIndex tile
= *(TileIndex
*)data
;
1650 if (TrainApproachingCrossingTile(t
) != tile
) return nullptr;
1657 * Finds a vehicle approaching rail-road crossing
1658 * @param tile tile to test
1659 * @return true if a vehicle is approaching the crossing
1660 * @pre tile is a rail-road crossing
1662 static bool TrainApproachingCrossing(TileIndex tile
)
1664 assert(IsLevelCrossingTile(tile
));
1666 DiagDirection dir
= AxisToDiagDir(GetCrossingRailAxis(tile
));
1667 TileIndex tile_from
= tile
+ TileOffsByDiagDir(dir
);
1669 if (HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
)) return true;
1671 dir
= ReverseDiagDir(dir
);
1672 tile_from
= tile
+ TileOffsByDiagDir(dir
);
1674 return HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
);
1678 * Check if a level crossing should be barred.
1679 * @param tile The tile to check.
1680 * @return True if the crossing should be barred, else false.
1682 static inline bool CheckLevelCrossing(TileIndex tile
)
1684 /* reserved || train on crossing || train approaching crossing */
1685 return HasCrossingReservation(tile
) || HasVehicleOnPos(tile
, NULL
, &TrainOnTileEnum
) || TrainApproachingCrossing(tile
);
1689 * Sets a level crossing tile to the correct state.
1690 * @param tile Tile to update.
1691 * @param sound Should we play sound?
1692 * @param force_barred Should we set the crossing to barred?
1693 * @pre tile is a rail-road crossing.
1695 static void UpdateLevelCrossingTile(TileIndex tile
, bool sound
, bool force_barred
)
1697 assert(IsLevelCrossingTile(tile
));
1700 /* We force the crossing to be barred when an adjacent crossing is barred, otherwise let it decide for itself. */
1701 set_barred
= force_barred
|| CheckLevelCrossing(tile
);
1703 /* The state has changed */
1704 if (set_barred
!= IsCrossingBarred(tile
)) {
1705 if (set_barred
&& sound
&& _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1706 SetCrossingBarred(tile
, set_barred
);
1707 MarkTileDirtyByTile(tile
);
1712 * Update a level crossing to barred or open (crossing may include multiple adjacent tiles).
1713 * @param tile Tile which causes the update.
1714 * @param sound Should we play sound?
1715 * @param force_bar Should we force the crossing to be barred?
1717 void UpdateLevelCrossing(TileIndex tile
, bool sound
, bool force_bar
)
1719 if (!IsLevelCrossingTile(tile
)) return;
1721 bool forced_state
= force_bar
;
1723 const Axis axis
= GetCrossingRoadAxis(tile
);
1724 const DiagDirection dir1
= AxisToDiagDir(axis
);
1725 const DiagDirection dir2
= ReverseDiagDir(dir1
);
1727 /* Check if an adjacent crossing is barred. */
1728 for (DiagDirection dir
: { dir1
, dir2
}) {
1729 for (TileIndex t
= tile
; !forced_state
&& t
< MapSize() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, dir
)) {
1730 forced_state
|= CheckLevelCrossing(t
);
1734 /* Now that we know whether all tiles in this crossing should be barred or open,
1735 * we need to update those tiles. We start with the tile itself, then look along the road axis. */
1736 UpdateLevelCrossingTile(tile
, sound
, forced_state
);
1737 for (DiagDirection dir
: { dir1
, dir2
}) {
1738 for (TileIndex t
= TileAddByDiagDir(tile
, dir
); t
< MapSize() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, dir
)) {
1739 UpdateLevelCrossingTile(t
, sound
, forced_state
);
1745 * Find adjacent level crossing tiles in this multi-track crossing and mark them dirty.
1746 * @param The tile which causes the update.
1748 void MarkDirtyAdjacentLevelCrossingTiles(TileIndex tile
, Axis road_axis
)
1750 const DiagDirection dir1
= AxisToDiagDir(road_axis
);
1751 const DiagDirection dir2
= ReverseDiagDir(dir1
);
1752 for (DiagDirection dir
: { dir1
, dir2
}) {
1753 const TileIndex t
= TileAddByDiagDir(tile
, dir
);
1754 if (t
< MapSize() && IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == road_axis
) {
1755 MarkTileDirtyByTile(t
);
1761 * Bars crossing and plays ding-ding sound if not barred already
1762 * @param tile tile with crossing
1763 * @pre tile is a rail-road crossing
1765 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1767 if (!IsCrossingBarred(tile
)) {
1768 SetCrossingReservation(tile
, true);
1769 UpdateLevelCrossing(tile
, true);
1775 * Advances wagons for train reversing, needed for variable length wagons.
1776 * This one is called before the train is reversed.
1777 * @param v First vehicle in chain
1779 static void AdvanceWagonsBeforeSwap(Train
*v
)
1782 Train
*first
= base
; // first vehicle to move
1783 Train
*last
= v
->Last(); // last vehicle to move
1784 uint length
= CountVehiclesInChain(v
);
1786 while (length
> 2) {
1787 last
= last
->Previous();
1788 first
= first
->Next();
1790 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1792 /* do not update images now
1793 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1794 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1796 base
= first
; // == base->Next()
1803 * Advances wagons for train reversing, needed for variable length wagons.
1804 * This one is called after the train is reversed.
1805 * @param v First vehicle in chain
1807 static void AdvanceWagonsAfterSwap(Train
*v
)
1809 /* first of all, fix the situation when the train was entering a depot */
1810 Train
*dep
= v
; // last vehicle in front of just left depot
1811 while (dep
->Next() != nullptr && (dep
->track
== TRACK_BIT_DEPOT
|| dep
->Next()->track
!= TRACK_BIT_DEPOT
)) {
1812 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1815 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1817 if (leave
!= nullptr) {
1818 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1819 int d
= TicksToLeaveDepot(dep
);
1822 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1823 leave
->track
= TrackToTrackBits(GetRailDepotTrack(leave
->tile
));
1824 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, nullptr); // maybe move it, and maybe let another wagon leave
1827 dep
= nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1831 Train
*first
= base
; // first vehicle to move
1832 Train
*last
= v
->Last(); // last vehicle to move
1833 uint length
= CountVehiclesInChain(v
);
1835 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1836 * they have already correct spacing, so we have to make sure they are moved how they should */
1837 bool nomove
= (dep
== nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1839 while (length
> 2) {
1840 /* we reached vehicle (originally) in front of a depot, stop now
1841 * (we would move wagons that are already moved with new wagon length). */
1842 if (base
== dep
) break;
1844 /* the last wagon was that one leaving a depot, so do not move it anymore */
1845 if (last
== dep
) nomove
= true;
1847 last
= last
->Previous();
1848 first
= first
->Next();
1850 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1852 /* do not update images now */
1853 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : nullptr));
1855 base
= first
; // == base->Next()
1860 static bool IsWholeTrainInsideDepot(const Train
*v
)
1862 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
1863 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
1869 * Turn a train around.
1870 * @param v %Train to turn around.
