4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file train_cmd.cpp Handling of trains. */
14 #include "articulated_vehicles.h"
15 #include "command_func.h"
16 #include "pathfinder/npf/npf_func.h"
17 #include "pathfinder/yapf/yapf.hpp"
18 #include "news_func.h"
19 #include "company_func.h"
20 #include "newgrf_sound.h"
21 #include "newgrf_text.h"
22 #include "strings_func.h"
23 #include "viewport_func.h"
24 #include "vehicle_func.h"
25 #include "sound_func.h"
27 #include "game/game.hpp"
28 #include "newgrf_station.h"
29 #include "effectvehicle_func.h"
30 #include "network/network.h"
31 #include "spritecache.h"
32 #include "core/random_func.hpp"
33 #include "company_base.h"
35 #include "order_backup.h"
36 #include "zoom_func.h"
37 #include "newgrf_debug.h"
38 #include "tracerestrict.h"
39 #include "logic_signals.h"
40 #include "tbtr_template_vehicle_func.h"
41 #include "autoreplace_func.h"
42 #include "bridge_signal_map.h"
43 #include "tunnelbridge.h"
45 #include "table/strings.h"
46 #include "table/train_cmd.h"
48 #include "engine_func.h"
50 #include "safeguards.h"
52 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
);
53 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
54 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
55 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
56 static void CheckIfTrainNeedsService(Train
*v
);
57 static void CheckNextTrainTile(Train
*v
);
59 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
60 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
63 bool IsValidImageIndex
<VEH_TRAIN
>(uint8 image_index
)
65 return image_index
< lengthof(_engine_sprite_base
);
69 * Determine the side in which the train will leave the tile
71 * @param direction vehicle direction
72 * @param track vehicle track bits
73 * @return side of tile the train will leave
75 static inline DiagDirection
TrainExitDir(Direction direction
, TrackBits track
)
77 static const TrackBits state_dir_table
[DIAGDIR_END
] = { TRACK_BIT_RIGHT
, TRACK_BIT_LOWER
, TRACK_BIT_LEFT
, TRACK_BIT_UPPER
};
79 DiagDirection diagdir
= DirToDiagDir(direction
);
81 /* Determine the diagonal direction in which we will exit this tile */
82 if (!HasBit(direction
, 0) && track
!= state_dir_table
[diagdir
]) {
83 diagdir
= ChangeDiagDir(diagdir
, DIAGDIRDIFF_90LEFT
);
91 * Return the cargo weight multiplier to use for a rail vehicle
92 * @param cargo Cargo type to get multiplier for
93 * @return Cargo weight multiplier
95 byte
FreightWagonMult(CargoID cargo
)
97 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
98 return _settings_game
.vehicle
.freight_trains
;
101 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
102 void CheckTrainsLengths()
108 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
109 for (const Train
*u
= v
, *w
= v
->Next(); w
!= NULL
; u
= w
, w
= w
->Next()) {
110 if (u
->track
!= TRACK_BIT_DEPOT
) {
111 if ((w
->track
!= TRACK_BIT_DEPOT
&&
112 max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
113 (w
->track
== TRACK_BIT_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
114 SetDParam(0, v
->index
);
115 SetDParam(1, v
->owner
);
116 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
118 if (!_networking
&& first
) {
120 DoCommandP(0, PM_PAUSED_ERROR
, 1, CMD_PAUSE
);
122 /* Break so we warn only once for each train. */
132 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
133 * to/removed from the chain, and when the game is loaded.
134 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
135 * @param allowed_changes Stuff that is allowed to change.
137 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
139 uint16 max_speed
= UINT16_MAX
;
141 assert(this->IsFrontEngine() || this->IsFreeWagon());
143 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
144 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
145 this->gcache
.cached_total_length
= 0;
146 this->compatible_railtypes
= RAILTYPES_NONE
;
148 bool train_can_tilt
= true;
150 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
151 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
153 /* Check the this->first cache. */
154 assert(u
->First() == this);
156 /* update the 'first engine' */
157 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
158 u
->railtype
= rvi_u
->railtype
;
160 if (u
->IsEngine()) first_engine
= u
->engine_type
;
162 /* Set user defined data to its default value */
163 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
164 this->InvalidateNewGRFCache();
165 u
->InvalidateNewGRFCache();
168 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
169 /* Update user defined data (must be done before other properties) */
170 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
171 this->InvalidateNewGRFCache();
172 u
->InvalidateNewGRFCache();
175 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
176 const Engine
*e_u
= u
->GetEngine();
177 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
179 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
181 /* Cache wagon override sprite group. NULL is returned if there is none */
182 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
184 /* Reset colour map */
185 u
->colourmap
= PAL_NONE
;
187 RailType rt
= u
->railtype
;
189 /* Update powered-wagon-status and visual effect */
190 u
->UpdateVisualEffect(true);
192 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
193 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
194 /* wagon is powered */
195 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
197 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
200 if (!u
->IsArticulatedPart()) {
201 /* Do not count powered wagons for the compatible railtypes, as wagons always
202 have railtype normal */
203 if (rvi_u
->power
> 0) {
204 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
207 /* Some electric engines can be allowed to run on normal rail. It happens to all
208 * existing electric engines when elrails are disabled and then re-enabled */
209 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
210 u
->railtype
= RAILTYPE_RAIL
;
211 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
214 /* max speed is the minimum of the speed limits of all vehicles in the consist */
215 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
216 uint16 speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
217 if (speed
!= 0) max_speed
= min(speed
, max_speed
);
221 uint16 new_cap
= e_u
->DetermineCapacity(u
);
222 if (allowed_changes
& CCF_CAPACITY
) {
223 /* Update vehicle capacity. */
224 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
225 u
->refit_cap
= min(new_cap
, u
->refit_cap
);
226 u
->cargo_cap
= new_cap
;
228 /* Verify capacity hasn't changed. */
229 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
231 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
233 /* check the vehicle length (callback) */
234 uint16 veh_len
= CALLBACK_FAILED
;
235 if (e_u
->GetGRF() != NULL
&& e_u
->GetGRF()->grf_version
>= 8) {
236 /* Use callback 36 */
237 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
239 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
240 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
242 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
243 /* Use callback 11 */
244 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
246 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
247 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
249 if (allowed_changes
& CCF_LENGTH
) {
250 /* Update vehicle length. */
251 u
->gcache
.cached_veh_length
= veh_len
;
253 /* Verify length hasn't changed. */
254 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
257 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
258 this->InvalidateNewGRFCache();
259 u
->InvalidateNewGRFCache();
262 /* store consist weight/max speed in cache */
263 this->vcache
.cached_max_speed
= max_speed
;
264 this->tcache
.cached_tilt
= train_can_tilt
;
265 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
267 /* 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) */
268 this->CargoChanged();
270 if (this->IsFrontEngine()) {
271 this->UpdateAcceleration();
272 if ( !HasBit(this->subtype
, GVSF_VIRTUAL
) ) SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
273 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
274 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
275 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
280 * Get the stop location of (the center) of the front vehicle of a train at
281 * a platform of a station.
282 * @param station_id the ID of the station where we're stopping
283 * @param tile the tile where the vehicle currently is
284 * @param v the vehicle to get the stop location of
285 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
286 * @param station_length 'return' the station length in 1/16th tiles
287 * @return the location, calculated from the begin of the station to stop at.
289 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
291 const Station
*st
= Station::Get(station_id
);
292 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
293 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
295 /* Default to the middle of the station for stations stops that are not in
296 * the order list like intermediate stations when non-stop is disabled */
297 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
298 if (v
->gcache
.cached_total_length
>= *station_length
) {
299 /* The train is longer than the station, make it stop at the far end of the platform */
300 osl
= OSL_PLATFORM_FAR_END
;
301 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
302 osl
= v
->current_order
.GetStopLocation();
305 /* The stop location of the FRONT! of the train */
308 default: NOT_REACHED();
310 case OSL_PLATFORM_NEAR_END
:
311 stop
= v
->gcache
.cached_total_length
;
314 case OSL_PLATFORM_MIDDLE
:
315 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
318 case OSL_PLATFORM_FAR_END
:
319 stop
= *station_length
;
323 /* Subtract half the front vehicle length of the train so we get the real
324 * stop location of the train. */
325 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
330 * Computes train speed limit caused by curves
331 * @return imposed speed limit
333 int Train::GetCurveSpeedLimit() const
335 assert(this->First() == this);
337 static const int absolute_max_speed
= UINT16_MAX
;
338 int max_speed
= absolute_max_speed
;
340 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
342 int curvecount
[2] = {0, 0};
344 /* first find the curve speed limit */
349 for (const Vehicle
*u
= this; u
->Next() != NULL
; u
= u
->Next(), pos
++) {
350 Direction this_dir
= u
->direction
;
351 Direction next_dir
= u
->Next()->direction
;
353 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
354 if (dirdiff
== DIRDIFF_SAME
) continue;
356 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
357 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
358 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
361 sum
+= pos
- lastpos
;
362 if (pos
- lastpos
== 1 && max_speed
> 88) {
369 /* if we have a 90 degree turn, fix the speed limit to 60 */
370 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
375 if (numcurve
> 0 && max_speed
> 88) {
376 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
377 max_speed
= absolute_max_speed
;
380 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
384 if (max_speed
!= absolute_max_speed
) {
385 /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
386 const RailtypeInfo
*rti
= GetRailTypeInfo(this->railtype
);
387 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
389 if (this->tcache
.cached_tilt
) {
390 /* Apply max_speed bonus of 20% for a tilting train */
391 max_speed
+= max_speed
/ 5;
401 * Calculates the maximum speed of the vehicle under its current conditions.
402 * @return Maximum speed of the vehicle.
404 int Train::GetCurrentMaxSpeed() const
406 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
407 this->gcache
.cached_max_track_speed
:
408 this->tcache
.cached_max_curve_speed
;
410 if (!(this->vehstatus
& VS_CRASHED
) && _settings_game
.vehicle
.train_speed_adaption
) {
411 int atc_speed
= max_speed
;
413 CFollowTrackRail
ft(this);
414 Trackdir old_td
= this->GetVehicleTrackdir();
416 if (ft
.Follow(this->tile
, this->GetVehicleTrackdir())) {
417 /* Basic idea: Follow the track for 20 tiles or 3 signals (i.e. at most two signal blocks) looking for other trains. */
418 /* If we find one (that meets certain restrictions), we limit the max speed to the speed of that train. */
423 old_td
= ft
.m_old_td
;
425 /* If we are on a depot or rail station tile stop searching */
426 if (IsDepotTile(ft
.m_new_tile
) || IsRailStationTile(ft
.m_new_tile
))
429 /* Increment signal counter if we're on a signal */
430 if (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && ///< Tile has rails
431 KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
&& ///< Tile has exactly *one* track
432 HasSignalOnTrack(ft
.m_new_tile
, TrackBitsToTrack(TrackdirBitsToTrackBits(ft
.m_new_td_bits
)))) { ///< Tile has signal
436 /* Check if tile has train/is reserved */
437 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
&& ///< Tile has exactly *one* track
438 HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) { ///< Tile is reserved
439 Train
* other_train
= GetTrainForReservation(ft
.m_new_tile
, TrackBitsToTrack(TrackdirBitsToTrackBits(ft
.m_new_td_bits
)));
442 if (other_train
!= nullptr &&
443 other_train
!= this && ///< Other train is not this train
444 other_train
->GetAccelerationStatus() != AS_BRAKE
) { ///< Other train is not braking
445 atc_speed
= other_train
->GetCurrentSpeed();
450 /* Decide what in direction to continue: reservation, straight or "first/only" direction. */
451 /* Abort if there's no reservation even though the tile contains multiple tracks. */
452 TrackdirBits reserved
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(ft
.m_new_tile
));
454 if (reserved
!= TRACKDIR_BIT_NONE
) {
455 // There is a reservation to follow.
456 old_td
= FindFirstTrackdir(reserved
);
458 else if (KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
459 // Tile has more than one track and we have no reservation. Bail out.
463 // There was no reservation but there is only one direction to follow, so follow it.
464 old_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
468 } while (num_tiles
< 20 && num_signals
< 3 && ft
.Follow(ft
.m_new_tile
, old_td
));
471 /* Check that the ATC speed is sufficiently large.
472 Avoids assertion error in UpdateSpeed(). */
473 max_speed
= max(25, min(max_speed
, atc_speed
));
476 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
477 StationID sid
= GetStationIndex(this->tile
);
478 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
481 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
483 /* The distance to go is whatever is still ahead of the train minus the
484 * distance from the train's stop location to the end of the platform */
485 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
487 if (distance_to_go
> 0) {
488 int st_max_speed
= 120;
490 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
491 if (max_speed
> (this->cur_speed
- delta_v
)) {
492 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
495 st_max_speed
= max(st_max_speed
, 25 * distance_to_go
);
496 max_speed
= min(max_speed
, st_max_speed
);
501 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
502 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->track
== TRACK_BIT_DEPOT
) {
503 max_speed
= min(max_speed
, 61);
507 /* Vehicle is on the middle part of a bridge. */
508 if (u
->track
== TRACK_BIT_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
509 max_speed
= min(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
);
513 max_speed
= min(max_speed
, this->current_order
.GetMaxSpeed());
514 return min(max_speed
, this->gcache
.cached_max_track_speed
);
517 /** Update acceleration of the train from the cached power and weight. */
518 void Train::UpdateAcceleration()
520 assert(this->IsFrontEngine() || this->IsFreeWagon());
522 uint power
= this->gcache
.cached_power
;
523 uint weight
= this->gcache
.cached_weight
;
525 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
529 * Get the width of a train vehicle image in the GUI.
530 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
531 * @return Width in pixels
533 int Train::GetDisplayImageWidth(Point
*offset
) const
535 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
536 int vehicle_pitch
= 0;
538 const Engine
*e
= this->GetEngine();
539 if (e
->GetGRF() != NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
540 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
541 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
544 if (offset
!= NULL
) {
545 offset
->x
= ScaleGUITrad(reference_width
) / 2;
546 offset
->y
= ScaleGUITrad(vehicle_pitch
);
548 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
551 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
553 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
554 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
558 * Get the sprite to display the train.
559 * @param direction Direction of view/travel.
560 * @param image_type Visualisation context.
561 * @return Sprite to display.
563 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
565 uint8 spritenum
= this->spritenum
;
567 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
569 if (is_custom_sprite(spritenum
)) {
570 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
571 if (result
->IsValid()) return;
573 spritenum
= this->GetEngine()->original_image_index
;
576 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
577 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
579 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
584 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
586 const Engine
*e
= Engine::Get(engine
);
587 Direction dir
= rear_head
? DIR_E
: DIR_W
;
588 uint8 spritenum
= e
->u
.rail
.image_index
;
590 if (is_custom_sprite(spritenum
)) {
591 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
592 if (result
->IsValid()) {
593 if (e
->GetGRF() != NULL
) {
594 y
+= ScaleGUITrad(e
->GetGRF()->traininfo_vehicle_pitch
);
599 spritenum
= Engine::Get(engine
)->original_image_index
;
602 if (rear_head
) spritenum
++;
604 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
607 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
609 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
613 VehicleSpriteSeq seqf
, seqr
;
614 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
615 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
618 seqf
.GetBounds(&rectf
);
619 seqr
.GetBounds(&rectr
);
621 preferred_x
= SoftClamp(preferred_x
,
622 left
- UnScaleGUI(rectf
.left
) + ScaleGUITrad(14),
623 right
- UnScaleGUI(rectr
.right
) - ScaleGUITrad(15));
625 seqf
.Draw(preferred_x
- ScaleGUITrad(14), yf
, pal
, pal
== PALETTE_CRASH
);
626 seqr
.Draw(preferred_x
+ ScaleGUITrad(15), yr
, pal
, pal
== PALETTE_CRASH
);
628 VehicleSpriteSeq seq
;
629 GetRailIcon(engine
, false, y
, image_type
, &seq
);
632 seq
.GetBounds(&rect
);
633 preferred_x
= Clamp(preferred_x
,
634 left
- UnScaleGUI(rect
.left
),
635 right
- UnScaleGUI(rect
.right
));
637 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
642 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
643 * @param engine The engine to get the sprite from.
644 * @param[out] width The width of the sprite.
645 * @param[out] height The height of the sprite.
646 * @param[out] xoffs Number of pixels to shift the sprite to the right.
647 * @param[out] yoffs Number of pixels to shift the sprite downwards.
648 * @param image_type Context the sprite is used in.