1872 void ReverseTrainDirection(Train
*v
)
1874 if (IsRailDepotTile(v
->tile
)) {
1875 if (IsWholeTrainInsideDepot(v
)) return;
1876 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1879 /* Clear path reservation in front if train is not stuck. */
1880 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
1882 /* Check if we were approaching a rail/road-crossing */
1883 TileIndex crossing
= TrainApproachingCrossingTile(v
);
1885 /* count number of vehicles */
1886 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
1888 AdvanceWagonsBeforeSwap(v
);
1890 /* swap start<>end, start+1<>end-1, ... */
1893 ReverseTrainSwapVeh(v
, l
++, r
--);
1896 AdvanceWagonsAfterSwap(v
);
1898 if (IsRailDepotTile(v
->tile
)) {
1899 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1902 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
1904 ClrBit(v
->flags
, VRF_REVERSING
);
1906 /* recalculate cached data */
1907 v
->ConsistChanged(CCF_TRACK
);
1909 /* update all images */
1910 for (Train
*u
= v
; u
!= nullptr; u
= u
->Next()) u
->UpdateViewport(false, false);
1912 /* update crossing we were approaching */
1913 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
1915 /* maybe we are approaching crossing now, after reversal */
1916 crossing
= TrainApproachingCrossingTile(v
);
1917 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
1919 /* If we are inside a depot after reversing, don't bother with path reserving. */
1920 if (v
->track
== TRACK_BIT_DEPOT
) {
1921 /* Can't be stuck here as inside a depot is always a safe tile. */
1922 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1923 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1927 /* VehicleExitDir does not always produce the desired dir for depots and
1928 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1929 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
1930 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
1932 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
1933 /* If we are currently on a tile with conventional signals, we can't treat the
1934 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1935 bool first_tile_okay
= !(IsTileType(v
->tile
, MP_RAILWAY
) &&
1936 HasSignalOnTrackdir(v
->tile
, v
->GetVehicleTrackdir()) &&
1937 !IsPbsSignal(GetSignalType(v
->tile
, FindFirstTrack(v
->track
))));
1939 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1940 if (IsRailDepotTile(v
->tile
) && TrackdirToExitdir(v
->GetVehicleTrackdir()) == GetRailDepotDirection(v
->tile
)) first_tile_okay
= false;
1942 if (IsRailStationTile(v
->tile
)) SetRailStationPlatformReservation(v
->tile
, TrackdirToExitdir(v
->GetVehicleTrackdir()), true);
1943 if (TryPathReserve(v
, false, first_tile_okay
)) {
1944 /* Do a look-ahead now in case our current tile was already a safe tile. */
1945 CheckNextTrainTile(v
);
1946 } else if (v
->current_order
.GetType() != OT_LOADING
) {
1947 /* Do not wait for a way out when we're still loading */
1948 MarkTrainAsStuck(v
);
1950 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1951 /* A train not inside a PBS block can't be stuck. */
1952 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1953 v
->wait_counter
= 0;
1959 * @param flags type of operation
1960 * @param veh_id train to reverse
1961 * @param reverse_single_veh if true, reverse a unit in a train (needs to be in a depot)
1962 * @return the cost of this operation or an error
1964 CommandCost
CmdReverseTrainDirection(DoCommandFlag flags
, VehicleID veh_id
, bool reverse_single_veh
)
1966 Train
*v
= Train::GetIfValid(veh_id
);
1967 if (v
== nullptr) return CMD_ERROR
;
1969 CommandCost ret
= CheckOwnership(v
->owner
);
1970 if (ret
.Failed()) return ret
;
1972 if (reverse_single_veh
) {
1973 /* turn a single unit around */
1975 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
1976 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
1978 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
1980 Train
*front
= v
->First();
1981 /* make sure the vehicle is stopped in the depot */
1982 if (!front
->IsStoppedInDepot()) {
1983 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1986 if (flags
& DC_EXEC
) {
1987 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
1989 front
->ConsistChanged(CCF_ARRANGE
);
1990 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
1991 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
1992 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
1993 SetWindowClassesDirty(WC_TRAINS_LIST
);
1996 /* turn the whole train around */
1997 if (!v
->IsPrimaryVehicle()) return CMD_ERROR
;
1998 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
2000 if (flags
& DC_EXEC
) {
2001 /* Properly leave the station if we are loading and won't be loading anymore */
2002 if (v
->current_order
.IsType(OT_LOADING
)) {
2003 const Vehicle
*last
= v
;
2004 while (last
->Next() != nullptr) last
= last
->Next();
2006 /* not a station || different station --> leave the station */
2007 if (!IsTileType(last
->tile
, MP_STATION
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
2012 /* We cancel any 'skip signal at dangers' here */
2013 v
->force_proceed
= TFP_NONE
;
2014 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2016 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
2017 ToggleBit(v
->flags
, VRF_REVERSING
);
2021 HideFillingPercent(&v
->fill_percent_te_id
);
2022 ReverseTrainDirection(v
);
2026 return CommandCost();
2030 * Force a train through a red signal
2031 * @param flags type of operation
2032 * @param veh_id train to ignore the red signal
2033 * @return the cost of this operation or an error
2035 CommandCost
CmdForceTrainProceed(DoCommandFlag flags
, VehicleID veh_id
)
2037 Train
*t
= Train::GetIfValid(veh_id
);
2038 if (t
== nullptr) return CMD_ERROR
;
2040 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
2042 CommandCost ret
= CheckOwnership(t
->owner
);
2043 if (ret
.Failed()) return ret
;
2046 if (flags
& DC_EXEC
) {
2047 /* If we are forced to proceed, cancel that order.
2048 * If we are marked stuck we would want to force the train
2049 * to proceed to the next signal. In the other cases we
2050 * would like to pass the signal at danger and run till the
2051 * next signal we encounter. */
2052 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2053 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2056 return CommandCost();
2060 * Try to find a depot nearby.
2061 * @param v %Train that wants a depot.
2062 * @param max_distance Maximal search distance.
2063 * @return Information where the closest train depot is located.
2064 * @pre The given vehicle must not be crashed!
2066 static FindDepotData
FindClosestTrainDepot(Train
*v
, int max_distance
)
2068 assert(!(v
->vehstatus
& VS_CRASHED
));
2070 if (IsRailDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
2072 PBSTileInfo origin
= FollowTrainReservation(v
);
2073 if (IsRailDepotTile(origin
.tile
)) return FindDepotData(origin
.tile
, 0);
2075 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2076 case VPF_NPF
: return NPFTrainFindNearestDepot(v
, max_distance
);
2077 case VPF_YAPF
: return YapfTrainFindNearestDepot(v
, max_distance
);
2079 default: NOT_REACHED();
2084 * Locate the closest depot for this consist, and return the information to the caller.
2085 * @param[out] location If not \c nullptr and a depot is found, store its location in the given address.
2086 * @param[out] destination If not \c nullptr and a depot is found, store its index in the given address.
2087 * @param[out] reverse If not \c nullptr and a depot is found, store reversal information in the given address.
2088 * @return A depot has been found.
2090 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2092 FindDepotData tfdd
= FindClosestTrainDepot(this, 0);
2093 if (tfdd
.best_length
== UINT_MAX
) return false;
2095 if (location
!= nullptr) *location
= tfdd
.tile
;
2096 if (destination
!= nullptr) *destination
= GetDepotIndex(tfdd
.tile
);
2097 if (reverse
!= nullptr) *reverse
= tfdd
.reverse
;
2102 /** Play a sound for a train leaving the station. */
2103 void Train::PlayLeaveStationSound() const
2105 static const SoundFx sfx
[] = {
2106 SND_04_DEPARTURE_STEAM
,
2107 SND_0A_DEPARTURE_TRAIN
,
2108 SND_0A_DEPARTURE_TRAIN
,
2109 SND_47_DEPARTURE_MONORAIL
,
2110 SND_41_DEPARTURE_MAGLEV
2113 if (PlayVehicleSound(this, VSE_START
)) return;
2115 EngineID engtype
= this->engine_type
;
2116 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2120 * Check if the train is on the last reserved tile and try to extend the path then.
2121 * @param v %Train that needs its path extended.
2123 static void CheckNextTrainTile(Train
*v
)
2125 /* Don't do any look-ahead if path_backoff_interval is 255. */
2126 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2128 /* Exit if we are inside a depot. */
2129 if (v
->track
== TRACK_BIT_DEPOT
) return;
2131 switch (v
->current_order
.GetType()) {
2132 /* Exit if we reached our destination depot. */
2134 if (v
->tile
== v
->dest_tile
) return;
2137 case OT_GOTO_WAYPOINT
:
2138 /* If we reached our waypoint, make sure we see that. */
2139 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2143 case OT_LEAVESTATION
:
2145 /* Exit if the current order doesn't have a destination, but the train has orders. */
2146 if (v
->GetNumOrders() > 0) return;
2152 /* Exit if we are on a station tile and are going to stop. */
2153 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2155 Trackdir td
= v
->GetVehicleTrackdir();
2157 /* On a tile with a red non-pbs signal, don't look ahead. */
2158 if (IsTileType(v
->tile
, MP_RAILWAY
) && HasSignalOnTrackdir(v
->tile
, td
) &&
2159 !IsPbsSignal(GetSignalType(v
->tile
, TrackdirToTrack(td
))) &&
2160 GetSignalStateByTrackdir(v
->tile
, td
) == SIGNAL_STATE_RED
) return;
2162 CFollowTrackRail
ft(v
);
2163 if (!ft
.Follow(v
->tile
, td
)) return;
2165 if (!HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) {
2166 /* Next tile is not reserved. */
2167 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2168 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) {
2169 /* If the next tile is a PBS signal, try to make a reservation. */
2170 TrackBits tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2171 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2172 tracks
&= ~TrackCrossesTracks(TrackdirToTrack(ft
.m_old_td
));
2174 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, tracks
, false, nullptr, false);
2181 * Will the train stay in the depot the next tick?
2182 * @param v %Train to check.
2183 * @return True if it stays in the depot, false otherwise.
2185 static bool CheckTrainStayInDepot(Train
*v
)
2187 /* bail out if not all wagons are in the same depot or not in a depot at all */
2188 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2189 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
2192 /* if the train got no power, then keep it in the depot */
2193 if (v
->gcache
.cached_power
== 0) {
2194 v
->vehstatus
|= VS_STOPPED
;
2195 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2199 SigSegState seg_state
;
2201 if (v
->force_proceed
== TFP_NONE
) {
2202 /* force proceed was not pressed */
2203 if (++v
->wait_counter
< 37) {
2204 SetWindowClassesDirty(WC_TRAINS_LIST
);
2208 v
->wait_counter
= 0;
2210 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2211 if (seg_state
== SIGSEG_FULL
|| HasDepotReservation(v
->tile
)) {
2212 /* Full and no PBS signal in block or depot reserved, can't exit. */
2213 SetWindowClassesDirty(WC_TRAINS_LIST
);
2217 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2220 /* We are leaving a depot, but have to go to the exact same one; re-enter. */
2221 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2222 /* Service when depot has no reservation. */
2223 if (!HasDepotReservation(v
->tile
)) VehicleEnterDepot(v
);
2227 /* Only leave when we can reserve a path to our destination. */
2228 if (seg_state
== SIGSEG_PBS
&& !TryPathReserve(v
) && v
->force_proceed
== TFP_NONE
) {
2229 /* No path and no force proceed. */
2230 SetWindowClassesDirty(WC_TRAINS_LIST
);
2231 MarkTrainAsStuck(v
);
2235 SetDepotReservation(v
->tile
, true);
2236 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2238 VehicleServiceInDepot(v
);
2239 SetWindowClassesDirty(WC_TRAINS_LIST
);
2240 v
->PlayLeaveStationSound();
2242 v
->track
= TRACK_BIT_X
;
2243 if (v
->direction
& 2) v
->track
= TRACK_BIT_Y
;
2245 v
->vehstatus
&= ~VS_HIDDEN
;
2248 v
->UpdateViewport(true, true);
2249 v
->UpdatePosition();
2250 UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2251 v
->UpdateAcceleration();
2252 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2258 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2259 * @param v %Train owning the reservation.
2260 * @param tile Tile with reservation to clear.
2261 * @param track_dir Track direction to clear.
2263 static void ClearPathReservation(const Train
*v
, TileIndex tile
, Trackdir track_dir
)
2265 DiagDirection dir
= TrackdirToExitdir(track_dir
);
2267 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
2268 /* Are we just leaving a tunnel/bridge? */
2269 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
2270 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
2272 if (TunnelBridgeIsFree(tile
, end
, v
).Succeeded()) {
2273 /* Free the reservation only if no other train is on the tiles. */
2274 SetTunnelBridgeReservation(tile
, false);
2275 SetTunnelBridgeReservation(end
, false);
2277 if (_settings_client
.gui
.show_track_reservation
) {
2278 if (IsBridge(tile
)) {
2279 MarkBridgeDirty(tile
);
2281 MarkTileDirtyByTile(tile
);
2282 MarkTileDirtyByTile(end
);
2287 } else if (IsRailStationTile(tile
)) {
2288 TileIndex new_tile
= TileAddByDiagDir(tile
, dir
);
2289 /* If the new tile is not a further tile of the same station, we
2290 * clear the reservation for the whole platform. */
2291 if (!IsCompatibleTrainStationTile(new_tile
, tile
)) {
2292 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), false);
2295 /* Any other tile */
2296 UnreserveRailTrack(tile
, TrackdirToTrack(track_dir
));
2301 * Free the reserved path in front of a vehicle.
2302 * @param v %Train owning the reserved path.
2304 void FreeTrainTrackReservation(const Train
*v
)
2306 assert(v
->IsFrontEngine());
2308 TileIndex tile
= v
->tile
;
2309 Trackdir td
= v
->GetVehicleTrackdir();
2310 bool free_tile
= !(IsRailStationTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
));
2311 StationID station_id
= IsRailStationTile(v
->tile
) ? GetStationIndex(v
->tile
) : INVALID_STATION
;
2313 /* Can't be holding a reservation if we enter a depot. */
2314 if (IsRailDepotTile(tile
) && TrackdirToExitdir(td
) != GetRailDepotDirection(tile
)) return;
2315 if (v
->track
== TRACK_BIT_DEPOT
) {
2316 /* Front engine is in a depot. We enter if some part is not in the depot. */
2317 for (const Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2318 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return;
2321 /* Don't free reservation if it's not ours. */
2322 if (TracksOverlap(GetReservedTrackbits(tile
) | TrackToTrackBits(TrackdirToTrack(td
)))) return;
2324 CFollowTrackRail
ft(v
, GetRailTypeInfo(v
->railtype
)->compatible_railtypes
);
2325 while (ft
.Follow(tile
, td
)) {
2326 tile
= ft
.m_new_tile
;
2327 TrackdirBits bits
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(tile
));
2328 td
= RemoveFirstTrackdir(&bits
);
2329 assert(bits
== TRACKDIR_BIT_NONE
);
2331 if (!IsValidTrackdir(td
)) break;
2333 if (IsTileType(tile
, MP_RAILWAY
)) {
2334 if (HasSignalOnTrackdir(tile
, td
) && !IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(td
)))) {
2335 /* Conventional signal along trackdir: remove reservation and stop. */
2336 UnreserveRailTrack(tile
, TrackdirToTrack(td
));
2339 if (HasPbsSignalOnTrackdir(tile
, td
)) {
2340 if (GetSignalStateByTrackdir(tile
, td
) == SIGNAL_STATE_RED
) {
2341 /* Red PBS signal? Can't be our reservation, would be green then. */
2344 /* Turn the signal back to red. */
2345 SetSignalStateByTrackdir(tile
, td
, SIGNAL_STATE_RED
);
2346 MarkTileDirtyByTile(tile
);
2348 } else if (HasSignalOnTrackdir(tile
, ReverseTrackdir(td
)) && IsOnewaySignal(tile
, TrackdirToTrack(td
))) {
2353 /* Don't free first station/bridge/tunnel if we are on it. */
2354 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
);
2360 static const byte _initial_tile_subcoord
[6][4][3] = {
2361 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2362 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2363 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2364 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2365 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2366 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2370 * Perform pathfinding for a train.
2372 * @param v The train
2373 * @param tile The tile the train is about to enter
2374 * @param enterdir Diagonal direction the train is coming from
2375 * @param tracks Usable tracks on the new tile
2376 * @param[out] path_found Whether a path has been found or not.
2377 * @param do_track_reservation Path reservation is requested
2378 * @param[out] dest State and destination of the requested path
2379 * @param[out] final_dest Final tile of the best path found
2380 * @return The best track the train should follow
2382 static Track
DoTrainPathfind(const Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool &path_found
, bool do_track_reservation
, PBSTileInfo
*dest
, TileIndex
*final_dest
)
2384 if (final_dest
!= nullptr) *final_dest
= INVALID_TILE
;
2386 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2387 case VPF_NPF
: return NPFTrainChooseTrack(v
, path_found
, do_track_reservation
, dest
);
2388 case VPF_YAPF
: return YapfTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
, final_dest
);
2390 default: NOT_REACHED();
2395 * Extend a train path as far as possible. Stops on encountering a safe tile,
2396 * another reservation or a track choice.
2397 * @return INVALID_TILE indicates that the reservation failed.
2399 static PBSTileInfo
ExtendTrainReservation(const Train
*v
, TrackBits
*new_tracks
, DiagDirection
*enterdir
)
2401 PBSTileInfo origin
= FollowTrainReservation(v
);
2403 CFollowTrackRail
ft(v
);
2405 TileIndex tile
= origin
.tile
;
2406 Trackdir cur_td
= origin
.trackdir
;
2407 while (ft
.Follow(tile
, cur_td
)) {
2408 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2409 /* Possible signal tile. */
2410 if (HasOnewaySignalBlockingTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) break;
2413 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2414 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2415 if (ft
.m_new_td_bits
== TRACKDIR_BIT_NONE
) break;
2418 /* Station, depot or waypoint are a possible target. */
2419 bool target_seen
= ft
.m_is_station
|| (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && !IsPlainRail(ft
.m_new_tile
));
2420 if (target_seen
|| KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2421 /* Choice found or possible target encountered.
2422 * On finding a possible target, we need to stop and let the pathfinder handle the
2423 * remaining path. This is because we don't know if this target is in one of our
2424 * orders, so we might cause pathfinding to fail later on if we find a choice.
2425 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2426 * a wrong path not leading to our next destination. */
2427 if (HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft
.m_old_td
)))) break;
2429 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2430 * actually starts its search at the first unreserved tile. */
2431 if (ft
.m_tiles_skipped
!= 0) ft
.m_new_tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2433 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2434 if (new_tracks
!= nullptr) *new_tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2435 if (enterdir
!= nullptr) *enterdir
= ft
.m_exitdir
;
2436 return PBSTileInfo(ft
.m_new_tile
, ft
.m_old_td
, false);
2439 tile
= ft
.m_new_tile
;
2440 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2442 if (IsSafeWaitingPosition(v
, tile
, cur_td
, true, _settings_game
.pf
.forbid_90_deg
)) {
2443 bool wp_free
= IsWaitingPositionFree(v
, tile
, cur_td
, _settings_game
.pf
.forbid_90_deg
);
2444 if (!(wp_free
&& TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
)))) break;
2445 /* Safe position is all good, path valid and okay. */
2446 return PBSTileInfo(tile
, cur_td
, true);
2449 if (!TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
))) break;
2452 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2453 /* End of line, path valid and okay. */
2454 return PBSTileInfo(ft
.m_old_tile
, ft
.m_old_td
, true);
2457 /* Sorry, can't reserve path, back out. */
2459 cur_td
= origin
.trackdir
;
2460 TileIndex stopped
= ft
.m_old_tile
;
2461 Trackdir stopped_td
= ft
.m_old_td
;
2462 while (tile
!= stopped
|| cur_td
!= stopped_td
) {
2463 if (!ft
.Follow(tile
, cur_td
)) break;
2465 if (Rail90DegTurnDisallowed(GetTileRailType(ft
.m_old_tile
), GetTileRailType(ft
.m_new_tile
))) {
2466 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2467 assert(ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
);
2469 assert(KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
);
2471 tile
= ft
.m_new_tile
;
2472 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2474 UnreserveRailTrack(tile
, TrackdirToTrack(cur_td
));
2478 return PBSTileInfo();
2482 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2483 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2485 * @param v The vehicle.
2486 * @param tile The tile the search should start from.
2487 * @param td The trackdir the search should start from.
2488 * @param override_railtype Whether all physically compatible railtypes should be followed.
2489 * @return True if a path to a safe stopping tile could be reserved.