650 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
654 VehicleSpriteSeq seq
;
655 GetRailIcon(engine
, false, y
, image_type
, &seq
);
658 seq
.GetBounds(&rect
);
660 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
661 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
662 xoffs
= UnScaleGUI(rect
.left
);
663 yoffs
= UnScaleGUI(rect
.top
);
665 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
666 GetRailIcon(engine
, true, y
, image_type
, &seq
);
667 seq
.GetBounds(&rect
);
669 /* Calculate values relative to an imaginary center between the two sprites. */
670 width
= ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
671 height
= max
<uint
>(height
, UnScaleGUI(rect
.bottom
- rect
.top
+ 1));
672 xoffs
= xoffs
- ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
673 yoffs
= min(yoffs
, UnScaleGUI(rect
.top
));
678 * Build a railroad wagon.
679 * @param tile tile of the depot where rail-vehicle is built.
680 * @param flags type of operation.
681 * @param e the engine to build.
682 * @param ret[out] the vehicle that has been built.
683 * @return the cost of this operation or an error.
685 static CommandCost
CmdBuildRailWagon(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, Vehicle
**ret
)
687 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
689 /* Check that the wagon can drive on the track in question */
690 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
692 if (flags
& DC_EXEC
) {
693 Train
*v
= new Train();
695 v
->spritenum
= rvi
->image_index
;
697 v
->engine_type
= e
->index
;
698 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
700 DiagDirection dir
= GetRailDepotDirection(tile
);
702 v
->direction
= DiagDirToDir(dir
);
705 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
706 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
710 v
->z_pos
= GetSlopePixelZ(x
, y
);
711 v
->owner
= _current_company
;
712 v
->track
= TRACK_BIT_DEPOT
;
713 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
714 v
->reverse_distance
= 0;
719 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
721 v
->cargo_type
= e
->GetDefaultCargoType();
722 v
->cargo_cap
= rvi
->capacity
;
725 v
->railtype
= rvi
->railtype
;
727 v
->date_of_last_service
= _date
;
728 v
->build_year
= _cur_year
;
729 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
730 v
->random_bits
= VehicleRandomBits();
732 v
->group_id
= DEFAULT_GROUP
;
734 AddArticulatedParts(v
);
736 _new_vehicle_id
= v
->index
;
739 v
->First()->ConsistChanged(CCF_ARRANGE
);
740 UpdateTrainGroupID(v
->First());
742 CheckConsistencyOfArticulatedVehicle(v
);
744 /* Try to connect the vehicle to one of free chains of wagons. */
747 if (w
->tile
== tile
&& ///< Same depot
748 w
->IsFreeWagon() && ///< A free wagon chain
749 w
->engine_type
== e
->index
&& ///< Same type
750 w
->First() != v
&& ///< Don't connect to ourself
751 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
752 DoCommand(0, v
->index
| 1 << 20, w
->Last()->index
, DC_EXEC
, CMD_MOVE_RAIL_VEHICLE
);
758 return CommandCost();
761 /** Move all free vehicles in the depot to the train */
762 static void NormalizeTrainVehInDepot(const Train
*u
)
766 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
767 v
->track
== TRACK_BIT_DEPOT
) {
768 if (DoCommand(0, v
->index
| 1 << 20, u
->index
, DC_EXEC
,
769 CMD_MOVE_RAIL_VEHICLE
).Failed())
775 static void AddRearEngineToMultiheadedTrain(Train
*v
)
777 Train
*u
= new Train();
780 u
->direction
= v
->direction
;
786 u
->track
= TRACK_BIT_DEPOT
;
787 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
788 u
->spritenum
= v
->spritenum
+ 1;
789 u
->cargo_type
= v
->cargo_type
;
790 u
->cargo_subtype
= v
->cargo_subtype
;
791 u
->cargo_cap
= v
->cargo_cap
;
792 u
->refit_cap
= v
->refit_cap
;
793 u
->railtype
= v
->railtype
;
794 u
->engine_type
= v
->engine_type
;
795 u
->date_of_last_service
= v
->date_of_last_service
;
796 u
->build_year
= v
->build_year
;
797 u
->sprite_seq
.Set(SPR_IMG_QUERY
);
798 u
->random_bits
= VehicleRandomBits();
804 /* Now we need to link the front and rear engines together */
805 v
->other_multiheaded_part
= u
;
806 u
->other_multiheaded_part
= v
;
810 * Build a railroad vehicle.
811 * @param tile tile of the depot where rail-vehicle is built.
812 * @param flags type of operation.
813 * @param e the engine to build.
814 * @param data bit 0 prevents any free cars from being added to the train.
815 * @param ret[out] the vehicle that has been built.
816 * @return the cost of this operation or an error.
818 CommandCost
CmdBuildRailVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
820 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
822 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(tile
, flags
, e
, ret
);
824 /* Check if depot and new engine uses the same kind of tracks *
825 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
826 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
828 if (flags
& DC_EXEC
) {
829 DiagDirection dir
= GetRailDepotDirection(tile
);
830 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
831 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
833 Train
*v
= new Train();
835 v
->direction
= DiagDirToDir(dir
);
837 v
->owner
= _current_company
;
840 v
->z_pos
= GetSlopePixelZ(x
, y
);
841 v
->track
= TRACK_BIT_DEPOT
;
842 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
843 v
->spritenum
= rvi
->image_index
;
844 v
->cargo_type
= e
->GetDefaultCargoType();
845 v
->cargo_cap
= rvi
->capacity
;
847 v
->last_station_visited
= INVALID_STATION
;
848 v
->last_loading_station
= INVALID_STATION
;
849 v
->reverse_distance
= 0;
851 v
->engine_type
= e
->index
;
852 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
854 v
->reliability
= e
->reliability
;
855 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
856 v
->max_age
= e
->GetLifeLengthInDays();
858 v
->railtype
= rvi
->railtype
;
859 _new_vehicle_id
= v
->index
;
861 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
862 v
->date_of_last_service
= _date
;
863 v
->build_year
= _cur_year
;
864 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
865 v
->random_bits
= VehicleRandomBits();
867 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
868 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
870 v
->group_id
= DEFAULT_GROUP
;
877 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
878 AddRearEngineToMultiheadedTrain(v
);
880 AddArticulatedParts(v
);
883 v
->ConsistChanged(CCF_ARRANGE
);
884 UpdateTrainGroupID(v
);
886 if (!HasBit(data
, 0) && !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
887 NormalizeTrainVehInDepot(v
);
890 CheckConsistencyOfArticulatedVehicle(v
);
893 return CommandCost();
896 static Train
*FindGoodVehiclePos(const Train
*src
)
898 EngineID eng
= src
->engine_type
;
899 TileIndex tile
= src
->tile
;
902 FOR_ALL_TRAINS(dst
) {
903 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
904 /* check so all vehicles in the line have the same engine. */
906 while (t
->engine_type
== eng
) {
908 if (t
== NULL
) return dst
;
916 /** Helper type for lists/vectors of trains */
917 typedef SmallVector
<Train
*, 16> TrainList
;
920 * Make a backup of a train into a train list.
921 * @param list to make the backup in
922 * @param t the train to make the backup of
924 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
926 for (; t
!= NULL
; t
= t
->Next()) *list
.Append() = t
;
930 * Restore the train from the backup list.
931 * @param list the train to restore.
933 static void RestoreTrainBackup(TrainList
&list
)
935 /* No train, nothing to do. */
936 if (list
.Length() == 0) return;
939 /* Iterate over the list and rebuild it. */
940 for (Train
**iter
= list
.Begin(); iter
!= list
.End(); iter
++) {
944 } else if (t
->Previous() != NULL
) {
945 /* Make sure the head of the train is always the first in the chain. */
946 t
->Previous()->SetNext(NULL
);
953 * Remove the given wagon from its consist.
954 * @param part the part of the train to remove.
955 * @param chain whether to remove the whole chain.
957 static void RemoveFromConsist(Train
*part
, bool chain
= false)
959 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
961 /* Unlink at the front, but make it point to the next
962 * vehicle after the to be remove part. */
963 if (part
->Previous() != NULL
) part
->Previous()->SetNext(tail
->Next());
965 /* Unlink at the back */
970 * Inserts a chain into the train at dst.
971 * @param dst the place where to append after.
972 * @param chain the chain to actually add.
974 static void InsertInConsist(Train
*dst
, Train
*chain
)
976 /* We do not want to add something in the middle of an articulated part. */
977 assert(dst
->Next() == NULL
|| !dst
->Next()->IsArticulatedPart());
979 chain
->Last()->SetNext(dst
->Next());
984 * Normalise the dual heads in the train, i.e. if one is
985 * missing move that one to this train.
986 * @param t the train to normalise.
988 static void NormaliseDualHeads(Train
*t
)
990 for (; t
!= NULL
; t
= t
->GetNextVehicle()) {
991 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
993 /* Make sure that there are no free cars before next engine */
995 for (u
= t
; u
->Next() != NULL
&& !u
->Next()->IsEngine(); u
= u
->Next()) {}
997 if (u
== t
->other_multiheaded_part
) continue;
999 /* Remove the part from the 'wrong' train */
1000 RemoveFromConsist(t
->other_multiheaded_part
);
1001 /* And add it to the 'right' train */
1002 InsertInConsist(u
, t
->other_multiheaded_part
);
1007 * Normalise the sub types of the parts in this chain.
1008 * @param chain the chain to normalise.
1010 static void NormaliseSubtypes(Train
*chain
)
1013 if (chain
== NULL
) return;
1015 /* We must be the first in the chain. */
1016 assert(chain
->Previous() == NULL
);
1018 /* Set the appropriate bits for the first in the chain. */
1019 if (chain
->IsWagon()) {
1020 chain
->SetFreeWagon();
1022 assert(chain
->IsEngine());
1023 chain
->SetFrontEngine();
1026 /* Now clear the bits for the rest of the chain */
1027 for (Train
*t
= chain
->Next(); t
!= NULL
; t
= t
->Next()) {
1028 t
->ClearFreeWagon();
1029 t
->ClearFrontEngine();
1034 * Check/validate whether we may actually build a new train.
1035 * @note All vehicles are/were 'heads' of their chains.
1036 * @param original_dst The original destination chain.
1037 * @param dst The destination chain after constructing the train.
1038 * @param original_dst The original source chain.
1039 * @param dst The source chain after constructing the train.
1040 * @return possible error of this command.
1042 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
1044 /* Just add 'new' engines and subtract the original ones.
1045 * If that's less than or equal to 0 we can be sure we did
1046 * not add any engines (read: trains) along the way. */
1047 if ((src
!= NULL
&& src
->IsEngine() ? 1 : 0) +
1048 (dst
!= NULL
&& dst
->IsEngine() ? 1 : 0) -
1049 (original_src
!= NULL
&& original_src
->IsEngine() ? 1 : 0) -
1050 (original_dst
!= NULL
&& original_dst
->IsEngine() ? 1 : 0) <= 0) {
1051 return CommandCost();
1054 /* Get a free unit number and check whether it's within the bounds.
1055 * There will always be a maximum of one new train. */
1056 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
1058 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
1062 * Check whether the train parts can be attached.
1063 * @param t the train to check
1064 * @return possible error of this command.
1066 static CommandCost
CheckTrainAttachment(Train
*t
)
1068 /* No multi-part train, no need to check. */
1069 if (t
== NULL
|| t
->Next() == NULL
|| !t
->IsEngine()) return CommandCost();
1071 /* The maximum length for a train. For each part we decrease this by one
1072 * and if the result is negative the train is simply too long. */
1073 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
1078 /* Break the prev -> t link so it always holds within the loop. */
1080 prev
->SetNext(NULL
);
1082 /* Make sure the cache is cleared. */
1083 head
->InvalidateNewGRFCache();
1086 allowed_len
-= t
->gcache
.cached_veh_length
;
1088 Train
*next
= t
->Next();
1090 /* Unlink the to-be-added piece; it is already unlinked from the previous
1091 * part due to the fact that the prev -> t link is broken. */
1094 /* Don't check callback for articulated or rear dual headed parts */
1095 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1096 /* Back up and clear the first_engine data to avoid using wagon override group */
1097 EngineID first_engine
= t
->gcache
.first_engine
;
1098 t
->gcache
.first_engine
= INVALID_ENGINE
;
1100 /* We don't want the cache to interfere. head's cache is cleared before
1101 * the loop and after each callback does not need to be cleared here. */
1102 t
->InvalidateNewGRFCache();
1104 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1106 /* Restore original first_engine data */
1107 t
->gcache
.first_engine
= first_engine
;
1109 /* We do not want to remember any cached variables from the test run */
1110 t
->InvalidateNewGRFCache();
1111 head
->InvalidateNewGRFCache();
1113 if (callback
!= CALLBACK_FAILED
) {
1114 /* A failing callback means everything is okay */
1115 StringID error
= STR_NULL
;
1117 if (head
->GetGRF()->grf_version
< 8) {
1118 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1119 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1120 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1122 if (callback
< 0x400) {
1123 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1126 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1127 case 0x401: // allow
1130 default: // unknown reason -> disallow
1131 case 0x402: // disallow attaching
1132 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1138 if (error
!= STR_NULL
) return_cmd_error(error
);
1142 /* And link it to the new part. */
1148 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1149 return CommandCost();
1153 * Validate whether we are going to create valid trains.
1154 * @note All vehicles are/were 'heads' of their chains.
1155 * @param original_dst The original destination chain.
1156 * @param dst The destination chain after constructing the train.
1157 * @param original_dst The original source chain.
1158 * @param dst The source chain after constructing the train.
1159 * @param check_limit Whether to check the vehicle limit.
1160 * @return possible error of this command.
1162 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1164 /* Check whether we may actually construct the trains. */
1165 CommandCost ret
= CheckTrainAttachment(src
);
1166 if (ret
.Failed()) return ret
;
1167 ret
= CheckTrainAttachment(dst
);
1168 if (ret
.Failed()) return ret
;
1170 /* Check whether we need to build a new train. */
1171 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1175 * Arrange the trains in the wanted way.
1176 * @param dst_head The destination chain of the to be moved vehicle.
1177 * @param dst The destination for the to be moved vehicle.
1178 * @param src_head The source chain of the to be moved vehicle.
1179 * @param src The to be moved vehicle.
1180 * @param move_chain Whether to move all vehicles after src or not.
1182 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1184 /* First determine the front of the two resulting trains */
1185 if (*src_head
== *dst_head
) {
1186 /* If we aren't moving part(s) to a new train, we are just moving the
1187 * front back and there is not destination head. */
1189 } else if (*dst_head
== NULL
) {
1190 /* If we are moving to a new train the head of the move train would become
1191 * the head of the new vehicle. */
1195 if (src
== *src_head
) {
1196 /* If we are moving the front of a train then we are, in effect, creating
1197 * a new head for the train. Point to that. Unless we are moving the whole
1198 * train in which case there is not 'source' train anymore.
1199 * In case we are a multiheaded part we want the complete thing to come
1200 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1201 * that is followed by a rear multihead we do not want to include that. */
1202 *src_head
= move_chain
? NULL
:
1203 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1206 /* Now it's just simply removing the part that we are going to move from the
1207 * source train and *if* the destination is a not a new train add the chain
1208 * at the destination location. */
1209 RemoveFromConsist(src
, move_chain
);
1210 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1212 /* Now normalise the dual heads, that is move the dual heads around in such
1213 * a way that the head and rear of a dual head are in the same train */
1214 NormaliseDualHeads(*src_head
);
1215 NormaliseDualHeads(*dst_head
);
1219 * Normalise the head of the train again, i.e. that is tell the world that
1220 * we have changed and update all kinds of variables.
1221 * @param head the train to update.
1223 static void NormaliseTrainHead(Train
*head
)
1225 /* Not much to do! */
1226 if (head
== NULL
) return;
1228 /* Tell the 'world' the train changed. */
1229 head
->ConsistChanged(CCF_ARRANGE
);
1230 UpdateTrainGroupID(head
);
1232 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1233 if (!head
->IsFrontEngine()) return;
1235 /* Update the refit button and window */
1236 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1237 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1239 /* If we don't have a unit number yet, set one. */
1240 if (head
->unitnumber
!= 0) return;
1241 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1245 * Move a rail vehicle around inside the depot.