2491 static bool TryReserveSafeTrack(const Train
*v
, TileIndex tile
, Trackdir td
, bool override_railtype
)
2493 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2494 case VPF_NPF
: return NPFTrainFindNearestSafeTile(v
, tile
, td
, override_railtype
);
2495 case VPF_YAPF
: return YapfTrainFindNearestSafeTile(v
, tile
, td
, override_railtype
);
2497 default: NOT_REACHED();
2501 /** This class will save the current order of a vehicle and restore it on destruction. */
2502 class VehicleOrderSaver
{
2506 TileIndex old_dest_tile
;
2507 StationID old_last_station_visited
;
2508 VehicleOrderID index
;
2509 bool suppress_implicit_orders
;
2513 VehicleOrderSaver(Train
*_v
) :
2515 old_order(_v
->current_order
),
2516 old_dest_tile(_v
->dest_tile
),
2517 old_last_station_visited(_v
->last_station_visited
),
2518 index(_v
->cur_real_order_index
),
2519 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
)),
2525 * Restore the saved order to the vehicle.
2529 this->v
->current_order
= this->old_order
;
2530 this->v
->dest_tile
= this->old_dest_tile
;
2531 this->v
->last_station_visited
= this->old_last_station_visited
;
2532 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2533 this->restored
= true;
2537 * Restore the saved order to the vehicle, if Restore() has not already been called.
2539 ~VehicleOrderSaver()
2541 if (!this->restored
) this->Restore();
2545 * Set the current vehicle order to the next order in the order list.
2546 * @param skip_first Shall the first (i.e. active) order be skipped?
2547 * @return True if a suitable next order could be found.
2549 bool SwitchToNextOrder(bool skip_first
)
2551 if (this->v
->GetNumOrders() == 0) return false;
2553 if (skip_first
) ++this->index
;
2559 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2561 Order
*order
= this->v
->GetOrder(this->index
);
2562 assert(order
!= nullptr);
2564 switch (order
->GetType()) {
2566 /* Skip service in depot orders when the train doesn't need service. */
2567 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !this->v
->NeedsServicing()) break;
2569 case OT_GOTO_STATION
:
2570 case OT_GOTO_WAYPOINT
:
2571 this->v
->current_order
= *order
;
2572 return UpdateOrderDest(this->v
, order
, 0, true);
2573 case OT_CONDITIONAL
: {
2574 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2575 if (next
!= INVALID_VEH_ORDER_ID
) {
2578 /* Don't increment next, so no break here. */
2586 /* Don't increment inside the while because otherwise conditional
2587 * orders can lead to an infinite loop. */
2590 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2596 /* choose a track */
2597 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
)
2599 Track best_track
= INVALID_TRACK
;
2600 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2601 bool changed_signal
= false;
2602 TileIndex final_dest
= INVALID_TILE
;
2604 assert((tracks
& ~TRACK_BIT_MASK
) == 0);
2606 if (got_reservation
!= nullptr) *got_reservation
= false;
2608 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2609 TrackBits res_tracks
= (TrackBits
)(GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
));
2610 /* Do we have a suitable reserved track? */
2611 if (res_tracks
!= TRACK_BIT_NONE
) return FindFirstTrack(res_tracks
);
2613 /* Quick return in case only one possible track is available */
2614 if (KillFirstBit(tracks
) == TRACK_BIT_NONE
) {
2615 Track track
= FindFirstTrack(tracks
);
2616 /* We need to check for signals only here, as a junction tile can't have signals. */
2617 if (track
!= INVALID_TRACK
&& HasPbsSignalOnTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
))) {
2618 do_track_reservation
= true;
2619 changed_signal
= true;
2620 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
), SIGNAL_STATE_GREEN
);
2621 } else if (!do_track_reservation
) {
2627 PBSTileInfo
res_dest(tile
, INVALID_TRACKDIR
, false);
2628 DiagDirection dest_enterdir
= enterdir
;
2629 if (do_track_reservation
) {
2630 res_dest
= ExtendTrainReservation(v
, &tracks
, &dest_enterdir
);
2631 if (res_dest
.tile
== INVALID_TILE
) {
2632 /* Reservation failed? */
2633 if (mark_stuck
) MarkTrainAsStuck(v
);
2634 if (changed_signal
) SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(best_track
, enterdir
), SIGNAL_STATE_RED
);
2635 return FindFirstTrack(tracks
);
2637 if (res_dest
.okay
) {
2638 /* Got a valid reservation that ends at a safe target, quick exit. */
2639 if (got_reservation
!= nullptr) *got_reservation
= true;
2640 if (changed_signal
) MarkTileDirtyByTile(tile
);
2641 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2645 /* Check if the train needs service here, so it has a chance to always find a depot.
2646 * Also check if the current order is a service order so we don't reserve a path to
2647 * the destination but instead to the next one if service isn't needed. */
2648 CheckIfTrainNeedsService(v
);
2649 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2652 /* Save the current train order. The destructor will restore the old order on function exit. */
2653 VehicleOrderSaver
orders(v
);
2655 /* If the current tile is the destination of the current order and
2656 * a reservation was requested, advance to the next order.
2657 * Don't advance on a depot order as depots are always safe end points
2658 * for a path and no look-ahead is necessary. This also avoids a
2659 * problem with depot orders not part of the order list when the
2660 * order list itself is empty. */
2661 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2662 orders
.SwitchToNextOrder(false);
2663 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2664 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2665 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2666 v
->tile
== v
->dest_tile
))) {
2667 orders
.SwitchToNextOrder(true);
2670 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2671 /* Pathfinders are able to tell that route was only 'guessed'. */
2672 bool path_found
= true;
2673 TileIndex new_tile
= res_dest
.tile
;
2675 Track next_track
= DoTrainPathfind(v
, new_tile
, dest_enterdir
, tracks
, path_found
, do_track_reservation
, &res_dest
, &final_dest
);
2676 if (new_tile
== tile
) best_track
= next_track
;
2677 v
->HandlePathfindingResult(path_found
);
2680 /* No track reservation requested -> finished. */
2681 if (!do_track_reservation
) return best_track
;
2683 /* A path was found, but could not be reserved. */
2684 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2685 if (mark_stuck
) MarkTrainAsStuck(v
);
2686 FreeTrainTrackReservation(v
);
2690 /* No possible reservation target found, we are probably lost. */
2691 if (res_dest
.tile
== INVALID_TILE
) {
2692 /* Try to find any safe destination. */
2693 PBSTileInfo origin
= FollowTrainReservation(v
);
2694 if (TryReserveSafeTrack(v
, origin
.tile
, origin
.trackdir
, false)) {
2695 TrackBits res
= GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
);
2696 best_track
= FindFirstTrack(res
);
2697 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2698 if (got_reservation
!= nullptr) *got_reservation
= true;
2699 if (changed_signal
) MarkTileDirtyByTile(tile
);
2701 FreeTrainTrackReservation(v
);
2702 if (mark_stuck
) MarkTrainAsStuck(v
);
2707 if (got_reservation
!= nullptr) *got_reservation
= true;
2709 /* Reservation target found and free, check if it is safe. */
2710 while (!IsSafeWaitingPosition(v
, res_dest
.tile
, res_dest
.trackdir
, true, _settings_game
.pf
.forbid_90_deg
)) {
2711 /* Extend reservation until we have found a safe position. */
2712 DiagDirection exitdir
= TrackdirToExitdir(res_dest
.trackdir
);
2713 TileIndex next_tile
= TileAddByDiagDir(res_dest
.tile
, exitdir
);
2714 TrackBits reachable
= TrackdirBitsToTrackBits((TrackdirBits
)(GetTileTrackStatus(next_tile
, TRANSPORT_RAIL
, 0))) & DiagdirReachesTracks(exitdir
);
2715 if (Rail90DegTurnDisallowed(GetTileRailType(res_dest
.tile
), GetTileRailType(next_tile
))) {
2716 reachable
&= ~TrackCrossesTracks(TrackdirToTrack(res_dest
.trackdir
));
2719 /* Get next order with destination. */
2720 if (orders
.SwitchToNextOrder(true)) {
2721 PBSTileInfo cur_dest
;
2723 DoTrainPathfind(v
, next_tile
, exitdir
, reachable
, path_found
, true, &cur_dest
, nullptr);
2724 if (cur_dest
.tile
!= INVALID_TILE
) {
2725 res_dest
= cur_dest
;
2726 if (res_dest
.okay
) continue;
2727 /* Path found, but could not be reserved. */
2728 FreeTrainTrackReservation(v
);
2729 if (mark_stuck
) MarkTrainAsStuck(v
);
2730 if (got_reservation
!= nullptr) *got_reservation
= false;
2731 changed_signal
= false;
2735 /* No order or no safe position found, try any position. */
2736 if (!TryReserveSafeTrack(v
, res_dest
.tile
, res_dest
.trackdir
, true)) {
2737 FreeTrainTrackReservation(v
);
2738 if (mark_stuck
) MarkTrainAsStuck(v
);
2739 if (got_reservation
!= nullptr) *got_reservation
= false;
2740 changed_signal
= false;
2745 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2747 if (changed_signal
) MarkTileDirtyByTile(tile
);
2750 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
2751 (v
->current_order
.GetDepotActionType() & ODATFB_NEAREST_DEPOT
) &&
2752 final_dest
!= INVALID_TILE
&& IsRailDepotTile(final_dest
)) {
2753 v
->current_order
.SetDestination(GetDepotIndex(final_dest
));
2754 v
->dest_tile
= final_dest
;
2755 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2762 * Try to reserve a path to a safe position.
2764 * @param v The vehicle
2765 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2766 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2767 * @return True if a path could be reserved.