1246 * @param tile unused
1247 * @param flags type of operation
1248 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1249 * @param p1 various bitstuffed elements
1250 * - p1 (bit 0 - 19) source vehicle index
1251 * - p1 (bit 20) move all vehicles following the source vehicle
1252 * - p1 (bit 21) this is a virtual vehicle (for creating TemplateVehicles)
1253 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1254 * @param text unused
1255 * @return the cost of this operation or an error
1257 CommandCost
CmdMoveRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1259 VehicleID s
= GB(p1
, 0, 20);
1260 VehicleID d
= GB(p2
, 0, 20);
1261 bool move_chain
= HasBit(p1
, 20);
1263 Train
*src
= Train::GetIfValid(s
);
1264 if (src
== NULL
) return CMD_ERROR
;
1266 CommandCost ret
= CheckOwnership(src
->owner
);
1267 if (ret
.Failed()) return ret
;
1269 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1270 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1272 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1274 if (d
== INVALID_VEHICLE
) {
1275 dst
= src
->IsEngine() ? NULL
: FindGoodVehiclePos(src
);
1277 dst
= Train::GetIfValid(d
);
1278 if (dst
== NULL
) return CMD_ERROR
;
1280 CommandCost ret
= CheckOwnership(dst
->owner
);
1281 if (ret
.Failed()) return ret
;
1283 /* Do not allow appending to crashed vehicles, too */
1284 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1287 /* if an articulated part is being handled, deal with its parent vehicle */
1288 src
= src
->GetFirstEnginePart();
1290 dst
= dst
->GetFirstEnginePart();
1293 /* don't move the same vehicle.. */
1294 if (src
== dst
) return CommandCost();
1296 /* locate the head of the two chains */
1297 Train
*src_head
= src
->First();
1300 dst_head
= dst
->First();
1301 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1302 /* Now deal with articulated part of destination wagon */
1303 dst
= dst
->GetLastEnginePart();
1308 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1310 /* When moving all wagons, we can't have the same src_head and dst_head */
1311 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1313 /* When moving a multiheaded part to be place after itself, bail out. */
1314 if (!move_chain
&& dst
!= NULL
&& dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1316 /* Check if all vehicles in the source train are stopped inside a depot. */
1317 /* Do this check only if the vehicle to be moved is non-virtual */
1318 if ( !HasBit(p1
, 21) )
1319 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1321 /* Check if all vehicles in the destination train are stopped inside a depot. */
1322 /* Do this check only if the destination vehicle is non-virtual */
1323 if ( !HasBit(p1
, 21) )
1324 if (dst_head
!= NULL
&& !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1326 /* First make a backup of the order of the trains. That way we can do
1327 * whatever we want with the order and later on easily revert. */
1328 TrainList original_src
;
1329 TrainList original_dst
;
1331 MakeTrainBackup(original_src
, src_head
);
1332 MakeTrainBackup(original_dst
, dst_head
);
1334 /* Also make backup of the original heads as ArrangeTrains can change them.
1335 * For the destination head we do not care if it is the same as the source
1336 * head because in that case it's just a copy. */
1337 Train
*original_src_head
= src_head
;
1338 Train
*original_dst_head
= (dst_head
== src_head
? NULL
: dst_head
);
1340 /* We want this information from before the rearrangement, but execute this after the validation.
1341 * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1342 * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1343 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1344 bool original_dst_head_front_engine
= original_dst_head
!= NULL
&& original_dst_head
->IsFrontEngine();
1346 /* (Re)arrange the trains in the wanted arrangement. */
1347 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1349 if ((flags
& DC_AUTOREPLACE
) == 0) {
1350 /* If the autoreplace flag is set we do not need to test for the validity
1351 * because we are going to revert the train to its original state. As we
1352 * assume the original state was correct autoreplace can skip this. */
1353 CommandCost ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1355 /* Restore the train we had. */
1356 RestoreTrainBackup(original_src
);
1357 RestoreTrainBackup(original_dst
);
1363 if (flags
& DC_EXEC
) {
1364 /* Remove old heads from the statistics */
1365 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1366 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1368 /* First normalise the sub types of the chains. */
1369 NormaliseSubtypes(src_head
);
1370 NormaliseSubtypes(dst_head
);
1372 /* There are 14 different cases:
1373 * 1) front engine gets moved to a new train, it stays a front engine.
1374 * a) the 'next' part is a wagon that becomes a free wagon chain.
1375 * b) the 'next' part is an engine that becomes a front engine.
1376 * c) there is no 'next' part, nothing else happens
1377 * 2) front engine gets moved to another train, it is not a front engine anymore
1378 * a) the 'next' part is a wagon that becomes a free wagon chain.
1379 * b) the 'next' part is an engine that becomes a front engine.
1380 * c) there is no 'next' part, nothing else happens
1381 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1382 * a) the 'next' part is a wagon that becomes a free wagon chain.
1383 * b) the 'next' part is an engine that becomes a front engine.
1384 * 4) free wagon gets moved
1385 * a) the 'next' part is a wagon that becomes a free wagon chain.
1386 * b) the 'next' part is an engine that becomes a front engine.
1387 * c) there is no 'next' part, nothing else happens
1388 * 5) non front engine gets moved and becomes a new train, nothing else happens
1389 * 6) non front engine gets moved within a train / to another train, nothing hapens
1390 * 7) wagon gets moved, nothing happens
1392 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1393 /* Cases #2 and #3: the front engine gets trashed. */
1394 DeleteWindowById(WC_VEHICLE_VIEW
, src
->index
);
1395 DeleteWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1396 DeleteWindowById(WC_VEHICLE_REFIT
, src
->index
);
1397 DeleteWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1398 DeleteWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1399 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1400 SetWindowDirty(WC_COMPANY
, _current_company
);
1402 /* Delete orders, group stuff and the unit number as we're not the
1403 * front of any vehicle anymore. */
1404 DeleteVehicleOrders(src
);
1405 RemoveVehicleFromGroup(src
);
1406 src
->unitnumber
= 0;
1409 /* We weren't a front engine but are becoming one. So
1410 * we should be put in the default group. */
1411 if (original_src_head
!= src
&& dst_head
== src
) {
1412 SetTrainGroupID(src
, DEFAULT_GROUP
);
1413 SetWindowDirty(WC_COMPANY
, _current_company
);
1416 /* Add new heads to statistics */
1417 if (src_head
!= NULL
&& src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1418 if (dst_head
!= NULL
&& dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1420 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1421 NormaliseTrainHead(src_head
);
1422 NormaliseTrainHead(dst_head
);
1424 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1425 CheckCargoCapacity(src_head
);
1426 CheckCargoCapacity(dst_head
);
1429 if (src_head
!= NULL
) {
1430 src_head
->last_loading_station
= INVALID_STATION
;
1431 ClrBit(src_head
->vehicle_flags
, VF_LAST_LOAD_ST_SEP
);
1433 if (dst_head
!= NULL
) {
1434 dst_head
->last_loading_station
= INVALID_STATION
;
1435 ClrBit(dst_head
->vehicle_flags
, VF_LAST_LOAD_ST_SEP
);
1438 if (src_head
!= NULL
) src_head
->First()->MarkDirty();
1439 if (dst_head
!= NULL
) dst_head
->First()->MarkDirty();
1441 /* We are undoubtedly changing something in the depot and train list. */
1442 /* But only if the moved vehicle is not virtual */
1443 if ( !HasBit(src
->subtype
, GVSF_VIRTUAL
) ) {
1444 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1445 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1447 InvalidateWindowClassesData(WC_CREATE_TEMPLATE
);
1450 /* We don't want to execute what we're just tried. */
1451 RestoreTrainBackup(original_src
);
1452 RestoreTrainBackup(original_dst
);
1455 return CommandCost();
1459 * Sell a (single) train wagon/engine.
1460 * @param flags type of operation
1461 * @param t the train wagon to sell
1462 * @param data the selling mode
1463 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1464 * - data = 1: sell the vehicle and all vehicles following it in the chain
1465 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1466 * @param user the user for the order backup.
1467 * @return the cost of this operation or an error
1469 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, uint16 data
, uint32 user
)
1471 /* Sell a chain of vehicles or not? */
1472 bool sell_chain
= HasBit(data
, 0);
1474 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1475 Train
*first
= v
->First();
1477 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1479 /* First make a backup of the order of the train. That way we can do
1480 * whatever we want with the order and later on easily revert. */
1482 MakeTrainBackup(original
, first
);
1484 /* We need to keep track of the new head and the head of what we're going to sell. */
1485 Train
*new_head
= first
;
1486 Train
*sell_head
= NULL
;
1488 /* Split the train in the wanted way. */
1489 ArrangeTrains(&sell_head
, NULL
, &new_head
, v
, sell_chain
);
1491 /* We don't need to validate the second train; it's going to be sold. */
1492 CommandCost ret
= ValidateTrains(NULL
, NULL
, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1494 /* Restore the train we had. */
1495 RestoreTrainBackup(original
);
1499 if (first
->orders
.list
== NULL
&& !OrderList::CanAllocateItem()) {
1500 /* Restore the train we had. */
1501 RestoreTrainBackup(original
);
1502 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1505 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1506 for (Train
*t
= sell_head
; t
!= NULL
; t
= t
->Next()) cost
.AddCost(-t
->value
);
1509 if (flags
& DC_EXEC
) {
1510 /* First normalise the sub types of the chain. */
1511 NormaliseSubtypes(new_head
);
1513 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= NULL
&& new_head
->IsFrontEngine()) {
1514 /* We are selling the front engine. In this case we want to
1515 * 'give' the order, unit number and such to the new head. */
1516 new_head
->orders
.list
= first
->orders
.list
;
1517 new_head
->AddToShared(first
);
1518 DeleteVehicleOrders(first
);
1520 /* Copy other important data from the front engine */
1521 new_head
->CopyVehicleConfigAndStatistics(first
);
1522 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1523 } else if (v
->IsPrimaryVehicle() && data
& (MAKE_ORDER_BACKUP_FLAG
>> 20)) {
1524 OrderBackup::Backup(v
, user
);
1527 /* We need to update the information about the train. */
1528 NormaliseTrainHead(new_head
);
1530 /* We are undoubtedly changing something in the depot and train list. */
1531 /* Unless its a virtual train */
1532 if ( !HasBit(v
->subtype
, GVSF_VIRTUAL
) ) {
1533 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1534 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1536 InvalidateWindowClassesData(WC_CREATE_TEMPLATE
);
1539 /* Actually delete the sold 'goods' */
1542 /* We don't want to execute what we're just tried. */
1543 RestoreTrainBackup(original
);
1549 void Train::UpdateDeltaXY(Direction direction
)
1551 /* Set common defaults. */
1557 this->x_bb_offs
= 0;
1558 this->y_bb_offs
= 0;
1560 if (!IsDiagonalDirection(direction
)) {
1561 static const int _sign_table
[] =
1570 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1572 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1573 this->x_offs
-= half_shorten
* _sign_table
[direction
];
1574 this->y_offs
-= half_shorten
* _sign_table
[direction
+ 1];
1575 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1576 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1578 switch (direction
) {
1579 /* Shorten southern corner of the bounding box according the vehicle length
1580 * and center the bounding box on the vehicle. */
1582 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1583 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1584 this->x_bb_offs
= -1;
1588 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1589 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1590 this->y_bb_offs
= -1;
1593 /* Move northern corner of the bounding box down according to vehicle length
1594 * and center the bounding box on the vehicle. */
1596 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1597 this->x_extent
= VEHICLE_LENGTH
- 1;
1598 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1602 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1603 this->y_extent
= VEHICLE_LENGTH
- 1;
1604 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1614 * Mark a train as stuck and stop it if it isn't stopped right now.
1615 * @param v %Train to mark as being stuck.
1617 static void MarkTrainAsStuck(Train
*v
)
1619 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1620 /* It is the first time the problem occurred, set the "train stuck" flag. */
1621 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1623 v
->wait_counter
= 0;
1630 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1635 * Swap the two up/down flags in two ways:
1636 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1637 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1638 * @param swap_flag1 [inout] First train flag.
1639 * @param swap_flag2 [inout] Second train flag.
1641 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1643 uint16 flag1
= *swap_flag1
;
1644 uint16 flag2
= *swap_flag2
;
1646 /* Clear the flags */
1647 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1648 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1649 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1650 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1652 /* Reverse the rail-flags (if needed) */
1653 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1654 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1655 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1656 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1658 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1659 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1660 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1661 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1666 * Updates some variables after swapping the vehicle.
1667 * @param v swapped vehicle
1669 static void UpdateStatusAfterSwap(Train
*v
)
1671 /* Reverse the direction. */
1672 if (v
->track
!= TRACK_BIT_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1674 /* Call the proper EnterTile function unless we are in a wormhole. */
1675 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
1676 VehicleEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1678 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1679 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1680 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1681 * when we shouldn't have. Check if this is the case. */
1682 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1683 if (IsTileType(vt
, MP_TUNNELBRIDGE
)) {
1684 VehicleEnterTile(v
, vt
, v
->x_pos
, v
->y_pos
);
1685 if (v
->track
!= TRACK_BIT_WORMHOLE
&& IsBridgeTile(v
->tile
)) {
1686 /* We have just left the wormhole, possibly set the
1687 * "goingdown" bit. UpdateInclination() can be used
1688 * because we are at the border of the tile. */
1689 v
->UpdatePosition();
1690 v
->UpdateInclination(true, true);
1696 v
->UpdatePosition();
1697 v
->UpdateViewport(true, true);
1701 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1702 * @param v Consist to change.
1703 * @param l %Vehicle index in the consist of the first vehicle.
1704 * @param r %Vehicle index in the consist of the second vehicle.
1706 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1710 /* locate vehicles to swap */
1711 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1712 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1715 /* swap the hidden bits */
1717 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1718 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1722 Swap(a
->track
, b
->track
);
1723 Swap(a
->direction
, b
->direction
);
1724 Swap(a
->x_pos
, b
->x_pos
);
1725 Swap(a
->y_pos
, b
->y_pos
);
1726 Swap(a
->tile
, b
->tile
);
1727 Swap(a
->z_pos
, b
->z_pos
);
1729 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1731 UpdateStatusAfterSwap(a
);
1732 UpdateStatusAfterSwap(b
);
1734 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1735 * This is a little bit redundant way, a->gv_flags will
1736 * be (re)set twice, but it reduces code duplication */
1737 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1738 UpdateStatusAfterSwap(a
);
1744 * Check if the vehicle is a train
1745 * @param v vehicle on tile
1746 * @return v if it is a train, NULL otherwise
1748 static Vehicle
*TrainOnTileEnum(Vehicle
*v
, void *)
1750 return (v
->type
== VEH_TRAIN
) ? v
: NULL
;
1755 * Checks if a train is approaching a rail-road crossing
1756 * @param v vehicle on tile
1757 * @param data tile with crossing we are testing
1758 * @return v if it is approaching a crossing, NULL otherwise
1760 static Vehicle
*TrainApproachingCrossingEnum(Vehicle
*v
, void *data
)
1762 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return NULL
;
1764 Train
*t
= Train::From(v
);
1765 if (!t
->IsFrontEngine()) return NULL
;
1767 TileIndex tile
= *(TileIndex
*)data
;
1769 if (TrainApproachingCrossingTile(t
) != tile
) return NULL
;
1776 * Finds a vehicle approaching rail-road crossing
1777 * @param tile tile to test
1778 * @return true if a vehicle is approaching the crossing
1779 * @pre tile is a rail-road crossing
1781 static bool TrainApproachingCrossing(TileIndex tile
)
1783 assert(IsLevelCrossingTile(tile
));
1785 DiagDirection dir
= AxisToDiagDir(GetCrossingRailAxis(tile
));
1786 TileIndex tile_from
= tile
+ TileOffsByDiagDir(dir
);
1788 if (HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
)) return true;
1790 dir
= ReverseDiagDir(dir
);
1791 tile_from
= tile
+ TileOffsByDiagDir(dir
);
1793 return HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
);
1796 /** Check if the crossing should be closed
1797 * @return train on crossing || train approaching crossing || reserved
1799 static inline bool CheckLevelCrossing(TileIndex tile
)
1801 return HasCrossingReservation(tile
) || HasVehicleOnPos(tile
, NULL
, &TrainOnTileEnum
) || TrainApproachingCrossing(tile
);
1805 * Sets correct crossing state
1806 * @param tile tile to update
1807 * @param sound should we play sound?
1808 * @param force_state force close the crossing due to an adjacent tile
1809 * @pre tile is a rail-road crossing
1811 static void UpdateLevelCrossingTile(TileIndex tile
, bool sound
, bool force_state
= false)
1813 assert(IsLevelCrossingTile(tile
));
1817 new_state
= force_state
;
1819 new_state
= CheckLevelCrossing(tile
);
1822 if (new_state
!= IsCrossingBarred(tile
)) {
1823 if (new_state
&& sound
) {
1824 RailTypeLabel railTypeLabel
= GetRailTypeInfo(GetTileRailType(tile
))->label
;
1826 if (railTypeLabel
!= _planning_tracks_label
&&
1827 railTypeLabel
!= _pipeline_tracks_label
&&
1828 railTypeLabel
!= _wires_tracks_label
&&
1829 _settings_client
.sound
.ambient
) {
1830 SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1833 SetCrossingBarred(tile
, new_state
);
1834 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
1839 * Cycles the adjacent crossings and sets their state
1840 * @param tile tile to update
1841 * @param sound should we play sound?
1843 void UpdateLevelCrossing(TileIndex tile
, bool sound
)
1845 bool is_forced
= false;
1846 if (!IsLevelCrossingTile(tile
)) return;
1848 Axis axis
= GetCrossingRoadAxis(tile
);
1850 for (TileIndex t
= tile
; !is_forced
&& IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, AxisToDiagDir(GetCrossingRoadAxis(t
)))) {
1851 is_forced
|= CheckLevelCrossing(t
);
1853 for (TileIndex t
= tile
; !is_forced
&& IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, ReverseDiagDir(AxisToDiagDir(GetCrossingRoadAxis(t
))))) {
1854 is_forced
|= CheckLevelCrossing(t
);
1857 for (TileIndex t
= tile
; IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, AxisToDiagDir(GetCrossingRoadAxis(t
)))) {
1858 UpdateLevelCrossingTile(t
, sound
, is_forced
);
1860 for (TileIndex t
= tile
; IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, ReverseDiagDir(AxisToDiagDir(GetCrossingRoadAxis(t
))))) {
1861 UpdateLevelCrossingTile(t
, sound
, is_forced
);
1867 * Bars crossing and plays ding-ding sound if not barred already
1868 * @param tile tile with crossing
1869 * @pre tile is a rail-road crossing
1871 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1873 if (!IsCrossingBarred(tile
)) {
1874 SetCrossingReservation(tile
, true);
1875 UpdateLevelCrossing(tile
, true);
1881 * Advances wagons for train reversing, needed for variable length wagons.
1882 * This one is called before the train is reversed.
1883 * @param v First vehicle in chain
1885 static void AdvanceWagonsBeforeSwap(Train
*v
)
1888 Train
*first
= base
; // first vehicle to move
1889 Train
*last
= v
->Last(); // last vehicle to move
1890 uint length
= CountVehiclesInChain(v
);
1892 while (length
> 2) {
1893 last
= last
->Previous();
1894 first
= first
->Next();
1896 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1898 /* do not update images now
1899 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1900 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1902 base
= first
; // == base->Next()
1909 * Advances wagons for train reversing, needed for variable length wagons.
1910 * This one is called after the train is reversed.
1911 * @param v First vehicle in chain
1913 static void AdvanceWagonsAfterSwap(Train
*v
)
1915 /* first of all, fix the situation when the train was entering a depot */
1916 Train
*dep
= v
; // last vehicle in front of just left depot
1917 while (dep
->Next() != NULL
&& (dep
->track
== TRACK_BIT_DEPOT
|| dep
->Next()->track
!= TRACK_BIT_DEPOT
)) {
1918 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1921 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1923 if (leave
!= NULL
) {
1924 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1925 int d
= TicksToLeaveDepot(dep
);
1928 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1929 leave
->track
= TrackToTrackBits(GetRailDepotTrack(leave
->tile
));
1930 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, NULL
); // maybe move it, and maybe let another wagon leave
1933 dep
= NULL
; // no vehicle in a depot, so no vehicle leaving a depot
1937 Train
*first
= base
; // first vehicle to move
1938 Train
*last
= v
->Last(); // last vehicle to move
1939 uint length
= CountVehiclesInChain(v
);
1941 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1942 * they have already correct spacing, so we have to make sure they are moved how they should */
1943 bool nomove
= (dep
== NULL
); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1945 while (length
> 2) {
1946 /* we reached vehicle (originally) in front of a depot, stop now
1947 * (we would move wagons that are already moved with new wagon length). */
1948 if (base
== dep
) break;
1950 /* the last wagon was that one leaving a depot, so do not move it anymore */
1951 if (last
== dep
) nomove
= true;
1953 last
= last
->Previous();
1954 first
= first
->Next();
1956 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1958 /* do not update images now */
1959 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : NULL
));
1961 base
= first
; // == base->Next()
1967 * Turn a train around.
1968 * @param v %Train to turn around.
1970 void ReverseTrainDirection(Train
*v
)
1972 if (IsRailDepotTile(v
->tile
)) {
1973 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1976 v
->reverse_distance
= 0;
1978 /* Clear path reservation in front if train is not stuck. */
1979 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
1981 /* Check if we were approaching a rail/road-crossing */
1982 TileIndex crossing
= TrainApproachingCrossingTile(v
);
1984 /* count number of vehicles */
1985 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
1987 AdvanceWagonsBeforeSwap(v
);
1989 /* swap start<>end, start+1<>end-1, ... */
1992 ReverseTrainSwapVeh(v
, l
++, r
--);
1995 AdvanceWagonsAfterSwap(v
);
1997 if (IsRailDepotTile(v
->tile
)) {
1998 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2001 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
2003 ClrBit(v
->flags
, VRF_REVERSING
);
2005 /* recalculate cached data */
2006 v
->ConsistChanged(CCF_TRACK
);
2008 /* update all images */
2009 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) u
->UpdateViewport(false, false);
2011 /* update crossing we were approaching */
2012 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
2014 /* maybe we are approaching crossing now, after reversal */
2015 crossing
= TrainApproachingCrossingTile(v
);
2016 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
2018 /* If we are inside a depot after reversing, don't bother with path reserving. */
2019 if (v
->track
== TRACK_BIT_DEPOT
) {
2020 /* Can't be stuck here as inside a depot is always a safe tile. */
2021 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2022 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2026 /* We are inside tunnel/bidge with signals, reversing will close the entrance. */
2027 if (IsTunnelBridgeWithSignalSimulation(v
->tile
)) {
2028 /* Flip signal on tunnel entrance tile red. */
2029 SetTunnelBridgeSignalState(v
->tile
, SIGNAL_STATE_RED
);
2030 MarkTileDirtyByTile(v
->tile
);
2031 /* Clear counters. */
2032 v
->wait_counter
= 0;
2033 v
->load_unload_ticks
= 0;
2037 /* TrainExitDir does not always produce the desired dir for depots and
2038 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
2039 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
2040 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
2042 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
2043 /* If we are currently on a tile with conventional signals, we can't treat the
2044 * current tile as a safe tile or we would enter a PBS block without a reservation. */
2045 bool first_tile_okay
= !(IsTileType(v
->tile
, MP_RAILWAY
) &&
2046 HasSignalOnTrackdir(v
->tile
, v
->GetVehicleTrackdir()) &&
2047 !IsPbsSignal(GetSignalType(v
->tile
, FindFirstTrack(v
->track
))));
2049 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
2050 if (IsRailDepotTile(v
->tile
) && TrackdirToExitdir(v
->GetVehicleTrackdir()) == GetRailDepotDirection(v
->tile
)) first_tile_okay
= false;
2052 if (IsRailStationTile(v
->tile
)) SetRailStationPlatformReservation(v
->tile
, TrackdirToExitdir(v
->GetVehicleTrackdir()), true);
2053 if (TryPathReserve(v
, false, first_tile_okay
)) {
2054 /* Do a look-ahead now in case our current tile was already a safe tile. */
2055 CheckNextTrainTile(v
);
2056 } else if (v
->current_order
.GetType() != OT_LOADING
) {
2057 /* Do not wait for a way out when we're still loading */
2058 MarkTrainAsStuck(v
);
2060 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2061 /* A train not inside a PBS block can't be stuck. */
2062 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2063 v
->wait_counter
= 0;
2069 * @param tile unused
2070 * @param flags type of operation
2071 * @param p1 train to reverse
2072 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
2073 * @param text unused
2074 * @return the cost of this operation or an error
2076 CommandCost
CmdReverseTrainDirection(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2078 Train
*v
= Train::GetIfValid(p1
);
2079 if (v
== NULL
) return CMD_ERROR
;
2081 CommandCost ret
= CheckOwnership(v
->owner
);
2082 if (ret
.Failed()) return ret
;
2085 /* turn a single unit around */
2087 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
2088 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
2090 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
2092 Train
*front
= v
->First();
2093 /* make sure the vehicle is stopped in the depot */
2094 if (!front
->IsStoppedInDepot()) {
2095 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
2098 if (flags
& DC_EXEC
) {
2099 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
2101 front
->ConsistChanged(CCF_ARRANGE
);
2102 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
2103 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
2104 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
2105 SetWindowClassesDirty(WC_TRAINS_LIST
);
2108 /* turn the whole train around */
2109 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
2111 if (flags
& DC_EXEC
) {
2112 /* Properly leave the station if we are loading and won't be loading anymore */
2113 if (v
->current_order
.IsType(OT_LOADING
)) {
2114 const Vehicle
*last
= v
;
2115 while (last
->Next() != NULL
) last
= last
->Next();
2117 /* not a station || different station --> leave the station */
2118 if (!IsTileType(last
->tile
, MP_STATION
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
2123 /* We cancel any 'skip signal at dangers' here */
2124 v
->force_proceed
= TFP_NONE
;
2125 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2127 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
2128 ToggleBit(v
->flags
, VRF_REVERSING
);
2132 HideFillingPercent(&v
->fill_percent_te_id
);
2133 ReverseTrainDirection(v
);
2137 return CommandCost();
2141 * Force a train through a red signal
2142 * @param tile unused
2143 * @param flags type of operation
2144 * @param p1 train to ignore the red signal
2146 * @param text unused
2147 * @return the cost of this operation or an error
2149 CommandCost
CmdForceTrainProceed(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2151 Train
*t
= Train::GetIfValid(p1
);
2152 if (t
== NULL
) return CMD_ERROR
;
2154 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
2156 CommandCost ret
= CheckOwnership(t
->owner
);
2157 if (ret
.Failed()) return ret
;
2160 if (flags
& DC_EXEC
) {
2161 /* If we are forced to proceed, cancel that order.
2162 * If we are marked stuck we would want to force the train
2163 * to proceed to the next signal. In the other cases we
2164 * would like to pass the signal at danger and run till the
2165 * next signal we encounter. */
2166 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2167 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2170 return CommandCost();
2174 * Try to find a depot nearby.
2175 * @param v %Train that wants a depot.
2176 * @param max_distance Maximal search distance.
2177 * @return Information where the closest train depot is located.
2178 * @pre The given vehicle must not be crashed!
2180 static FindDepotData
FindClosestTrainDepot(Train
*v
, int max_distance
)
2182 assert(!(v
->vehstatus
& VS_CRASHED
));
2184 if (IsRailDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
2186 PBSTileInfo origin
= FollowTrainReservation(v
);
2187 if (IsRailDepotTile(origin
.tile
)) return FindDepotData(origin
.tile
, 0);
2189 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2190 case VPF_NPF
: return NPFTrainFindNearestDepot(v
, max_distance
);
2191 case VPF_YAPF
: return YapfTrainFindNearestDepot(v
, max_distance
);
2193 default: NOT_REACHED();
2198 * Locate the closest depot for this consist, and return the information to the caller.
2199 * @param location [out] If not \c NULL and a depot is found, store its location in the given address.
2200 * @param destination [out] If not \c NULL and a depot is found, store its index in the given address.
2201 * @param reverse [out] If not \c NULL and a depot is found, store reversal information in the given address.
2202 * @return A depot has been found.
2204 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2206 FindDepotData tfdd
= FindClosestTrainDepot(this, 0);
2207 if (tfdd
.best_length
== UINT_MAX
) return false;
2209 if (location
!= NULL
) *location
= tfdd
.tile
;
2210 if (destination
!= NULL
) *destination
= GetDepotIndex(tfdd
.tile
);
2211 if (reverse
!= NULL
) *reverse
= tfdd
.reverse
;
2216 /** Play a sound for a train leaving the station. */
2217 void Train::PlayLeaveStationSound() const
2219 static const SoundFx sfx
[] = {
2227 if (PlayVehicleSound(this, VSE_START
)) return;
2229 EngineID engtype
= this->engine_type
;
2230 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2234 * Check if the train is on the last reserved tile and try to extend the path then.
2235 * @param v %Train that needs its path extended.
2237 static void CheckNextTrainTile(Train
*v
)
2239 /* Don't do any look-ahead if path_backoff_interval is 255. */
2240 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2242 /* Exit if we are inside a depot. */
2243 if (v
->track
== TRACK_BIT_DEPOT
) return;
2245 switch (v
->current_order
.GetType()) {
2246 /* Exit if we reached our destination depot. */
2248 if (v
->tile
== v
->dest_tile
) return;
2251 case OT_GOTO_WAYPOINT
:
2252 /* If we reached our waypoint, make sure we see that. */
2253 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2257 case OT_LEAVESTATION
:
2259 /* Exit if the current order doesn't have a destination, but the train has orders. */
2260 if (v
->GetNumOrders() > 0) return;
2266 /* Exit if we are on a station tile and are going to stop. */
2267 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2269 Trackdir td
= v
->GetVehicleTrackdir();
2271 /* On a tile with a red non-pbs signal, don't look ahead. */
2272 if (IsTileType(v
->tile
, MP_RAILWAY
) && HasSignalOnTrackdir(v
->tile
, td
) &&
2273 !IsPbsSignal(GetSignalType(v
->tile
, TrackdirToTrack(td
))) &&
2274 GetSignalStateByTrackdir(v
->tile
, td
) == SIGNAL_STATE_RED
) return;
2276 CFollowTrackRail
ft(v
);
2277 if (!ft
.Follow(v
->tile
, td
)) return;
2279 if (!HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) {
2280 /* Next tile is not reserved. */
2281 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2282 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) {
2283 /* If the next tile is a PBS signal, try to make a reservation. */
2284 TrackBits tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2285 if (_settings_game
.pf
.forbid_90_deg
) {
2286 tracks
&= ~TrackCrossesTracks(TrackdirToTrack(ft
.m_old_td
));
2288 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, tracks
, false, NULL
, false);
2295 * Will the train stay in the depot the next tick?
2296 * @param v %Train to check.
2297 * @return True if it stays in the depot, false otherwise.
2299 static bool CheckTrainStayInDepot(Train
*v
)
2301 /* bail out if not all wagons are in the same depot or not in a depot at all */
2302 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2303 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
2306 /* if the train got no power, then keep it in the depot */
2307 if (v
->gcache
.cached_power
== 0) {
2308 v
->vehstatus
|= VS_STOPPED
;
2309 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2313 if (v
->current_order
.IsWaitTimetabled())
2314 v
->HandleWaiting(false);
2315 if (v
->current_order
.IsType(OT_WAITING
))
2318 SigSegState seg_state
;
2320 if (v
->force_proceed
== TFP_NONE
) {
2321 /* force proceed was not pressed */
2322 if (++v
->wait_counter
< 37) {
2323 SetWindowClassesDirty(WC_TRAINS_LIST
);
2327 v
->wait_counter
= 0;
2329 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2330 if (seg_state
== SIGSEG_FULL
|| HasDepotReservation(v
->tile
)) {
2331 /* Full and no PBS signal in block or depot reserved, can't exit. */
2332 SetWindowClassesDirty(WC_TRAINS_LIST
);
2336 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2339 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2340 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2341 /* We need to have a reservation for this to work. */
2342 if (HasDepotReservation(v
->tile
)) return true;
2343 SetDepotReservation(v
->tile
, true);
2344 VehicleEnterDepot(v
);
2348 /* Only leave when we can reserve a path to our destination. */
2349 if (seg_state
== SIGSEG_PBS
&& !TryPathReserve(v
) && v
->force_proceed
== TFP_NONE
) {
2350 /* No path and no force proceed. */
2351 SetWindowClassesDirty(WC_TRAINS_LIST
);
2352 MarkTrainAsStuck(v
);
2356 SetDepotReservation(v
->tile
, true);
2357 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
, ZOOM_LVL_DRAW_MAP
);
2359 VehicleServiceInDepot(v
);
2360 SetWindowClassesDirty(WC_TRAINS_LIST
);
2361 v
->PlayLeaveStationSound();
2363 v
->track
= TRACK_BIT_X
;
2364 if (v
->direction
& 2) v
->track
= TRACK_BIT_Y
;
2366 v
->vehstatus
&= ~VS_HIDDEN
;
2369 v
->UpdateViewport(true, true);
2370 v
->UpdatePosition();
2371 UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2372 v
->UpdateAcceleration();
2373 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2378 static int GetAndClearLastBridgeEntranceSetSignalIndex(TileIndex bridge_entrance
)
2380 uint16 m
= _m
[bridge_entrance
].m2
;
2382 auto it
= _long_bridge_signal_sim_map
.find(bridge_entrance
);
2383 if (it
!= _long_bridge_signal_sim_map
.end()) {
2384 LongBridgeSignalStorage
&lbss
= it
->second
;
2385 size_t slot
= lbss
.signal_red_bits
.size();
2388 uint64
&slot_bits
= lbss
.signal_red_bits
[slot
];
2390 uint8 i
= FindLastBit(slot_bits
);
2391 ClrBit(slot_bits
, i
);
2392 return 1 + 15 + (64 * slot
) + i
;
2398 uint8 i
= FindLastBit(m
& 0x7FFF);
2399 ClrBit(_m
[bridge_entrance
].m2
, i
);
2406 static void HandleLastTunnelBridgeSignals(TileIndex tile
, TileIndex end
, DiagDirection dir
, bool free
)
2408 if (IsBridge(end
) && _m
[end
].m2
!= 0) {
2409 /* Clearing last bridge signal. */
2410 int signal_offset
= GetAndClearLastBridgeEntranceSetSignalIndex(end
);
2411 if (signal_offset
) {
2412 TileIndex last_signal_tile
= end
+ (TileOffsByDiagDir(dir
) * _settings_game
.construction
.simulated_wormhole_signals
* signal_offset
);
2413 MarkTileDirtyByTile(last_signal_tile
);
2415 MarkTileDirtyByTile(tile
);
2418 /* Open up the wormhole and clear m2. */
2419 if (IsBridge(end
)) {
2420 SetAllBridgeEntranceSimulatedSignalsGreen(end
);
2423 if (IsTunnelBridgeSignalSimulationEntrance(end
) && GetTunnelBridgeSignalState(end
) == SIGNAL_STATE_RED
) {
2424 SetTunnelBridgeSignalState(end
, SIGNAL_STATE_GREEN
);
2425 MarkTileDirtyByTile(end
);
2426 } else if (IsTunnelBridgeSignalSimulationEntrance(tile
) && GetTunnelBridgeSignalState(tile
) == SIGNAL_STATE_RED
) {
2427 SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_GREEN
);
2428 MarkTileDirtyByTile(tile
);
2433 static void UnreserveBridgeTunnelTile(TileIndex tile
)
2435 SetTunnelBridgeReservation(tile
, false);
2436 if (IsTunnelBridgeSignalSimulationExit(tile
) && IsTunnelBridgePBS(tile
)) SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_RED
);
2440 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2441 * @param v %Train owning the reservation.