2769 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
2771 assert(v
->IsFrontEngine());
2773 /* We have to handle depots specially as the track follower won't look
2774 * at the depot tile itself but starts from the next tile. If we are still
2775 * inside the depot, a depot reservation can never be ours. */
2776 if (v
->track
== TRACK_BIT_DEPOT
) {
2777 if (HasDepotReservation(v
->tile
)) {
2778 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2781 /* Depot not reserved, but the next tile might be. */
2782 TileIndex next_tile
= TileAddByDiagDir(v
->tile
, GetRailDepotDirection(v
->tile
));
2783 if (HasReservedTracks(next_tile
, DiagdirReachesTracks(GetRailDepotDirection(v
->tile
)))) return false;
2787 Vehicle
*other_train
= nullptr;
2788 PBSTileInfo origin
= FollowTrainReservation(v
, &other_train
);
2789 /* The path we are driving on is already blocked by some other train.
2790 * This can only happen in certain situations when mixing path and
2791 * block signals or when changing tracks and/or signals.
2792 * Exit here as doing any further reservations will probably just
2793 * make matters worse. */
2794 if (other_train
!= nullptr && other_train
->index
!= v
->index
) {
2795 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2798 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2799 if (origin
.okay
&& (v
->tile
!= origin
.tile
|| first_tile_okay
)) {
2800 /* Can't be stuck then. */
2801 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2802 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2806 /* If we are in a depot, tentatively reserve the depot. */
2807 if (v
->track
== TRACK_BIT_DEPOT
) {
2808 SetDepotReservation(v
->tile
, true);
2809 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2812 DiagDirection exitdir
= TrackdirToExitdir(origin
.trackdir
);
2813 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
2814 TrackBits reachable
= TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile
, TRANSPORT_RAIL
, 0)) & DiagdirReachesTrackdirs(exitdir
));
2816 if (Rail90DegTurnDisallowed(GetTileRailType(origin
.tile
), GetTileRailType(new_tile
))) reachable
&= ~TrackCrossesTracks(TrackdirToTrack(origin
.trackdir
));
2818 bool res_made
= false;
2819 ChooseTrainTrack(v
, new_tile
, exitdir
, reachable
, true, &res_made
, mark_as_stuck
);
2822 /* Free the depot reservation as well. */
2823 if (v
->track
== TRACK_BIT_DEPOT
) SetDepotReservation(v
->tile
, false);
2827 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2828 v
->wait_counter
= 0;
2829 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2831 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2836 static bool CheckReverseTrain(const Train
*v
)
2838 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
2839 v
->track
== TRACK_BIT_DEPOT
|| v
->track
== TRACK_BIT_WORMHOLE
||
2840 !(v
->direction
& 1)) {
2844 assert(v
->track
!= TRACK_BIT_NONE
);
2846 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2847 case VPF_NPF
: return NPFTrainCheckReverse(v
);
2848 case VPF_YAPF
: return YapfTrainCheckReverse(v
);
2850 default: NOT_REACHED();
2855 * Get the location of the next station to visit.
2856 * @param station Next station to visit.
2857 * @return Location of the new station.
2859 TileIndex
Train::GetOrderStationLocation(StationID station
)
2861 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
2863 const Station
*st
= Station::Get(station
);
2864 if (!(st
->facilities
& FACIL_TRAIN
)) {
2865 /* The destination station has no trainstation tiles. */
2866 this->IncrementRealOrderIndex();
2873 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
2874 void Train::MarkDirty()
2878 v
->colourmap
= PAL_NONE
;
2879 v
->UpdateViewport(true, false);
2880 } while ((v
= v
->Next()) != nullptr);
2882 /* need to update acceleration and cached values since the goods on the train changed. */
2883 this->CargoChanged();
2884 this->UpdateAcceleration();
2888 * This function looks at the vehicle and updates its speed (cur_speed
2889 * and subspeed) variables. Furthermore, it returns the distance that
2890 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2891 * the distance to drive before moving a step on the map.
2892 * @return distance to drive.
2894 int Train::UpdateSpeed()
2896 switch (_settings_game
.vehicle
.train_acceleration_model
) {
2897 default: NOT_REACHED();
2899 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
2902 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
2907 * Trains enters a station, send out a news item if it is the first train, and start loading.
2908 * @param v Train that entered the station.
2909 * @param station Station visited.
2911 static void TrainEnterStation(Train
*v
, StationID station
)
2913 v
->last_station_visited
= station
;
2915 /* check if a train ever visited this station before */
2916 Station
*st
= Station::Get(station
);
2917 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
2918 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
2919 SetDParam(0, st
->index
);
2921 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
2922 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
2926 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2927 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2930 v
->force_proceed
= TFP_NONE
;
2931 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2935 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
2936 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
2939 /* Check if the vehicle is compatible with the specified tile */
2940 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
)
2942 return IsTileOwner(tile
, v
->owner
) &&
2943 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
)));
2946 /** Data structure for storing engine speed changes of an acceleration type. */
2947 struct AccelerationSlowdownParams
{
2948 byte small_turn
; ///< Speed change due to a small turn.
2949 byte large_turn
; ///< Speed change due to a large turn.
2950 byte z_up
; ///< Fraction to remove when moving up.
2951 byte z_down
; ///< Fraction to add when moving down.
2954 /** Speed update fractions for each acceleration type. */
2955 static const AccelerationSlowdownParams _accel_slowdown
[] = {
2957 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
2958 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
2959 {0, 256 / 2, 256 / 4, 2}, ///< maglev
2963 * Modify the speed of the vehicle due to a change in altitude.
2964 * @param v %Train to update.
2965 * @param old_z Previous height.
2967 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
2969 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
2971 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
2973 if (old_z
< v
->z_pos
) {
2974 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
2976 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
2977 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
2981 static bool TrainMovedChangeSignals(TileIndex tile
, DiagDirection dir
)
2983 if (IsTileType(tile
, MP_RAILWAY
) &&
2984 GetRailTileType(tile
) == RAIL_TILE_SIGNALS
) {
2985 TrackdirBits tracks
= TrackBitsToTrackdirBits(GetTrackBits(tile
)) & DiagdirReachesTrackdirs(dir
);
2986 Trackdir trackdir
= FindFirstTrackdir(tracks
);
2987 if (UpdateSignalsOnSegment(tile
, TrackdirToExitdir(trackdir
), GetTileOwner(tile
)) == SIGSEG_PBS
&& HasSignalOnTrackdir(tile
, trackdir
)) {
2988 /* A PBS block with a non-PBS signal facing us? */
2989 if (!IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(trackdir
)))) return true;
2995 /** Tries to reserve track under whole train consist. */
2996 void Train::ReserveTrackUnderConsist() const
2998 for (const Train
*u
= this; u
!= nullptr; u
= u
->Next()) {
3000 case TRACK_BIT_WORMHOLE
:
3001 TryReserveRailTrack(u
->tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(u
->tile
)));
3003 case TRACK_BIT_DEPOT
:
3006 TryReserveRailTrack(u
->tile
, TrackBitsToTrack(u
->track
));
3013 * The train vehicle crashed!
3014 * Update its status and other parts around it.
3015 * @param flooded Crash was caused by flooding.
3016 * @return Number of people killed.
3018 uint
Train::Crash(bool flooded
)
3021 if (this->IsFrontEngine()) {
3022 pass
+= 2; // driver
3024 /* Remove the reserved path in front of the train if it is not stuck.
3025 * Also clear all reserved tracks the train is currently on. */
3026 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
3027 for (const Train
*v
= this; v
!= nullptr; v
= v
->Next()) {
3028 ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3029 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) {
3030 /* ClearPathReservation will not free the wormhole exit
3031 * if the train has just entered the wormhole. */
3032 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v
->tile
), false);
3036 /* we may need to update crossing we were approaching,
3037 * but must be updated after the train has been marked crashed */
3038 TileIndex crossing
= TrainApproachingCrossingTile(this);
3039 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
3041 /* Remove the loading indicators (if any) */
3042 HideFillingPercent(&this->fill_percent_te_id
);
3045 pass
+= this->GroundVehicleBase::Crash(flooded
);
3047 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
3052 * Marks train as crashed and creates an AI event.
3053 * Doesn't do anything if the train is crashed already.
3054 * @param v first vehicle of chain
3055 * @return number of victims (including 2 drivers; zero if train was already crashed)
3057 static uint
TrainCrashed(Train
*v
)
3061 /* do not crash train twice */
3062 if (!(v
->vehstatus
& VS_CRASHED
)) {
3064 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3065 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3068 /* Try to re-reserve track under already crashed train too.
3069 * Crash() clears the reservation! */
3070 v
->ReserveTrackUnderConsist();
3075 /** Temporary data storage for testing collisions. */
3076 struct TrainCollideChecker
{
3077 Train
*v
; ///< %Vehicle we are testing for collision.
3078 uint num
; ///< Total number of victims if train collided.
3082 * Collision test function.
3083 * @param v %Train vehicle to test collision with.
3084 * @param data %Train being examined.
3085 * @return \c nullptr (always continue search)
3087 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3089 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3091 /* not a train or in depot */
3092 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->track
== TRACK_BIT_DEPOT
) return nullptr;
3094 /* do not crash into trains of another company. */
3095 if (v
->owner
!= tcc
->v
->owner
) return nullptr;
3097 /* get first vehicle now to make most usual checks faster */
3098 Train
*coll
= Train::From(v
)->First();
3100 /* can't collide with own wagons */
3101 if (coll
== tcc
->v
) return nullptr;
3103 int x_diff
= v
->x_pos
- tcc
->v
->x_pos
;
3104 int y_diff
= v
->y_pos
- tcc
->v
->y_pos
;
3106 /* Do fast calculation to check whether trains are not in close vicinity
3107 * and quickly reject trains distant enough for any collision.