2442 * @param tile Tile with reservation to clear.
2443 * @param track_dir Track direction to clear.
2445 static void ClearPathReservation(const Train
*v
, TileIndex tile
, Trackdir track_dir
)
2447 DiagDirection dir
= TrackdirToExitdir(track_dir
);
2449 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
2450 /* Are we just leaving a tunnel/bridge? */
2451 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
2452 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
2454 bool free
= TunnelBridgeIsFree(tile
, end
, v
).Succeeded();
2456 if (IsTunnelBridgeWithSignalSimulation(tile
)) {
2457 UnreserveBridgeTunnelTile(tile
);
2458 HandleLastTunnelBridgeSignals(tile
, end
, dir
, free
);
2459 if (_settings_client
.gui
.show_track_reservation
) {
2460 MarkTileDirtyByTile(tile
);
2464 /* Free the reservation only if no other train is on the tiles. */
2465 UnreserveBridgeTunnelTile(tile
);
2466 UnreserveBridgeTunnelTile(end
);
2468 if (_settings_client
.gui
.show_track_reservation
) {
2469 if (IsBridge(tile
)) {
2470 MarkBridgeDirty(tile
);
2473 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2474 MarkTileDirtyByTile(end
, ZOOM_LVL_DRAW_MAP
);
2478 else if (GetTunnelBridgeDirection(tile
) == dir
&& IsTunnelBridgeWithSignalSimulation(tile
)) {
2479 /* canceling reservation of entry ramp, due to reverse */
2480 UnreserveBridgeTunnelTile(tile
);
2481 if (_settings_client
.gui
.show_track_reservation
) {
2482 MarkTileDirtyByTile(tile
);
2486 } else if (IsRailStationTile(tile
)) {
2487 TileIndex new_tile
= TileAddByDiagDir(tile
, dir
);
2488 /* If the new tile is not a further tile of the same station, we
2489 * clear the reservation for the whole platform. */
2490 if (!IsCompatibleTrainStationTile(new_tile
, tile
)) {
2491 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), false);
2494 /* Any other tile */
2495 UnreserveRailTrack(tile
, TrackdirToTrack(track_dir
));
2500 * Free the reserved path in front of a vehicle.
2501 * @param v %Train owning the reserved path.
2502 * @param origin %Tile to start clearing (if #INVALID_TILE, use the current tile of \a v).
2503 * @param orig_td Track direction (if #INVALID_TRACKDIR, use the track direction of \a v).
2505 void FreeTrainTrackReservation(const Train
*v
, TileIndex origin
, Trackdir orig_td
)
2507 assert(v
->IsFrontEngine());
2509 TileIndex tile
= origin
!= INVALID_TILE
? origin
: v
->tile
;
2510 Trackdir td
= orig_td
!= INVALID_TRACKDIR
? orig_td
: v
->GetVehicleTrackdir();
2511 bool free_tile
= tile
!= v
->tile
|| !(IsRailStationTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
));
2512 StationID station_id
= IsRailStationTile(v
->tile
) ? GetStationIndex(v
->tile
) : INVALID_STATION
;
2514 /* Can't be holding a reservation if we enter a depot. */
2515 if (IsRailDepotTile(tile
) && TrackdirToExitdir(td
) != GetRailDepotDirection(tile
)) return;
2516 if (v
->track
== TRACK_BIT_DEPOT
) {
2517 /* Front engine is in a depot. We enter if some part is not in the depot. */
2518 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2519 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return;
2522 /* Don't free reservation if it's not ours. */
2523 if (TracksOverlap(GetReservedTrackbits(tile
) | TrackToTrackBits(TrackdirToTrack(td
)))) return;
2525 CFollowTrackRail
ft(v
, GetRailTypeInfo(v
->railtype
)->compatible_railtypes
);
2526 while (ft
.Follow(tile
, td
)) {
2527 tile
= ft
.m_new_tile
;
2528 TrackdirBits bits
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(tile
));
2529 td
= RemoveFirstTrackdir(&bits
);
2530 assert(bits
== TRACKDIR_BIT_NONE
);
2532 if (!IsValidTrackdir(td
)) break;
2534 if (IsTileType(tile
, MP_RAILWAY
)) {
2535 if (HasSignalOnTrackdir(tile
, td
) && !IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(td
)))) {
2536 /* Conventional signal along trackdir: remove reservation and stop. */
2537 UnreserveRailTrack(tile
, TrackdirToTrack(td
));
2540 if (HasPbsSignalOnTrackdir(tile
, td
)) {
2541 if (GetSignalStateByTrackdir(tile
, td
) == SIGNAL_STATE_RED
) {
2542 /* Red PBS signal? Can't be our reservation, would be green then. */
2545 /* Turn the signal back to red. */
2546 SetSignalStateByTrackdir(tile
, td
, SIGNAL_STATE_RED
);
2547 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2549 /* notify logic signals of the state change */
2550 SignalStateChanged(tile
, TrackdirToTrack(td
), 1);
2552 } else if (HasSignalOnTrackdir(tile
, ReverseTrackdir(td
)) && IsOnewaySignal(tile
, TrackdirToTrack(td
))) {
2557 /* Don't free first station/bridge/tunnel if we are on it. */
2558 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
);
2564 static const byte _initial_tile_subcoord
[6][4][3] = {
2565 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2566 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2567 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2568 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2569 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2570 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2574 * Perform pathfinding for a train.
2576 * @param v The train
2577 * @param tile The tile the train is about to enter
2578 * @param enterdir Diagonal direction the train is coming from
2579 * @param tracks Usable tracks on the new tile
2580 * @param path_found [out] Whether a path has been found or not.
2581 * @param do_track_reservation Path reservation is requested
2582 * @param dest [out] State and destination of the requested path
2583 * @return The best track the train should follow
2585 static Track
DoTrainPathfind(const Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool &path_found
, bool do_track_reservation
, PBSTileInfo
*dest
)
2587 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2588 case VPF_NPF
: return NPFTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2589 case VPF_YAPF
: return YapfTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2591 default: NOT_REACHED();
2596 * Extend a train path as far as possible. Stops on encountering a safe tile,
2597 * another reservation or a track choice.
2598 * @param v The train.
2599 * @param origin The tile from which the reservation have to be extended
2600 * @param new_tracks [out] Tracks to choose from when encountering a choice
2601 * @param enterdir [out] The direction from which the choice tile is to be entered
2602 * @return INVALID_TILE indicates that the reservation failed.
2604 static PBSTileInfo
ExtendTrainReservation(const Train
*v
, const PBSTileInfo
&origin
, TrackBits
*new_tracks
, DiagDirection
*enterdir
)
2606 CFollowTrackRail
ft(v
);
2608 TileIndex tile
= origin
.tile
;
2609 Trackdir cur_td
= origin
.trackdir
;
2610 while (ft
.Follow(tile
, cur_td
)) {
2611 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2612 /* Possible signal tile. */
2613 if (HasOnewaySignalBlockingTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) break;
2616 if (_settings_game
.pf
.forbid_90_deg
) {
2617 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2618 if (ft
.m_new_td_bits
== TRACKDIR_BIT_NONE
) break;
2621 /* Station, depot or waypoint are a possible target. */
2622 bool target_seen
= ft
.m_is_station
|| (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && !IsPlainRail(ft
.m_new_tile
));
2623 if (target_seen
|| KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2624 /* Choice found or possible target encountered.
2625 * On finding a possible target, we need to stop and let the pathfinder handle the
2626 * remaining path. This is because we don't know if this target is in one of our
2627 * orders, so we might cause pathfinding to fail later on if we find a choice.
2628 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2629 * a wrong path not leading to our next destination. */
2630 if (HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft
.m_old_td
)))) break;
2632 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2633 * actually starts its search at the first unreserved tile. */
2634 if (ft
.m_tiles_skipped
!= 0) ft
.m_new_tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2636 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2637 if (new_tracks
!= NULL
) *new_tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2638 if (enterdir
!= NULL
) *enterdir
= ft
.m_exitdir
;
2639 return PBSTileInfo(ft
.m_new_tile
, ft
.m_old_td
, false);
2642 tile
= ft
.m_new_tile
;
2643 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2645 if (IsSafeWaitingPosition(v
, tile
, cur_td
, true, _settings_game
.pf
.forbid_90_deg
)) {
2646 bool wp_free
= IsWaitingPositionFree(v
, tile
, cur_td
, _settings_game
.pf
.forbid_90_deg
);
2647 if (!(wp_free
&& TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
)))) break;
2648 /* Safe position is all good, path valid and okay. */
2649 return PBSTileInfo(tile
, cur_td
, true);
2652 if (!TryReserveRailTrackdir(tile
, cur_td
)) break;
2655 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2656 /* End of line, path valid and okay. */
2657 return PBSTileInfo(ft
.m_old_tile
, ft
.m_old_td
, true);
2660 /* Sorry, can't reserve path, back out. */
2662 cur_td
= origin
.trackdir
;
2663 TileIndex stopped
= ft
.m_old_tile
;
2664 Trackdir stopped_td
= ft
.m_old_td
;
2665 while (tile
!= stopped
|| cur_td
!= stopped_td
) {
2666 if (!ft
.Follow(tile
, cur_td
)) break;
2668 if (_settings_game
.pf
.forbid_90_deg
) {
2669 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2670 assert(ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
);
2672 assert(KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
);
2674 tile
= ft
.m_new_tile
;
2675 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2677 UnreserveRailTrackdir(tile
, cur_td
);
2681 return PBSTileInfo();
2685 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2686 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2688 * @param v The vehicle.
2689 * @param tile The tile the search should start from.
2690 * @param td The trackdir the search should start from.
2691 * @param override_railtype Whether all physically compatible railtypes should be followed.
2692 * @return True if a path to a safe stopping tile could be reserved.
2694 static bool TryReserveSafeTrack(const Train
*v
, TileIndex tile
, Trackdir td
, bool override_tailtype
)
2696 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2697 case VPF_NPF
: return NPFTrainFindNearestSafeTile(v
, tile
, td
, override_tailtype
);
2698 case VPF_YAPF
: return YapfTrainFindNearestSafeTile(v
, tile
, td
, override_tailtype
);
2700 default: NOT_REACHED();
2704 /** This class will save the current order of a vehicle and restore it on destruction. */
2705 class VehicleOrderSaver
{
2709 TileIndex old_dest_tile
;
2710 StationID old_last_station_visited
;
2711 VehicleOrderID index
;
2712 bool suppress_implicit_orders
;
2715 VehicleOrderSaver(Train
*_v
) :
2717 old_order(_v
->current_order
),
2718 old_dest_tile(_v
->dest_tile
),
2719 old_last_station_visited(_v
->last_station_visited
),
2720 index(_v
->cur_real_order_index
),
2721 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
))
2725 ~VehicleOrderSaver()
2727 this->v
->current_order
= this->old_order
;
2728 this->v
->dest_tile
= this->old_dest_tile
;
2729 this->v
->last_station_visited
= this->old_last_station_visited
;
2730 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2734 * Set the current vehicle order to the next order in the order list.
2735 * @param skip_first Shall the first (i.e. active) order be skipped?
2736 * @return True if a suitable next order could be found.
2738 bool SwitchToNextOrder(bool skip_first
)
2740 if (this->v
->GetNumOrders() == 0) return false;
2742 if (skip_first
) ++this->index
;
2745 bool has_manual_depot_order
= (HasBit(v
->vehicle_flags
, VF_SHOULD_GOTO_DEPOT
) || HasBit(v
->vehicle_flags
, VF_SHOULD_SERVICE_AT_DEPOT
));
2749 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2751 Order
*order
= this->v
->GetOrder(this->index
);
2752 assert(order
!= NULL
);
2754 switch (order
->GetType()) {
2756 /* Skip service in depot orders when the train doesn't need service. */
2757 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !(this->v
->NeedsServicing() || has_manual_depot_order
)) break;
2759 case OT_GOTO_STATION
:
2760 case OT_GOTO_WAYPOINT
:
2761 this->v
->current_order
= *order
;
2762 return UpdateOrderDest(this->v
, order
, 0, true);
2763 case OT_CONDITIONAL
: {
2764 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2765 if (next
!= INVALID_VEH_ORDER_ID
) {
2768 /* Don't increment next, so no break here. */
2776 /* Don't increment inside the while because otherwise conditional
2777 * orders can lead to an infinite loop. */
2780 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2787 * This is called to retrieve the previous signal, as required
2788 * This is not run all the time as it is somewhat expensive and most restrictions will not test for the previous signal
2790 static TileIndex
ChooseTrainTrackTraceRestrictPreviousSignalCallback(const Train
*v
, const void *)
2792 // scan forwards from vehicle position, for the case that train is waiting at/approaching PBS signal
2794 TileIndex tile
= v
->tile
;
2795 Trackdir trackdir
= v
->GetVehicleTrackdir();
2797 CFollowTrackRail
ft(v
);
2800 if (IsTileType(tile
, MP_RAILWAY
) && HasSignalOnTrackdir(tile
, trackdir
)) {
2801 if (HasPbsSignalOnTrackdir(tile
, trackdir
)) {
2805 // wrong type of signal
2806 return INVALID_TILE
;
2810 // advance to next tile
2811 if (!ft
.Follow(tile
, trackdir
)) {
2813 return INVALID_TILE
;
2816 if (KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2817 // reached a junction tile
2818 return INVALID_TILE
;
2821 tile
= ft
.m_new_tile
;
2822 trackdir
= FindFirstTrackdir(ft
.m_new_td_bits
);
2826 static bool HasLongReservePbsSignalOnTrackdir(Train
* v
, TileIndex tile
, Trackdir trackdir
)
2828 if (HasPbsSignalOnTrackdir(tile
, trackdir
)) {
2829 if (IsRestrictedSignal(tile
)) {
2830 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(tile
, TrackdirToTrack(trackdir
));
2831 if (prog
&& prog
->actions_used_flags
& TRPAUF_LONG_RESERVE
) {
2832 TraceRestrictProgramResult out
;
2833 prog
->Execute(v
, TraceRestrictProgramInput(tile
, trackdir
, &ChooseTrainTrackTraceRestrictPreviousSignalCallback
, nullptr), out
);
2834 if (out
.flags
& TRPRF_LONG_RESERVE
) {
2845 * Choose a track and reserve if necessary
2847 * @param v The vehicle
2848 * @param tile The tile from which to start
2851 * @param force_res Force a reservation to be made
2852 * @param p_got_reservation [out] If the train has a reservation
2853 * @param mark_stuck The train has to be marked as stuck when needed
2854 * @return The track the train should take.
2856 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *p_got_reservation
, bool mark_stuck
)
2858 Track best_track
= INVALID_TRACK
;
2859 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2860 bool changed_signal
= false;
2861 bool got_reservation
= false;
2862 if (p_got_reservation
!= NULL
) *p_got_reservation
= got_reservation
;
2864 assert((tracks
& ~TRACK_BIT_MASK
) == 0);
2866 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2867 TrackBits res_tracks
= (TrackBits
)(GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
));
2868 /* Do we have a suitable reserved track? */
2869 if (res_tracks
!= TRACK_BIT_NONE
) return FindFirstTrack(res_tracks
);
2871 /* Quick return in case only one possible track is available */
2872 if (KillFirstBit(tracks
) == TRACK_BIT_NONE
) {
2873 Track track
= FindFirstTrack(tracks
);
2874 /* We need to check for signals only here, as a junction tile can't have signals. */
2875 if (track
!= INVALID_TRACK
&& HasPbsSignalOnTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
))) {
2876 do_track_reservation
= true;
2877 changed_signal
= true;
2878 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
), SIGNAL_STATE_GREEN
);
2880 /* notify logic signals of the state change */
2881 SignalStateChanged(tile
, TrackdirToTrack(TrackEnterdirToTrackdir(track
, enterdir
)), 1);
2882 } else if (!do_track_reservation
) {
2888 PBSTileInfo origin
= FollowTrainReservation(v
);
2889 PBSTileInfo
res_dest(tile
, INVALID_TRACKDIR
, false);
2890 DiagDirection dest_enterdir
= enterdir
;
2891 if (do_track_reservation
) {
2892 res_dest
= ExtendTrainReservation(v
, origin
, &tracks
, &dest_enterdir
);
2893 if (res_dest
.tile
== INVALID_TILE
) {
2894 /* Reservation failed? */
2895 if (mark_stuck
) MarkTrainAsStuck(v
);
2896 if (changed_signal
) {
2897 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(best_track
, enterdir
), SIGNAL_STATE_RED
);
2899 /* notify logic signals of the state change */
2900 SignalStateChanged(tile
, TrackdirToTrack(TrackEnterdirToTrackdir(best_track
, enterdir
)), 1);
2902 return FindFirstTrack(tracks
);
2905 if (res_dest
.okay
) {
2906 CFollowTrackRail
ft(v
);
2907 if (ft
.Follow(res_dest
.tile
, res_dest
.trackdir
)) {
2908 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2910 if (!HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
2911 /* Got a valid reservation that ends at a safe target, quick exit. */
2912 if (p_got_reservation
!= NULL
) *p_got_reservation
= true;
2913 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2914 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2920 /* Check if the train needs service here, so it has a chance to always find a depot.
2921 * Also check if the current order is a service order so we don't reserve a path to
2922 * the destination but instead to the next one if service isn't needed. */
2923 CheckIfTrainNeedsService(v
);
2924 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2927 /* Save the current train order. The destructor will restore the old order on function exit. */
2928 VehicleOrderSaver
orders(v
);
2930 /* If the current tile is the destination of the current order and
2931 * a reservation was requested, advance to the next order.
2932 * Don't advance on a depot order as depots are always safe end points
2933 * for a path and no look-ahead is necessary. This also avoids a
2934 * problem with depot orders not part of the order list when the
2935 * order list itself is empty. */
2936 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2937 orders
.SwitchToNextOrder(false);
2938 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2939 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2940 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2941 v
->tile
== v
->dest_tile
))) {
2942 orders
.SwitchToNextOrder(true);
2945 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2946 /* Pathfinders are able to tell that route was only 'guessed'. */
2947 bool path_found
= true;
2948 TileIndex new_tile
= res_dest
.tile
;
2950 Track next_track
= DoTrainPathfind(v
, new_tile
, dest_enterdir
, tracks
, path_found
, do_track_reservation
, &res_dest
);
2951 if (new_tile
== tile
) best_track
= next_track
;
2952 v
->HandlePathfindingResult(path_found
);
2955 /* No track reservation requested -> finished. */
2956 if (!do_track_reservation
) return best_track
;
2958 /* A path was found, but could not be reserved. */
2959 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2960 if (mark_stuck
) MarkTrainAsStuck(v
);
2961 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
2965 /* No possible reservation target found, we are probably lost. */
2966 if (res_dest
.tile
== INVALID_TILE
) {
2967 /* Try to find any safe destination. */
2968 PBSTileInfo path_end
= FollowTrainReservation(v
);
2969 if (TryReserveSafeTrack(v
, path_end
.tile
, path_end
.trackdir
, false)) {
2970 TrackBits res
= GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
);
2971 best_track
= FindFirstTrack(res
);
2972 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2973 // Use p_got_reservation because were going to return
2974 if (p_got_reservation
!= NULL
) *p_got_reservation
= true;
2975 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2977 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
2978 if (mark_stuck
) MarkTrainAsStuck(v
);
2983 got_reservation
= true;
2985 /* Reservation target found and free, check if it is safe. */
2986 while (!IsSafeWaitingPosition(v
, res_dest
.tile
, res_dest
.trackdir
, true, _settings_game
.pf
.forbid_90_deg
)) {
2987 /* Extend reservation until we have found a safe position. */
2988 DiagDirection exitdir
= TrackdirToExitdir(res_dest
.trackdir
);
2989 TileIndex next_tile
= TileAddByDiagDir(res_dest
.tile
, exitdir
);
2990 TrackBits reachable
= TrackdirBitsToTrackBits((TrackdirBits
)(GetTileTrackStatus(next_tile
, TRANSPORT_RAIL
, 0))) & DiagdirReachesTracks(exitdir
);
2991 if (_settings_game
.pf
.forbid_90_deg
) {
2992 reachable
&= ~TrackCrossesTracks(TrackdirToTrack(res_dest
.trackdir
));
2995 /* Get next order with destination. */
2996 if (orders
.SwitchToNextOrder(true)) {
2997 PBSTileInfo cur_dest
;
2999 DoTrainPathfind(v
, next_tile
, exitdir
, reachable
, path_found
, true, &cur_dest
);
3000 if (cur_dest
.tile
!= INVALID_TILE
) {
3001 res_dest
= cur_dest
;
3002 if (res_dest
.okay
) continue;
3003 /* Path found, but could not be reserved. */
3004 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3005 if (mark_stuck
) MarkTrainAsStuck(v
);
3006 got_reservation
= false;
3007 changed_signal
= false;
3011 /* No order or no safe position found, try any position. */
3012 if (!TryReserveSafeTrack(v
, res_dest
.tile
, res_dest
.trackdir
, true)) {
3013 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3014 if (mark_stuck
) MarkTrainAsStuck(v
);
3015 got_reservation
= false;
3016 changed_signal
= false;
3021 if (got_reservation
) {
3022 CFollowTrackRail
ft(v
);
3023 if (ft
.Follow(res_dest
.tile
, res_dest
.trackdir
)) {
3024 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
3026 if (HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
3027 // We reserved up to a LR signal, reserve past it as well. recursion
3028 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
), force_res
, NULL
, mark_stuck
);
3033 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
3035 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
3036 if (p_got_reservation
!= NULL
) *p_got_reservation
= got_reservation
;
3042 * Try to reserve a path to a safe position.
3044 * @param v The vehicle
3045 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
3046 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
3047 * @return True if a path could be reserved.
3049 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
3051 assert(v
->IsFrontEngine());
3053 /* We have to handle depots specially as the track follower won't look
3054 * at the depot tile itself but starts from the next tile. If we are still
3055 * inside the depot, a depot reservation can never be ours. */
3056 if (v
->track
== TRACK_BIT_DEPOT
) {
3057 if (HasDepotReservation(v
->tile
)) {
3058 if (mark_as_stuck
) MarkTrainAsStuck(v
);
3061 /* Depot not reserved, but the next tile might be. */
3062 TileIndex next_tile
= TileAddByDiagDir(v
->tile
, GetRailDepotDirection(v
->tile
));
3063 if (HasReservedTracks(next_tile
, DiagdirReachesTracks(GetRailDepotDirection(v
->tile
)))) return false;
3067 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
) && IsTunnelBridgeSignalSimulationExit(v
->tile
) &&
3068 DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
)) == v
->track
) {
3069 // prevent any attempt to reserve the wrong way onto a tunnel/bridge exit
3073 Vehicle
*other_train
= NULL
;
3074 PBSTileInfo origin
= FollowTrainReservation(v
, &other_train
);
3075 /* The path we are driving on is already blocked by some other train.
3076 * This can only happen in certain situations when mixing path and
3077 * block signals or when changing tracks and/or signals.
3078 * Exit here as doing any further reservations will probably just
3079 * make matters worse. */
3080 if (other_train
!= NULL
&& other_train
->index
!= v
->index
) {
3081 if (mark_as_stuck
) MarkTrainAsStuck(v
);
3084 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
3085 if (origin
.okay
&& (v
->tile
!= origin
.tile
|| first_tile_okay
)) {
3086 /* Can't be stuck then. */
3087 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3088 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3092 /* If we are in a depot, tentatively reserve the depot. */
3093 if (v
->track
== TRACK_BIT_DEPOT
&& v
->tile
== origin
.tile
) {
3094 SetDepotReservation(v
->tile
, true);
3095 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
, ZOOM_LVL_DRAW_MAP
);
3098 DiagDirection exitdir
= TrackdirToExitdir(origin
.trackdir
);
3099 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
3100 TrackBits reachable
= TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile
, TRANSPORT_RAIL
, 0)) & DiagdirReachesTrackdirs(exitdir
));
3102 if (_settings_game
.pf
.forbid_90_deg
) reachable
&= ~TrackCrossesTracks(TrackdirToTrack(origin
.trackdir
));
3104 bool res_made
= false;
3105 ChooseTrainTrack(v
, new_tile
, exitdir
, reachable
, true, &res_made
, mark_as_stuck
);
3108 /* Free the depot reservation as well. */
3109 if (v
->track
== TRACK_BIT_DEPOT
&& v
->tile
== origin
.tile
) SetDepotReservation(v
->tile
, false);
3113 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
3114 v
->wait_counter
= 0;
3115 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3117 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3122 static bool CheckReverseTrain(const Train
*v
)
3124 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
3125 v
->track
== TRACK_BIT_DEPOT
|| v
->track
== TRACK_BIT_WORMHOLE
||
3126 !(v
->direction
& 1)) {
3130 assert(v
->track
!= TRACK_BIT_NONE
);
3132 switch (_settings_game
.pf
.pathfinder_for_trains
) {
3133 case VPF_NPF
: return NPFTrainCheckReverse(v
);
3134 case VPF_YAPF
: return YapfTrainCheckReverse(v
);
3136 default: NOT_REACHED();
3141 * Get the location of the next station to visit.
3142 * @param station Next station to visit.
3143 * @return Location of the new station.
3145 TileIndex
Train::GetOrderStationLocation(StationID station
)
3147 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
3149 const Station
*st
= Station::Get(station
);
3150 if (!(st
->facilities
& FACIL_TRAIN
)) {
3151 /* The destination station has no trainstation tiles. */
3152 this->IncrementRealOrderIndex();
3159 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
3160 void Train::MarkDirty()
3164 v
->colourmap
= PAL_NONE
;
3165 v
->UpdateViewport(true, false);
3166 } while ((v
= v
->Next()) != NULL
);
3168 /* need to update acceleration and cached values since the goods on the train changed. */
3169 this->CargoChanged();
3170 this->UpdateAcceleration();
3174 * This function looks at the vehicle and updates its speed (cur_speed
3175 * and subspeed) variables. Furthermore, it returns the distance that
3176 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
3177 * the distance to drive before moving a step on the map.
3178 * @return distance to drive.
3180 int Train::UpdateSpeed()
3182 switch (_settings_game
.vehicle
.train_acceleration_model
) {
3183 default: NOT_REACHED();
3185 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
3188 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
3193 * Trains enters a station, send out a news item if it is the first train, and start loading.
3194 * @param v Train that entered the station.
3195 * @param station Station visited.
3197 static void TrainEnterStation(Train
*v
, StationID station
)
3199 v
->last_station_visited
= station
;
3201 /* check if a train ever visited this station before */
3202 Station
*st
= Station::Get(station
);
3203 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
3204 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
3205 SetDParam(0, st
->index
);
3207 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
3208 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
3212 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
3213 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
3216 v
->force_proceed
= TFP_NONE
;
3217 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3221 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
3222 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
3225 /* Check if the vehicle is compatible with the specified tile */
3226 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
)
3228 return IsTileOwner(tile
, v
->owner
) &&
3229 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
)));
3232 /** Data structure for storing engine speed changes of an acceleration type. */
3233 struct AccelerationSlowdownParams
{
3234 byte small_turn
; ///< Speed change due to a small turn.
3235 byte large_turn
; ///< Speed change due to a large turn.
3236 byte z_up
; ///< Fraction to remove when moving up.
3237 byte z_down
; ///< Fraction to add when moving down.
3240 /** Speed update fractions for each acceleration type. */
3241 static const AccelerationSlowdownParams _accel_slowdown
[] = {
3243 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
3244 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
3245 {0, 256 / 2, 256 / 4, 2}, ///< maglev
3249 * Modify the speed of the vehicle due to a change in altitude.
3250 * @param v %Train to update.
3251 * @param old_z Previous height.
3253 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
3255 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
3257 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3259 if (old_z
< v
->z_pos
) {
3260 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
3262 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
3263 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
3267 enum TrainMovedChangeSignalEnum
{
3268 CHANGED_NOTHING
, ///< No special signals were changed
3269 CHANGED_NORMAL_TO_PBS_BLOCK
, ///< A PBS block with a non-PBS signal facing us
3270 CHANGED_LR_PBS
///< A long reserve PBS signal
3273 static TrainMovedChangeSignalEnum
TrainMovedChangeSignal(Train
* v
, TileIndex tile
, DiagDirection dir
)
3275 if (IsTileType(tile
, MP_RAILWAY
) &&
3276 GetRailTileType(tile
) == RAIL_TILE_SIGNALS
) {
3277 TrackdirBits tracks
= TrackBitsToTrackdirBits(GetTrackBits(tile
)) & DiagdirReachesTrackdirs(dir
);
3278 Trackdir trackdir
= FindFirstTrackdir(tracks
);
3279 if (UpdateSignalsOnSegment(tile
, TrackdirToExitdir(trackdir
), GetTileOwner(tile
)) == SIGSEG_PBS
&& HasSignalOnTrackdir(tile
, trackdir
)) {
3280 /* A PBS block with a non-PBS signal facing us? */
3281 if (!IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(trackdir
)))) return CHANGED_NORMAL_TO_PBS_BLOCK
;
3283 if (HasLongReservePbsSignalOnTrackdir(v
, tile
, trackdir
)) return CHANGED_LR_PBS
;
3287 if (IsTileType(tile
, MP_TUNNELBRIDGE
) && IsTunnelBridgeSignalSimulationExit(tile
) && GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
3288 if (UpdateSignalsOnSegment(tile
, dir
, GetTileOwner(tile
)) == SIGSEG_PBS
) {
3289 return CHANGED_NORMAL_TO_PBS_BLOCK
;
3293 return CHANGED_NOTHING
;
3296 /** Tries to reserve track under whole train consist. */
3297 void Train::ReserveTrackUnderConsist() const
3299 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
3301 case TRACK_BIT_WORMHOLE
:
3302 TryReserveRailTrack(u
->tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(u
->tile
)));
3304 case TRACK_BIT_DEPOT
:
3307 TryReserveRailTrack(u
->tile
, TrackBitsToTrack(u
->track
));
3314 * The train vehicle crashed!
3315 * Update its status and other parts around it.
3316 * @param flooded Crash was caused by flooding.
3317 * @return Number of people killed.
3319 uint
Train::Crash(bool flooded
)
3322 if (this->IsFrontEngine()) {
3323 pass
+= 2; // driver
3325 /* Remove the reserved path in front of the train if it is not stuck.
3326 * Also clear all reserved tracks the train is currently on. */
3327 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
3328 for (const Train
*v
= this; v
!= NULL
; v
= v
->Next()) {
3329 ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3330 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) {
3331 /* ClearPathReservation will not free the wormhole exit
3332 * if the train has just entered the wormhole. */
3333 UnreserveBridgeTunnelTile(GetOtherTunnelBridgeEnd(v
->tile
));
3337 /* we may need to update crossing we were approaching,
3338 * but must be updated after the train has been marked crashed */
3339 TileIndex crossing
= TrainApproachingCrossingTile(this);
3340 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
3342 /* Remove the loading indicators (if any) */
3343 HideFillingPercent(&this->fill_percent_te_id
);
3346 pass
+= this->GroundVehicleBase::Crash(flooded
);
3348 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
3353 * Marks train as crashed and creates an AI event.
3354 * Doesn't do anything if the train is crashed already.
3355 * @param v first vehicle of chain
3356 * @return number of victims (including 2 drivers; zero if train was already crashed)
3358 static uint
TrainCrashed(Train
*v
)
3362 /* do not crash train twice */
3363 if (!(v
->vehstatus
& VS_CRASHED
)) {
3365 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3366 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3369 /* Try to re-reserve track under already crashed train too.
3370 * Crash() clears the reservation! */
3371 v
->ReserveTrackUnderConsist();
3376 /** Temporary data storage for testing collisions. */
3377 struct TrainCollideChecker
{
3378 Train
*v
; ///< %Vehicle we are testing for collision.
3379 uint num
; ///< Total number of victims if train collided.