3108 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3109 * Differences are then ORed and then we check for any higher bits */
3110 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3111 if (hash
& ~15) return nullptr;
3113 /* Slower check using multiplication */
3114 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->v
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3115 if (x_diff
* x_diff
+ y_diff
* y_diff
> min_diff
* min_diff
) return nullptr;
3117 /* Happens when there is a train under bridge next to bridge head */
3118 if (abs(v
->z_pos
- tcc
->v
->z_pos
) > 5) return nullptr;
3120 /* crash both trains */
3121 tcc
->num
+= TrainCrashed(tcc
->v
);
3122 tcc
->num
+= TrainCrashed(coll
);
3124 return nullptr; // continue searching
3128 * Checks whether the specified train has a collision with another vehicle. If
3129 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3130 * Reports the incident in a flashy news item, modifies station ratings and
3132 * @param v %Train to test.
3134 static bool CheckTrainCollision(Train
*v
)
3136 /* can't collide in depot */
3137 if (v
->track
== TRACK_BIT_DEPOT
) return false;
3139 assert(v
->track
== TRACK_BIT_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3141 TrainCollideChecker tcc
;
3145 /* find colliding vehicles */
3146 if (v
->track
== TRACK_BIT_WORMHOLE
) {
3147 FindVehicleOnPos(v
->tile
, &tcc
, FindTrainCollideEnum
);
3148 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &tcc
, FindTrainCollideEnum
);
3150 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3153 /* any dead -> no crash */
3154 if (tcc
.num
== 0) return false;
3156 SetDParam(0, tcc
.num
);
3157 AddTileNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->tile
);
3159 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3160 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_TRAIN_COLLISION
, v
);
3164 static Vehicle
*CheckTrainAtSignal(Vehicle
*v
, void *data
)
3166 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return nullptr;
3168 Train
*t
= Train::From(v
);
3169 DiagDirection exitdir
= *(DiagDirection
*)data
;
3171 /* not front engine of a train, inside wormhole or depot, crashed */
3172 if (!t
->IsFrontEngine() || !(t
->track
& TRACK_BIT_MASK
)) return nullptr;
3174 if (t
->cur_speed
> 5 || VehicleExitDir(t
->direction
, t
->track
) != exitdir
) return nullptr;
3180 * Move a vehicle chain one movement stop forwards.
3181 * @param v First vehicle to move.
3182 * @param nomove Stop moving this and all following vehicles.
3183 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3184 * @return True if the vehicle could be moved forward, false otherwise.
3186 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3188 Train
*first
= v
->First();
3190 bool direction_changed
= false; // has direction of any part changed?
3192 /* For every vehicle after and including the given vehicle */
3193 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3194 DiagDirection enterdir
= DIAGDIR_BEGIN
;
3195 bool update_signals_crossing
= false; // will we update signals or crossing state?
3197 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
3198 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3199 /* Not inside tunnel */
3200 if (gp
.old_tile
== gp
.new_tile
) {
3201 /* Staying in the old tile */
3202 if (v
->track
== TRACK_BIT_DEPOT
) {
3207 /* Not inside depot */
3209 /* Reverse when we are at the end of the track already, do not move to the new position */
3210 if (v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3212 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3213 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3216 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3217 /* The new position is the end of the platform */
3218 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3222 /* A new tile is about to be entered. */
3224 /* Determine what direction we're entering the new tile from */
3225 enterdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
3226 assert(IsValidDiagDirection(enterdir
));
3228 /* Get the status of the tracks in the new tile and mask
3229 * away the bits that aren't reachable. */
3230 TrackStatus ts
= GetTileTrackStatus(gp
.new_tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(enterdir
));
3231 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3233 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3234 TrackBits red_signals
= TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts
) & reachable_trackdirs
);
3236 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3237 if (Rail90DegTurnDisallowed(GetTileRailType(gp
.old_tile
), GetTileRailType(gp
.new_tile
)) && prev
== nullptr) {
3238 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3239 * can be switched on halfway a turn */
3240 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3243 if (bits
== TRACK_BIT_NONE
) goto invalid_rail
;
3245 /* Check if the new tile constrains tracks that are compatible
3246 * with the current train, if not, bail out. */
3247 if (!CheckCompatibleRail(v
, gp
.new_tile
)) goto invalid_rail
;
3249 TrackBits chosen_track
;
3250 if (prev
== nullptr) {
3251 /* Currently the locomotive is active. Determine which one of the
3252 * available tracks to choose */
3253 chosen_track
= TrackToTrackBits(ChooseTrainTrack(v
, gp
.new_tile
, enterdir
, bits
, false, nullptr, true));
3254 assert(chosen_track
& (bits
| GetReservedTrackbits(gp
.new_tile
)));
3256 if (v
->force_proceed
!= TFP_NONE
&& IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
)) {
3257 /* For each signal we find decrease the counter by one.
3258 * We start at two, so the first signal we pass decreases
3259 * this to one, then if we reach the next signal it is
3260 * decreased to zero and we won't pass that new signal. */
3261 Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3262 if (HasSignalOnTrackdir(gp
.new_tile
, dir
) ||
3263 (HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(dir
)) &&
3264 GetSignalType(gp
.new_tile
, TrackdirToTrack(dir
)) != SIGTYPE_PBS
)) {
3265 /* However, we do not want to be stopped by PBS signals
3266 * entered via the back. */
3267 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3268 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3272 /* Check if it's a red signal and that force proceed is not clicked. */
3273 if ((red_signals
& chosen_track
) && v
->force_proceed
== TFP_NONE
) {
3274 /* In front of a red signal */
3275 Trackdir i
= FindFirstTrackdir(trackdirbits
);
3277 /* Don't handle stuck trains here. */
3278 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return false;
3280 if (!HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(i
))) {
3283 v
->progress
= 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3284 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* DAY_TICKS
* 2) return false;
3285 } else if (HasSignalOnTrackdir(gp
.new_tile
, i
)) {
3288 v
->progress
= 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3289 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* DAY_TICKS
* 2) {
3290 DiagDirection exitdir
= TrackdirToExitdir(i
);
3291 TileIndex o_tile
= TileAddByDiagDir(gp
.new_tile
, exitdir
);
3293 exitdir
= ReverseDiagDir(exitdir
);
3295 /* check if a train is waiting on the other side */
3296 if (!HasVehicleOnPos(o_tile
, &exitdir
, &CheckTrainAtSignal
)) return false;
3300 /* If we would reverse but are currently in a PBS block and
3301 * reversing of stuck trains is disabled, don't reverse.
3302 * This does not apply if the reason for reversing is a one-way
3303 * signal blocking us, because a train would then be stuck forever. */
3304 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(gp
.new_tile
, i
) &&
3305 UpdateSignalsOnSegment(v
->tile
, enterdir
, v
->owner
) == SIGSEG_PBS
) {
3306 v
->wait_counter
= 0;
3309 goto reverse_train_direction
;
3311 TryReserveRailTrack(gp
.new_tile
, TrackBitsToTrack(chosen_track
), false);
3314 /* The wagon is active, simply follow the prev vehicle. */
3315 if (prev
->tile
== gp
.new_tile
) {
3316 /* Choose the same track as prev */
3317 if (prev
->track
== TRACK_BIT_WORMHOLE
) {
3318 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3319 * However, just choose the track into the wormhole. */
3320 assert(IsTunnel(prev
->tile
));
3321 chosen_track
= bits
;
3323 chosen_track
= prev
->track
;
3326 /* Choose the track that leads to the tile where prev is.
3327 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3328 * I.e. when the tile between them has only space for a single vehicle like
3329 * 1) horizontal/vertical track tiles and
3330 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3331 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3333 static const TrackBits _connecting_track
[DIAGDIR_END
][DIAGDIR_END
] = {
3334 {TRACK_BIT_X
, TRACK_BIT_LOWER
, TRACK_BIT_NONE
, TRACK_BIT_LEFT
},
3335 {TRACK_BIT_UPPER
, TRACK_BIT_Y
, TRACK_BIT_LEFT
, TRACK_BIT_NONE
},
3336 {TRACK_BIT_NONE
, TRACK_BIT_RIGHT
, TRACK_BIT_X
, TRACK_BIT_UPPER
},
3337 {TRACK_BIT_RIGHT
, TRACK_BIT_NONE
, TRACK_BIT_LOWER
, TRACK_BIT_Y
}
3339 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3340 assert(IsValidDiagDirection(exitdir
));
3341 chosen_track
= _connecting_track
[enterdir
][exitdir
];
3343 chosen_track
&= bits
;
3346 /* Make sure chosen track is a valid track */
3348 chosen_track
== TRACK_BIT_X
|| chosen_track
== TRACK_BIT_Y
||
3349 chosen_track
== TRACK_BIT_UPPER
|| chosen_track
== TRACK_BIT_LOWER
||
3350 chosen_track
== TRACK_BIT_LEFT
|| chosen_track
== TRACK_BIT_RIGHT
);
3352 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3353 const byte
*b
= _initial_tile_subcoord
[FIND_FIRST_BIT(chosen_track
)][enterdir
];
3354 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3355 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3356 Direction chosen_dir
= (Direction
)b
[2];
3358 /* Call the landscape function and tell it that the vehicle entered the tile */
3359 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3360 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3364 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
3365 Track track
= FindFirstTrack(chosen_track
);
3366 Trackdir tdir
= TrackDirectionToTrackdir(track
, chosen_dir
);
3367 if (v
->IsFrontEngine() && HasPbsSignalOnTrackdir(gp
.new_tile
, tdir
)) {
3368 SetSignalStateByTrackdir(gp
.new_tile
, tdir
, SIGNAL_STATE_RED
);
3369 MarkTileDirtyByTile(gp
.new_tile
);
3372 /* Clear any track reservation when the last vehicle leaves the tile */
3373 if (v
->Next() == nullptr) ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3375 v
->tile
= gp
.new_tile
;
3377 if (GetTileRailType(gp
.new_tile
) != GetTileRailType(gp
.old_tile
)) {
3378 v
->First()->ConsistChanged(CCF_TRACK
);
3381 v
->track
= chosen_track
;
3385 /* We need to update signal status, but after the vehicle position hash
3386 * has been updated by UpdateInclination() */
3387 update_signals_crossing
= true;
3389 if (chosen_dir
!= v
->direction
) {
3390 if (prev
== nullptr && _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3391 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3392 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3393 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3395 direction_changed
= true;
3396 v
->direction
= chosen_dir
;
3399 if (v
->IsFrontEngine()) {
3400 v
->wait_counter
= 0;
3402 /* If we are approaching a crossing that is reserved, play the sound now. */
3403 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3404 if (crossing
!= INVALID_TILE
&& HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3406 /* Always try to extend the reservation when entering a tile. */
3407 CheckNextTrainTile(v
);
3410 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3411 /* The new position is the location where we want to stop */
3412 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3416 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
3417 /* Perform look-ahead on tunnel exit. */
3418 if (v
->IsFrontEngine()) {
3419 TryReserveRailTrack(gp
.new_tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp
.new_tile
)));
3420 CheckNextTrainTile(v
);
3422 /* Prevent v->UpdateInclination() being called with wrong parameters.
3423 * This could happen if the train was reversed inside the tunnel/bridge. */
3424 if (gp
.old_tile
== gp
.new_tile
) {
3425 gp
.old_tile
= GetOtherTunnelBridgeEnd(gp
.old_tile
);
3430 v
->UpdatePosition();
3431 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(true);
3436 /* update image of train, as well as delta XY */
3441 v
->UpdatePosition();
3443 /* update the Z position of the vehicle */
3444 int old_z
= v
->UpdateInclination(gp
.new_tile
!= gp
.old_tile
, false);
3446 if (prev
== nullptr) {
3447 /* This is the first vehicle in the train */
3448 AffectSpeedByZChange(v
, old_z
);
3451 if (update_signals_crossing
) {
3452 if (v
->IsFrontEngine()) {
3453 if (TrainMovedChangeSignals(gp
.new_tile
, enterdir
)) {
3454 /* We are entering a block with PBS signals right now, but
3455 * not through a PBS signal. This means we don't have a
3456 * reservation right now. As a conventional signal will only
3457 * ever be green if no other train is in the block, getting
3458 * a path should always be possible. If the player built
3459 * such a strange network that it is not possible, the train
3460 * will be marked as stuck and the player has to deal with
3462 if ((!HasReservedTracks(gp
.new_tile
, v
->track
) &&
3463 !TryReserveRailTrack(gp
.new_tile
, FindFirstTrack(v
->track
))) ||
3464 !TryPathReserve(v
)) {
3465 MarkTrainAsStuck(v
);
3470 /* Signals can only change when the first
3471 * (above) or the last vehicle moves. */
3472 if (v
->Next() == nullptr) {
3473 TrainMovedChangeSignals(gp
.old_tile
, ReverseDiagDir(enterdir
));
3474 if (IsLevelCrossingTile(gp
.old_tile
)) UpdateLevelCrossing(gp
.old_tile
);
3478 /* Do not check on every tick to save some computing time. */
3479 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) CheckNextTrainTile(v
);
3482 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
3487 /* We've reached end of line?? */
3488 if (prev
!= nullptr) error("Disconnecting train");
3490 reverse_train_direction
:
3492 v
->wait_counter
= 0;
3495 ReverseTrainDirection(v
);
3502 * Collect trackbits of all crashed train vehicles on a tile
3503 * @param v Vehicle passed from Find/HasVehicleOnPos()
3504 * @param data trackdirbits for the result
3505 * @return nullptr to iterate over all vehicles on the tile.
3507 static Vehicle
*CollectTrackbitsFromCrashedVehiclesEnum(Vehicle
*v
, void *data
)
3509 TrackBits
*trackbits
= (TrackBits
*)data
;
3511 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
3512 TrackBits train_tbits
= Train::From(v
)->track
;
3513 if (train_tbits
== TRACK_BIT_WORMHOLE
) {
3514 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3515 *trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
3516 } else if (train_tbits
!= TRACK_BIT_DEPOT
) {
3517 *trackbits
|= train_tbits
;
3525 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3526 * train, then goes to the last wagon and deletes that. Each call to this function
3527 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3528 * or inside a tunnel/bridge, recalculate the signals as they might need updating
3529 * @param v the Vehicle of which last wagon is to be removed
3531 static void DeleteLastWagon(Train
*v
)
3533 Train
*first
= v
->First();
3535 /* Go to the last wagon and delete the link pointing there
3536 * *u is then the one-before-last wagon, and *v the last
3537 * one which will physically be removed */
3539 for (; v
->Next() != nullptr; v
= v
->Next()) u
= v
;
3540 u
->SetNext(nullptr);
3543 /* Recalculate cached train properties */
3544 first
->ConsistChanged(CCF_ARRANGE
);
3545 /* Update the depot window if the first vehicle is in depot -
3546 * if v == first, then it is updated in PreDestructor() */
3547 if (first
->track
== TRACK_BIT_DEPOT
) {
3548 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
3550 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
3553 /* 'v' shouldn't be accessed after it has been deleted */
3554 TrackBits trackbits
= v
->track
;
3555 TileIndex tile
= v
->tile
;
3556 Owner owner
= v
->owner
;
3559 v
= nullptr; // make sure nobody will try to read 'v' anymore
3561 if (trackbits
== TRACK_BIT_WORMHOLE
) {
3562 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3563 trackbits
= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile
));
3566 Track track
= TrackBitsToTrack(trackbits
);
3567 if (HasReservedTracks(tile
, trackbits
)) {
3568 UnreserveRailTrack(tile
, track
);
3570 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3571 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
3572 FindVehicleOnPos(tile
, &remaining_trackbits
, CollectTrackbitsFromCrashedVehiclesEnum
);
3574 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3575 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
3576 for (Track t
: SetTrackBitIterator(remaining_trackbits
)) TryReserveRailTrack(tile
, t
);
3579 /* check if the wagon was on a road/rail-crossing */
3580 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
3582 /* Update signals */
3583 if (IsTileType(tile
, MP_TUNNELBRIDGE
) || IsRailDepotTile(tile
)) {
3584 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
3586 SetSignalsOnBothDir(tile
, track
, owner
);
3591 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3592 * @param v First crashed vehicle.
3594 static void ChangeTrainDirRandomly(Train
*v
)
3596 static const DirDiff delta
[] = {
3597 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
3601 /* We don't need to twist around vehicles if they're not visible */
3602 if (!(v
->vehstatus
& VS_HIDDEN
)) {
3603 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
3604 /* Refrain from updating the z position of the vehicle when on
3605 * a bridge, because UpdateInclination() will put the vehicle under
3606 * the bridge in that case */
3607 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3608 v
->UpdatePosition();
3609 v
->UpdateInclination(false, true);
3611 v
->UpdateViewport(false, true);
3614 } while ((v
= v
->Next()) != nullptr);
3618 * Handle a crashed train.
3619 * @param v First train vehicle.
3620 * @return %Vehicle chain still exists.
3622 static bool HandleCrashedTrain(Train
*v
)
3624 int state
= ++v
->crash_anim_pos
;
3626 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
3627 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
3631 if (state
<= 200 && Chance16R(1, 7, r
)) {
3632 int index
= (r
* 10 >> 16);
3639 CreateEffectVehicleRel(u
,
3643 EV_EXPLOSION_SMALL
);
3646 } while ((u
= u
->Next()) != nullptr);
3649 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
3651 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
3652 bool ret
= v
->Next() != nullptr;
3660 /** Maximum speeds for train that is broken down or approaching line end */
3661 static const uint16 _breakdown_speeds
[16] = {
3662 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3667 * Train is approaching line end, slow down and possibly reverse
3669 * @param v front train engine
3670 * @param signal not line end, just a red signal
3671 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3672 * @return true iff we did NOT have to reverse
3674 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
3676 /* Calc position within the current tile */
3677 uint x
= v
->x_pos
& 0xF;
3678 uint y
= v
->y_pos
& 0xF;
3680 /* for diagonal directions, 'x' will be 0..15 -
3681 * for other directions, it will be 1, 3, 5, ..., 15 */
3682 switch (v
->direction
) {
3683 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
3684 case DIR_NW
: x
= y
; FALLTHROUGH
;
3685 case DIR_NE
: x
= ~x
+ 16; break;
3686 case DIR_E
: x
= ~x
+ y
+ 9; break;
3687 case DIR_SE
: x
= y
; break;
3688 case DIR_S
: x
= x
+ y
- 7; break;
3689 case DIR_W
: x
= ~y
+ x
+ 9; break;
3693 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3694 * does not cross the tile boundary when we do reverse, but as the vehicle's
3695 * location is based on their center, use half a vehicle's length as offset.