3383 * Collision test function.
3384 * @param v %Train vehicle to test collision with.
3385 * @param data %Train being examined.
3386 * @return \c NULL (always continue search)
3388 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3390 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3392 /* not a train or in depot */
3393 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->track
== TRACK_BIT_DEPOT
) return NULL
;
3395 /* do not crash into trains of another company. */
3396 if (v
->owner
!= tcc
->v
->owner
) return NULL
;
3398 /* get first vehicle now to make most usual checks faster */
3399 Train
*coll
= Train::From(v
)->First();
3401 /* can't collide with own wagons */
3402 if (coll
== tcc
->v
) return NULL
;
3404 int x_diff
= v
->x_pos
- tcc
->v
->x_pos
;
3405 int y_diff
= v
->y_pos
- tcc
->v
->y_pos
;
3407 /* Do fast calculation to check whether trains are not in close vicinity
3408 * and quickly reject trains distant enough for any collision.
3409 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3410 * Differences are then ORed and then we check for any higher bits */
3411 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3412 if (hash
& ~15) return NULL
;
3414 /* Slower check using multiplication */
3415 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->v
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3416 if (x_diff
* x_diff
+ y_diff
* y_diff
>= min_diff
* min_diff
) return NULL
;
3418 /* Happens when there is a train under bridge next to bridge head */
3419 if (abs(v
->z_pos
- tcc
->v
->z_pos
) > 5) return NULL
;
3421 /* crash both trains */
3422 tcc
->num
+= TrainCrashed(tcc
->v
);
3423 tcc
->num
+= TrainCrashed(coll
);
3425 return NULL
; // continue searching
3429 * Checks whether the specified train has a collision with another vehicle. If
3430 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3431 * Reports the incident in a flashy news item, modifies station ratings and
3433 * @param v %Train to test.
3435 static bool CheckTrainCollision(Train
*v
)
3437 /* can't collide in depot */
3438 if (v
->track
== TRACK_BIT_DEPOT
) return false;
3440 assert(v
->track
== TRACK_BIT_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3442 TrainCollideChecker tcc
;
3446 /* find colliding vehicles */
3447 if (v
->track
== TRACK_BIT_WORMHOLE
) {
3448 FindVehicleOnPos(v
->tile
, &tcc
, FindTrainCollideEnum
);
3449 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &tcc
, FindTrainCollideEnum
);
3451 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3454 /* any dead -> no crash */
3455 if (tcc
.num
== 0) return false;
3457 SetDParam(0, tcc
.num
);
3458 AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->index
);
3460 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3461 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_BIG_CRASH
, v
);
3465 static Vehicle
*CheckTrainAtSignal(Vehicle
*v
, void *data
)
3467 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return NULL
;
3469 Train
*t
= Train::From(v
);
3470 DiagDirection exitdir
= *(DiagDirection
*)data
;
3472 /* not front engine of a train, inside wormhole or depot, crashed */
3473 if (!t
->IsFrontEngine() || !(t
->track
& TRACK_BIT_MASK
)) return NULL
;
3475 if (t
->cur_speed
> 5 || TrainExitDir(t
->direction
, t
->track
) != exitdir
) return NULL
;
3480 /** Find train in front and keep distance between trains in tunnel/bridge. */
3481 static Vehicle
*FindSpaceBetweenTrainsEnum(Vehicle
*v
, void *data
)
3483 /* Don't look at wagons between front and back of train. */
3484 if (v
->type
!= VEH_TRAIN
|| (v
->Previous() != NULL
&& v
->Next() != NULL
)) return NULL
;
3486 const Vehicle
*u
= (Vehicle
*)data
;
3489 switch (u
->direction
) {
3490 default: NOT_REACHED();
3491 case DIR_NE
: a
= u
->x_pos
; b
= v
->x_pos
; break;
3492 case DIR_SE
: a
= v
->y_pos
; b
= u
->y_pos
; break;
3493 case DIR_SW
: a
= v
->x_pos
; b
= u
->x_pos
; break;
3494 case DIR_NW
: a
= u
->y_pos
; b
= v
->y_pos
; break;
3497 if (a
> b
&& a
<= (b
+ (int)(Train::From(u
)->wait_counter
)) + (int)(TILE_SIZE
)) return v
;
3501 static bool IsToCloseBehindTrain(Vehicle
*v
, TileIndex tile
, bool check_endtile
)
3503 Train
*t
= (Train
*)v
;
3505 if (t
->force_proceed
!= 0) return false;
3507 if (HasVehicleOnPos(t
->tile
, v
, &FindSpaceBetweenTrainsEnum
)) {
3508 /* Revert train if not going with tunnel direction. */
3509 if (DirToDiagDir(t
->direction
) != GetTunnelBridgeDirection(t
->tile
)) {
3511 ToggleBit(t
->flags
, VRF_REVERSING
);
3515 /* Cover blind spot at end of tunnel bridge. */
3517 if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t
->tile
), v
, &FindSpaceBetweenTrainsEnum
)) {
3518 /* Revert train if not going with tunnel direction. */
3519 if (DirToDiagDir(t
->direction
) != GetTunnelBridgeDirection(t
->tile
)) {
3521 ToggleBit(t
->flags
, VRF_REVERSING
);
3530 static bool CheckTrainStayInWormHolePathReserve(Train
*t
, TileIndex tile
)
3532 TileIndex veh_orig
= t
->tile
;
3534 CFollowTrackRail
ft(GetTileOwner(tile
), GetRailTypeInfo(t
->railtype
)->compatible_railtypes
);
3535 if (ft
.Follow(tile
, DiagDirToDiagTrackdir(ReverseDiagDir(GetTunnelBridgeDirection(tile
))))) {
3536 TrackdirBits reserved
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(ft
.m_new_tile
));
3537 if (reserved
== TRACKDIR_BIT_NONE
) {
3538 /* next tile is not reserved, so reserve the exit tile */
3539 SetTunnelBridgeReservation(tile
, true);
3542 bool ok
= TryPathReserve(t
);
3547 /** Simulate signals in tunnel - bridge. */
3548 static bool CheckTrainStayInWormHole(Train
*t
, TileIndex tile
)
3550 if (t
->force_proceed
!= 0) return false;
3552 /* When not exit reverse train. */
3553 if (!IsTunnelBridgeSignalSimulationExit(tile
)) {
3555 ToggleBit(t
->flags
, VRF_REVERSING
);
3558 SigSegState seg_state
= (_settings_game
.pf
.reserve_paths
|| IsTunnelBridgePBS(tile
)) ? SIGSEG_PBS
: UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, t
->owner
);
3559 if (seg_state
!= SIGSEG_PBS
) {
3560 CFollowTrackRail
ft(GetTileOwner(tile
), GetRailTypeInfo(t
->railtype
)->compatible_railtypes
);
3561 if (ft
.Follow(tile
, DiagDirToDiagTrackdir(ReverseDiagDir(GetTunnelBridgeDirection(tile
))))) {
3562 if (ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
&& KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
3563 Trackdir td
= FindFirstTrackdir(ft
.m_new_td_bits
);
3564 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, td
)) {
3565 /* immediately after the exit, there is a PBS signal, switch to PBS mode */
3566 seg_state
= SIGSEG_PBS
;
3571 if (seg_state
== SIGSEG_FULL
|| (seg_state
== SIGSEG_PBS
&& !CheckTrainStayInWormHolePathReserve(t
, tile
))) {
3572 t
->vehstatus
|= VS_TRAIN_SLOWING
;
3580 static void HandleSignalBehindTrain(Train
*v
, int signal_number
)
3583 switch (v
->direction
) {
3584 default: NOT_REACHED();
3585 case DIR_NE
: tile
= TileVirtXY(v
->x_pos
+ (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
), v
->y_pos
); break;
3586 case DIR_SE
: tile
= TileVirtXY(v
->x_pos
, v
->y_pos
- (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) ); break;
3587 case DIR_SW
: tile
= TileVirtXY(v
->x_pos
- (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
), v
->y_pos
); break;
3588 case DIR_NW
: tile
= TileVirtXY(v
->x_pos
, v
->y_pos
+ (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
)); break;
3591 if(tile
== v
->tile
) {
3592 /* Flip signal on ramp. */
3593 if (IsTunnelBridgeSignalSimulationEntrance(tile
) && GetTunnelBridgeSignalState(tile
) == SIGNAL_STATE_RED
) {
3594 SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_GREEN
);
3595 MarkTileDirtyByTile(tile
);
3597 } else if (IsBridge(v
->tile
) && signal_number
>= 0) {
3598 SetBridgeEntranceSimulatedSignalState(v
->tile
, signal_number
, SIGNAL_STATE_GREEN
);
3599 MarkTileDirtyByTile(tile
);
3603 static inline void IncreaseTrackUsage(TileIndex ti
, Track track_piece
)
3605 if (!IsTileType(ti
, MP_RAILWAY
))
3607 if (!IsPlainRailTile(ti
))
3610 /* ignore track_piece, 1 state per tile */
3611 byte age
= GetRailAge(ti
);
3613 static byte train_clean_strength
= 32;
3615 if (age
<= train_clean_strength
)
3618 age
-= train_clean_strength
;
3620 byte old_growth
= GetTrackGrowthPhase(ti
);
3622 SetRailAge(ti
, age
);
3624 /* If rounded growth amount changes, redraw */
3625 if (GetTrackGrowthPhase(ti
) != old_growth
)
3626 MarkTileDirtyByTile(ti
);
3629 uint16
ReversingDistanceTargetSpeed(const Train
*v
)
3632 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
) {
3633 target_speed
= ((v
->reverse_distance
- 1) * 5) / 2;
3636 target_speed
= (v
->reverse_distance
- 1) * 10 - 5;
3638 return max(0, target_speed
);
3642 * Move a vehicle chain one movement stop forwards.
3643 * @param v First vehicle to move.
3644 * @param nomove Stop moving this and all following vehicles.
3645 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3646 * @return True if the vehicle could be moved forward, false otherwise.
3648 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3650 Train
*first
= v
->First();
3652 bool direction_changed
= false; // has direction of any part changed?
3654 if (reverse
&& v
->reverse_distance
== 1) {
3655 goto reverse_train_direction
;
3658 if (v
->reverse_distance
> 1) {
3659 uint16 spd
= ReversingDistanceTargetSpeed(v
);
3660 if (spd
< v
->cur_speed
) v
->cur_speed
= spd
;
3663 /* For every vehicle after and including the given vehicle */
3664 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3665 DiagDirection enterdir
= DIAGDIR_BEGIN
;
3666 bool update_signals_crossing
= false; // will we update signals or crossing state?
3668 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
3669 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3670 /* Not inside tunnel */
3671 if (gp
.old_tile
== gp
.new_tile
) {
3672 /* Staying in the old tile */
3673 if (v
->track
== TRACK_BIT_DEPOT
) {
3677 v
->reverse_distance
= 0;
3679 /* Not inside depot */
3681 /* Reverse when we are at the end of the track already, do not move to the new position */
3682 if (v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3684 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3685 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3688 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3689 /* The new position is the end of the platform */
3690 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3694 /* A new tile is about to be entered. */
3696 /* Determine what direction we're entering the new tile from */
3697 enterdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
3698 assert(IsValidDiagDirection(enterdir
));
3700 /* Get the status of the tracks in the new tile and mask
3701 * away the bits that aren't reachable. */
3702 TrackStatus ts
= GetTileTrackStatus(gp
.new_tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(enterdir
));
3703 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3705 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3706 TrackBits red_signals
= TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts
) & reachable_trackdirs
);
3708 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3709 if (_settings_game
.pf
.forbid_90_deg
&& prev
== NULL
) {
3710 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3711 * can be switched on halfway a turn */
3712 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3715 if (bits
== TRACK_BIT_NONE
)
3718 /* Check if the new tile constrains tracks that are compatible
3719 * with the current train, if not, bail out. */
3720 if (!CheckCompatibleRail(v
, gp
.new_tile
))
3723 TrackBits chosen_track
;
3725 /* Currently the locomotive is active. Determine which one of the
3726 * available tracks to choos/// e */
3727 Track chosen_track_num
= ChooseTrainTrack(v
, gp
.new_tile
, enterdir
, bits
, false, NULL
, true);
3728 chosen_track
= TrackToTrackBits(chosen_track_num
);
3729 assert(chosen_track
& (bits
| GetReservedTrackbits(gp
.new_tile
)));
3731 if (v
->force_proceed
!= TFP_NONE
&& IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
)) {
3732 /* For each signal we find decrease the counter by one.
3733 * We start at two, so the first signal we pass decreases
3734 * this to one, then if we reach the next signal it is
3735 * decreased to zero and we won't pass that new signal. */
3736 Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3737 if (HasSignalOnTrackdir(gp
.new_tile
, dir
) ||
3738 (HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(dir
)) &&
3739 GetSignalType(gp
.new_tile
, TrackdirToTrack(dir
)) != SIGTYPE_PBS
)) {
3740 /* However, we do not want to be stopped by PBS signals
3741 * entered via the back. */
3742 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3743 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3747 /* Check if it's a red signal and that force proceed is not clicked. */
3748 if ((red_signals
& chosen_track
) && v
->force_proceed
== TFP_NONE
) {
3749 /* In front of a red signal */
3750 Trackdir i
= FindFirstTrackdir(trackdirbits
);
3752 /* Don't handle stuck trains here. */
3753 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return false;
3755 if (!HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(i
))) {
3758 v
->progress
= 255 - 100;
3759 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* 20) return false;
3760 } else if (HasSignalOnTrackdir(gp
.new_tile
, i
)) {
3763 v
->progress
= 255 - 10;
3764 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* 73) {
3765 DiagDirection exitdir
= TrackdirToExitdir(i
);
3766 TileIndex o_tile
= TileAddByDiagDir(gp
.new_tile
, exitdir
);
3768 exitdir
= ReverseDiagDir(exitdir
);
3770 /* check if a train is waiting on the other side */
3771 if (!HasVehicleOnPos(o_tile
, &exitdir
, &CheckTrainAtSignal
)) return false;
3775 /* If we would reverse but are currently in a PBS block and
3776 * reversing of stuck trains is disabled, don't reverse.
3777 * This does not apply if the reason for reversing is a one-way
3778 * signal blocking us, because a train would then be stuck forever. */
3779 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(gp
.new_tile
, i
) &&
3780 UpdateSignalsOnSegment(v
->tile
, enterdir
, v
->owner
) == SIGSEG_PBS
) {
3781 v
->wait_counter
= 0;
3784 goto reverse_train_direction
;
3786 TryReserveRailTrack(gp
.new_tile
, TrackBitsToTrack(chosen_track
), false);
3788 IncreaseTrackUsage(gp
.new_tile
, chosen_track_num
);
3790 /* The wagon is active, simply follow the prev vehicle. */
3791 if (prev
->tile
== gp
.new_tile
) {
3792 /* Choose the same track as prev */
3793 if (prev
->track
== TRACK_BIT_WORMHOLE
) {
3794 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3795 * However, just choose the track into the wormhole. */
3796 assert(IsTunnel(prev
->tile
));
3797 chosen_track
= bits
;
3799 chosen_track
= prev
->track
;
3802 /* Choose the track that leads to the tile where prev is.