3696 * Multiply the half-length by two for straight directions to compensate that
3697 * we only get odd x offsets there. */
3698 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
3699 /* we are too near the tile end, reverse now */
3701 if (reverse
) ReverseTrainDirection(v
);
3706 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3707 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
3708 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3715 * Determines whether train would like to leave the tile
3716 * @param v train to test
3717 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
3719 static bool TrainCanLeaveTile(const Train
*v
)
3721 /* Exit if inside a tunnel/bridge or a depot */
3722 if (v
->track
== TRACK_BIT_WORMHOLE
|| v
->track
== TRACK_BIT_DEPOT
) return false;
3724 TileIndex tile
= v
->tile
;
3726 /* entering a tunnel/bridge? */
3727 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
3728 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
3729 if (DiagDirToDir(dir
) == v
->direction
) return false;
3732 /* entering a depot? */
3733 if (IsRailDepotTile(tile
)) {
3734 DiagDirection dir
= ReverseDiagDir(GetRailDepotDirection(tile
));
3735 if (DiagDirToDir(dir
) == v
->direction
) return false;
3743 * Determines whether train is approaching a rail-road crossing
3744 * (thus making it barred)
3745 * @param v front engine of train
3746 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
3747 * @pre v in non-crashed front engine
3749 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
3751 assert(v
->IsFrontEngine());
3752 assert(!(v
->vehstatus
& VS_CRASHED
));
3754 if (!TrainCanLeaveTile(v
)) return INVALID_TILE
;
3756 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3757 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3759 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3760 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
3761 !CheckCompatibleRail(v
, tile
)) {
3762 return INVALID_TILE
;
3770 * Checks for line end. Also, bars crossing at next tile if needed
3772 * @param v vehicle we are checking
3773 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3774 * @return true iff we did NOT have to reverse
3776 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
3778 /* First, handle broken down train */
3780 int t
= v
->breakdown_ctr
;
3782 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3784 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
3785 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3787 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
3790 if (!TrainCanLeaveTile(v
)) return true;
3792 /* Determine the non-diagonal direction in which we will exit this tile */
3793 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3794 /* Calculate next tile */
3795 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3797 /* Determine the track status on the next tile */
3798 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(dir
));
3799 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
3801 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3802 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
3804 /* We are sure the train is not entering a depot, it is detected above */
3806 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3807 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3808 if (Rail90DegTurnDisallowed(GetTileRailType(v
->tile
), GetTileRailType(tile
))) {
3809 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3812 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3813 if (bits
== TRACK_BIT_NONE
|| !CheckCompatibleRail(v
, tile
)) {
3814 return TrainApproachingLineEnd(v
, false, reverse
);
3817 /* approaching red signal */
3818 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
3820 /* approaching a rail/road crossing? then make it red */
3821 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
3827 static bool TrainLocoHandler(Train
*v
, bool mode
)
3829 /* train has crashed? */
3830 if (v
->vehstatus
& VS_CRASHED
) {
3831 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
3834 if (v
->force_proceed
!= TFP_NONE
) {
3835 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3836 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3839 /* train is broken down? */
3840 if (v
->HandleBreakdown()) return true;
3842 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
3843 ReverseTrainDirection(v
);
3846 /* exit if train is stopped */
3847 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
3849 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
3850 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
3851 v
->wait_counter
= 0;
3854 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3855 ReverseTrainDirection(v
);
3857 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
3858 /* Try to reserve a path when leaving the station as we
3859 * might not be marked as wanting a reservation, e.g.
3860 * when an overlength train gets turned around in a station. */
3861 DiagDirection dir
= VehicleExitDir(v
->direction
, v
->track
);
3862 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
3864 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
3865 TryPathReserve(v
, true, true);
3867 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3870 v
->HandleLoading(mode
);
3872 if (v
->current_order
.IsType(OT_LOADING
)) return true;
3874 if (CheckTrainStayInDepot(v
)) return true;
3876 if (!mode
) v
->ShowVisualEffect();
3878 /* We had no order but have an order now, do look ahead. */
3879 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
3880 CheckNextTrainTile(v
);
3883 /* Handle stuck trains. */
3884 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
3887 /* Should we try reversing this tick if still stuck? */
3888 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
3890 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
3891 if (!TryPathReserve(v
)) {
3893 if (turn_around
) ReverseTrainDirection(v
);
3895 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
3896 /* Show message to player. */
3897 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
3898 SetDParam(0, v
->index
);
3899 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
3901 v
->wait_counter
= 0;
3903 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3904 if (v
->force_proceed
== TFP_NONE
) return true;
3905 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3906 v
->wait_counter
= 0;
3907 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3911 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
3912 v
->current_order
.Free();
3913 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3917 int j
= v
->UpdateSpeed();
3919 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3920 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
3921 /* If we manually stopped, we're not force-proceeding anymore. */
3922 v
->force_proceed
= TFP_NONE
;
3923 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3926 int adv_spd
= v
->GetAdvanceDistance();
3928 /* if the vehicle has speed 0, update the last_speed field. */
3929 if (v
->cur_speed
== 0) v
->SetLastSpeed();
3931 TrainCheckIfLineEnds(v
);
3932 /* Loop until the train has finished moving. */
3935 TrainController(v
, nullptr);
3936 /* Don't continue to move if the train crashed. */
3937 if (CheckTrainCollision(v
)) break;
3938 /* Determine distance to next map position */
3939 adv_spd
= v
->GetAdvanceDistance();
3941 /* No more moving this tick */
3942 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
3944 OrderType order_type
= v
->current_order
.GetType();
3945 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3946 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
3947 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
3948 IsTileType(v
->tile
, MP_STATION
) &&
3949 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
3956 for (Train
*u
= v
; u
!= nullptr; u
= u
->Next()) {
3957 if ((u
->vehstatus
& VS_HIDDEN
) != 0) continue;
3959 u
->UpdateViewport(false, false);
3962 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
3968 * Get running cost for the train consist.
3969 * @return Yearly running costs.
3971 Money
Train::GetRunningCost() const
3974 const Train
*v
= this;
3977 const Engine
*e
= v
->GetEngine();
3978 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
3980 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
3981 if (cost_factor
== 0) continue;
3983 /* Halve running cost for multiheaded parts */
3984 if (v
->IsMultiheaded()) cost_factor
/= 2;
3986 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
3987 } while ((v
= v
->GetNextVehicle()) != nullptr);
3993 * Update train vehicle data for a tick.
3994 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
3998 this->tick_counter
++;
4000 if (this->IsFrontEngine()) {
4001 PerformanceAccumulator
framerate(PFE_GL_TRAINS
);
4003 if (!(this->vehstatus
& VS_STOPPED
) || this->cur_speed
> 0) this->running_ticks
++;
4005 this->current_order_time
++;
4007 if (!TrainLocoHandler(this, false)) return false;
4009 return TrainLocoHandler(this, true);
4010 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
4011 /* Delete flooded standalone wagon chain */
4012 if (++this->crash_anim_pos
>= 4400) {
4022 * Check whether a train needs service, and if so, find a depot or service it.
4023 * @return v %Train to check.
4025 static void CheckIfTrainNeedsService(Train
*v
)
4027 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
4028 if (v
->IsChainInDepot()) {
4029 VehicleServiceInDepot(v
);
4034 switch (_settings_game
.pf
.pathfinder_for_trains
) {
4035 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
4036 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
4037 default: NOT_REACHED();
4040 FindDepotData tfdd
= FindClosestTrainDepot(v
, max_penalty
);
4041 /* Only go to the depot if it is not too far out of our way. */
4042 if (tfdd
.best_length
== UINT_MAX
|| tfdd
.best_length
> max_penalty
) {
4043 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
4044 /* If we were already heading for a depot but it has
4045 * suddenly moved farther away, we continue our normal
4047 v
->current_order
.MakeDummy();
4048 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4053 DepotID depot
= GetDepotIndex(tfdd
.tile
);
4055 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
4056 v
->current_order
.GetDestination() != depot
&&
4061 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
4062 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
, ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS
, ODATFB_NEAREST_DEPOT
);
4063 v
->dest_tile
= tfdd
.tile
;
4064 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4067 /** Update day counters of the train vehicle. */
4068 void Train::OnNewDay()
4072 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
4074 if (this->IsFrontEngine()) {
4075 CheckVehicleBreakdown(this);
4077 CheckIfTrainNeedsService(this);
4081 /* update destination */
4082 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4083 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4084 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4087 if (this->running_ticks
!= 0) {
4089 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4091 this->profit_this_year
-= cost
.GetCost();
4092 this->running_ticks
= 0;
4094 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4096 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4097 SetWindowClassesDirty(WC_TRAINS_LIST
);
4103 * Get the tracks of the train vehicle.
4104 * @return Current tracks of the vehicle.
4106 Trackdir
Train::GetVehicleTrackdir() const
4108 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
4110 if (this->track
== TRACK_BIT_DEPOT
) {
4111 /* We'll assume the train is facing outwards */
4112 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile
)); // Train in depot
4115 if (this->track
== TRACK_BIT_WORMHOLE
) {
4116 /* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
4117 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
4120 return TrackDirectionToTrackdir(FindFirstTrack(this->track
), this->direction
);