3803 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3804 * I.e. when the tile between them has only space for a single vehicle like
3805 * 1) horizontal/vertical track tiles and
3806 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3807 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3809 static const TrackBits _connecting_track
[DIAGDIR_END
][DIAGDIR_END
] = {
3810 {TRACK_BIT_X
, TRACK_BIT_LOWER
, TRACK_BIT_NONE
, TRACK_BIT_LEFT
},
3811 {TRACK_BIT_UPPER
, TRACK_BIT_Y
, TRACK_BIT_LEFT
, TRACK_BIT_NONE
},
3812 {TRACK_BIT_NONE
, TRACK_BIT_RIGHT
, TRACK_BIT_X
, TRACK_BIT_UPPER
},
3813 {TRACK_BIT_RIGHT
, TRACK_BIT_NONE
, TRACK_BIT_LOWER
, TRACK_BIT_Y
}
3815 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3816 assert(IsValidDiagDirection(exitdir
));
3817 chosen_track
= _connecting_track
[enterdir
][exitdir
];
3819 chosen_track
&= bits
;
3822 /* Make sure chosen track is a valid track */
3824 chosen_track
== TRACK_BIT_X
|| chosen_track
== TRACK_BIT_Y
||
3825 chosen_track
== TRACK_BIT_UPPER
|| chosen_track
== TRACK_BIT_LOWER
||
3826 chosen_track
== TRACK_BIT_LEFT
|| chosen_track
== TRACK_BIT_RIGHT
);
3828 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3829 const byte
*b
= _initial_tile_subcoord
[FIND_FIRST_BIT(chosen_track
)][enterdir
];
3830 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3831 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3832 Direction chosen_dir
= (Direction
)b
[2];
3834 /* Call the landscape function and tell it that the vehicle entered the tile */
3835 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3836 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3840 if (IsTunnelBridgeWithSignalSimulation(gp
.new_tile
)) {
3841 /* If red signal stop. */
3842 if (v
->IsFrontEngine() && v
->force_proceed
== 0) {
3843 if (IsTunnelBridgeSignalSimulationEntrance(gp
.new_tile
) && GetTunnelBridgeSignalState(gp
.new_tile
) == SIGNAL_STATE_RED
) {
3845 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3848 if (IsTunnelBridgeSignalSimulationExit(gp
.new_tile
)) {
3852 /* Flip signal on tunnel entrance tile red. */
3853 SetTunnelBridgeSignalState(gp
.new_tile
, SIGNAL_STATE_RED
);
3854 MarkTileDirtyByTile(gp
.new_tile
);
3858 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
3859 Track track
= FindFirstTrack(chosen_track
);
3860 Trackdir tdir
= TrackDirectionToTrackdir(track
, chosen_dir
);
3861 if (v
->IsFrontEngine() && HasPbsSignalOnTrackdir(gp
.new_tile
, tdir
)) {
3862 SetSignalStateByTrackdir(gp
.new_tile
, tdir
, SIGNAL_STATE_RED
);
3863 MarkTileDirtyByTile(gp
.new_tile
);
3865 /* notify logic signals of the state change */
3866 SignalStateChanged(gp
.new_tile
, TrackdirToTrack(tdir
), 1);
3869 /* Clear any track reservation when the last vehicle leaves the tile */
3870 if (v
->Next() == NULL
) ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3872 v
->tile
= gp
.new_tile
;
3874 if (GetTileRailType(gp
.new_tile
) != GetTileRailType(gp
.old_tile
)) {
3875 v
->First()->ConsistChanged(CCF_TRACK
);
3878 v
->track
= chosen_track
;
3882 /* We need to update signal status, but after the vehicle position hash
3883 * has been updated by UpdateInclination() */
3884 update_signals_crossing
= true;
3886 if (chosen_dir
!= v
->direction
) {
3887 if (prev
== NULL
&& _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3888 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3889 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3890 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3892 direction_changed
= true;
3893 v
->direction
= chosen_dir
;
3896 if (v
->IsFrontEngine()) {
3897 v
->wait_counter
= 0;
3899 /* If we are approaching a crossing that is reserved, play the sound now. */
3900 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3902 if (crossing
!= INVALID_TILE
)
3904 RailTypeLabel railTypeLabel
= GetRailTypeInfo(GetTileRailType(crossing
))->label
;
3905 bool is_no_sound_rail_type
= (railTypeLabel
== _planning_tracks_label
|| railTypeLabel
== _pipeline_tracks_label
|| railTypeLabel
== _wires_tracks_label
);
3907 if (HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
&& !is_no_sound_rail_type
)
3908 SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3911 /* Always try to extend the reservation when entering a tile. */
3912 CheckNextTrainTile(v
);
3915 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3916 /* The new position is the location where we want to stop */
3917 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3921 /* Handle signal simulation on tunnel/bridge. */
3922 TileIndex old_tile
= TileVirtXY(v
->x_pos
, v
->y_pos
);
3923 if (old_tile
!= gp
.new_tile
&& IsTunnelBridgeWithSignalSimulation(v
->tile
) && (v
->IsFrontEngine() || v
->Next() == NULL
)) {
3924 if (old_tile
== v
->tile
) {
3925 if (v
->IsFrontEngine() && v
->force_proceed
== 0 && IsTunnelBridgeSignalSimulationExit(v
->tile
))
3927 /* Entered wormhole set counters. */
3928 v
->wait_counter
= (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) - TILE_SIZE
;
3929 v
->load_unload_ticks
= 0;
3932 uint distance
= v
->wait_counter
;
3933 bool leaving
= false;
3934 if (distance
== 0) v
->wait_counter
= (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
);
3936 if (v
->IsFrontEngine()) {
3937 /* Check if track in front is free and see if we can leave wormhole. */
3938 int z
= GetSlopePixelZ(gp
.x
, gp
.y
) - v
->z_pos
;
3939 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && !(abs(z
) > 2)) {
3940 if (CheckTrainStayInWormHole(v
, gp
.new_tile
)) return false;
3943 if (IsToCloseBehindTrain(v
, gp
.new_tile
, distance
== 0)) {
3944 if (distance
== 0) v
->wait_counter
= 0;
3946 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3949 /* flip signal in front to red on bridges*/
3950 if (distance
== 0 && IsBridge(v
->tile
)) {
3951 SetBridgeEntranceSimulatedSignalState(v
->tile
, v
->load_unload_ticks
, SIGNAL_STATE_RED
);
3952 MarkTileDirtyByTile(gp
.new_tile
);
3956 if (v
->Next() == NULL
) {
3957 if (v
->load_unload_ticks
> 0 && distance
== (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) - TILE_SIZE
) HandleSignalBehindTrain(v
, v
->load_unload_ticks
- 2);
3958 if (old_tile
== v
->tile
) {
3959 /* We left ramp into wormhole. */
3962 UpdateSignalsOnSegment(old_tile
, INVALID_DIAGDIR
, v
->owner
);
3963 UnreserveBridgeTunnelTile(old_tile
);
3966 if (distance
== 0) v
->load_unload_ticks
++;
3967 v
->wait_counter
-= TILE_SIZE
;
3969 if (leaving
) { // Reset counters.
3970 v
->force_proceed
= 0;
3971 v
->wait_counter
= 0;
3972 v
->load_unload_ticks
= 0;
3975 v
->UpdatePosition();
3976 v
->UpdateViewport(false, false);
3977 UpdateSignalsOnSegment(gp
.new_tile
, INVALID_DIAGDIR
, v
->owner
);
3982 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
3983 /* Perform look-ahead on tunnel exit. */
3984 if (v
->IsFrontEngine()) {
3985 TryReserveRailTrack(gp
.new_tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp
.new_tile
)));
3986 CheckNextTrainTile(v
);
3988 /* Prevent v->UpdateInclination() being called with wrong parameters.
3989 * This could happen if the train was reversed inside the tunnel/bridge. */
3990 if (gp
.old_tile
== gp
.new_tile
) {
3991 gp
.old_tile
= GetOtherTunnelBridgeEnd(gp
.old_tile
);
3996 v
->UpdatePosition();
3997 if (v
->IsDrawn()) v
->Vehicle::UpdateViewport(true);
4002 /* update image of train, as well as delta XY */
4003 v
->UpdateDeltaXY(v
->direction
);
4007 v
->UpdatePosition();
4008 if (v
->reverse_distance
> 1) {
4009 v
->reverse_distance
--;
4012 /* update the Z position of the vehicle */
4013 int old_z
= v
->UpdateInclination(gp
.new_tile
!= gp
.old_tile
, false);
4016 /* This is the first vehicle in the train */
4017 AffectSpeedByZChange(v
, old_z
);
4020 if (update_signals_crossing
) {
4021 if (v
->IsFrontEngine()) {
4022 switch(TrainMovedChangeSignal(v
, gp
.new_tile
, enterdir
)) {
4023 case CHANGED_NORMAL_TO_PBS_BLOCK
:
4024 /* We are entering a block with PBS signals right now, but
4025 * not through a PBS signal. This means we don't have a
4026 * reservation right now. As a conventional signal will only
4027 * ever be green if no other train is in the block, getting
4028 * a path should always be possible. If the player built
4029 * such a strange network that it is not possible, the train
4030 * will be marked as stuck and the player has to deal with
4032 if ((!HasReservedTracks(gp
.new_tile
, v
->track
) &&
4033 !TryReserveRailTrack(gp
.new_tile
, FindFirstTrack(v
->track
))) ||
4034 !TryPathReserve(v
)) {
4035 MarkTrainAsStuck(v
);
4039 case CHANGED_LR_PBS
:
4041 /* We went past a long reserve PBS signal. Try to extend the
4042 * reservation if reserving failed at another LR signal. */
4043 PBSTileInfo origin
= FollowTrainReservation(v
);
4044 CFollowTrackRail
ft(v
);
4046 if (ft
.Follow(origin
.tile
, origin
.trackdir
)) {
4047 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
4049 if (HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
4050 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
), true, NULL
, false);
4060 /* Signals can only change when the first
4061 * (above) or the last vehicle moves. */
4062 if (v
->Next() == NULL
) {
4063 TrainMovedChangeSignal(v
, gp
.old_tile
, ReverseDiagDir(enterdir
));
4064 if (IsLevelCrossingTile(gp
.old_tile
)) UpdateLevelCrossing(gp
.old_tile
);
4068 /* Do not check on every tick to save some computing time. */
4069 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) CheckNextTrainTile(v
);
4072 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
4077 /* We've reached end of line?? */
4078 if (prev
!= NULL
) error("Disconnecting train");
4080 reverse_train_direction
:
4082 v
->wait_counter
= 0;
4085 ReverseTrainDirection(v
);
4092 * Collect trackbits of all crashed train vehicles on a tile
4093 * @param v Vehicle passed from Find/HasVehicleOnPos()
4094 * @param data trackdirbits for the result
4095 * @return NULL to iterate over all vehicles on the tile.
4097 static Vehicle
*CollectTrackbitsFromCrashedVehiclesEnum(Vehicle
*v
, void *data
)
4099 TrackBits
*trackbits
= (TrackBits
*)data
;
4101 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
4102 TrackBits train_tbits
= Train::From(v
)->track
;
4103 if (train_tbits
== TRACK_BIT_WORMHOLE
) {
4104 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
4105 *trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
4106 } else if (train_tbits
!= TRACK_BIT_DEPOT
) {
4107 *trackbits
|= train_tbits
;
4115 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
4116 * train, then goes to the last wagon and deletes that. Each call to this function
4117 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
4118 * or inside a tunnel/bridge, recalculate the signals as they might need updating
4119 * @param v the Vehicle of which last wagon is to be removed
4121 static void DeleteLastWagon(Train
*v
)
4123 Train
*first
= v
->First();
4125 /* Go to the last wagon and delete the link pointing there
4126 * *u is then the one-before-last wagon, and *v the last
4127 * one which will physically be removed */
4129 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
4133 /* Recalculate cached train properties */
4134 first
->ConsistChanged(CCF_ARRANGE
);
4135 /* Update the depot window if the first vehicle is in depot -
4136 * if v == first, then it is updated in PreDestructor() */
4137 if (first
->track
== TRACK_BIT_DEPOT
) {
4138 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
4140 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
4143 /* 'v' shouldn't be accessed after it has been deleted */
4144 TrackBits trackbits
= v
->track
;
4145 TileIndex tile
= v
->tile
;
4146 Owner owner
= v
->owner
;
4149 v
= NULL
; // make sure nobody will try to read 'v' anymore
4151 if (trackbits
== TRACK_BIT_WORMHOLE
) {
4152 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
4153 trackbits
= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile
));
4156 Track track
= TrackBitsToTrack(trackbits
);
4157 if (HasReservedTracks(tile
, trackbits
)) {
4158 UnreserveRailTrack(tile
, track
);
4160 /* If there are still crashed vehicles on the tile, give the track reservation to them */
4161 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
4162 FindVehicleOnPos(tile
, &remaining_trackbits
, CollectTrackbitsFromCrashedVehiclesEnum
);
4164 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
4165 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
4167 FOR_EACH_SET_TRACK(t
, remaining_trackbits
) TryReserveRailTrack(tile
, t
);
4170 /* check if the wagon was on a road/rail-crossing */
4171 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
4173 /* Update signals */
4174 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
4175 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
4176 if (IsTunnelBridgeWithSignalSimulation(tile
)) {
4177 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
4178 UpdateSignalsOnSegment(end
, INVALID_DIAGDIR
, owner
);
4179 bool is_entrance
= IsTunnelBridgeSignalSimulationEntrance(tile
);
4180 TileIndex entrance
= is_entrance
? tile
: end
;
4181 if (TunnelBridgeIsFree(tile
, end
, nullptr).Succeeded()) {
4182 if (IsBridge(entrance
)) {
4183 SetAllBridgeEntranceSimulatedSignalsGreen(entrance
);
4184 MarkBridgeDirty(entrance
, ZOOM_LVL_DRAW_MAP
);
4186 if (IsTunnelBridgeSignalSimulationEntrance(entrance
) && GetTunnelBridgeSignalState(entrance
) == SIGNAL_STATE_RED
) {
4187 SetTunnelBridgeSignalState(entrance
, SIGNAL_STATE_GREEN
);
4188 MarkTileDirtyByTile(entrance
);
4192 } else if (IsRailDepotTile(tile
)) {
4193 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
4195 SetSignalsOnBothDir(tile
, track
, owner
);
4200 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
4201 * @param v First crashed vehicle.
4203 static void ChangeTrainDirRandomly(Train
*v
)
4205 static const DirDiff delta
[] = {
4206 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
4210 /* We don't need to twist around vehicles if they're not visible */
4211 if (!(v
->vehstatus
& VS_HIDDEN
)) {
4212 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
4213 /* Refrain from updating the z position of the vehicle when on
4214 * a bridge, because UpdateInclination() will put the vehicle under
4215 * the bridge in that case */
4216 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
4217 v
->UpdatePosition();
4218 v
->UpdateInclination(false, true);
4220 v
->UpdateViewport(false, true);
4223 } while ((v
= v
->Next()) != NULL
);
4227 * Handle a crashed train.
4228 * @param v First train vehicle.
4229 * @return %Vehicle chain still exists.
4231 static bool HandleCrashedTrain(Train
*v
)
4233 int state
= ++v
->crash_anim_pos
;
4235 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
4236 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
4240 if (state
<= 200 && Chance16R(1, 7, r
)) {
4241 int index
= (r
* 10 >> 16);
4248 CreateEffectVehicleRel(u
,
4252 EV_EXPLOSION_SMALL
);
4255 } while ((u
= u
->Next()) != NULL
);
4258 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
4260 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
4261 bool ret
= v
->Next() != NULL
;
4269 /** Maximum speeds for train that is broken down or approaching line end */
4270 static const uint16 _breakdown_speeds
[16] = {
4271 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
4276 * Train is approaching line end, slow down and possibly reverse
4278 * @param v front train engine
4279 * @param signal not line end, just a red signal
4280 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4281 * @return true iff we did NOT have to reverse
4283 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
4285 /* Calc position within the current tile */
4286 uint x
= v
->x_pos
& 0xF;
4287 uint y
= v
->y_pos
& 0xF;
4289 /* for diagonal directions, 'x' will be 0..15 -
4290 * for other directions, it will be 1, 3, 5, ..., 15 */
4291 switch (v
->direction
) {
4292 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
4293 case DIR_NW
: x
= y
; FALLTHROUGH
;
4294 case DIR_NE
: x
= ~x
+ 16; break;
4295 case DIR_E
: x
= ~x
+ y
+ 9; break;
4296 case DIR_SE
: x
= y
; break;
4297 case DIR_S
: x
= x
+ y
- 7; break;
4298 case DIR_W
: x
= ~y
+ x
+ 9; break;
4302 /* Do not reverse when approaching red signal. Make sure the vehicle's front
4303 * does not cross the tile boundary when we do reverse, but as the vehicle's
4304 * location is based on their center, use half a vehicle's length as offset.
4305 * Multiply the half-length by two for straight directions to compensate that
4306 * we only get odd x offsets there. */
4307 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
4308 /* we are too near the tile end, reverse now */
4310 if (reverse
) ReverseTrainDirection(v
);
4315 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4316 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
4317 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4324 * Determines whether train would like to leave the tile
4325 * @param v train to test
4326 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
4328 static bool TrainCanLeaveTile(const Train
*v
)
4330 /* Exit if inside a tunnel/bridge or a depot */
4331 if (v
->track
== TRACK_BIT_WORMHOLE
|| v
->track
== TRACK_BIT_DEPOT
) return false;
4333 TileIndex tile
= v
->tile
;
4335 /* entering a tunnel/bridge? */
4336 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
4337 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
4338 if (DiagDirToDir(dir
) == v
->direction
) return false;
4341 /* entering a depot? */
4342 if (IsRailDepotTile(tile
)) {
4343 DiagDirection dir
= ReverseDiagDir(GetRailDepotDirection(tile
));
4344 if (DiagDirToDir(dir
) == v
->direction
) return false;
4352 * Determines whether train is approaching a rail-road crossing
4353 * (thus making it barred)
4354 * @param v front engine of train
4355 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
4356 * @pre v in non-crashed front engine
4358 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
4360 assert(v
->IsFrontEngine());
4361 assert(!(v
->vehstatus
& VS_CRASHED
));
4363 if (!TrainCanLeaveTile(v
)) return INVALID_TILE
;
4365 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4366 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4368 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
4369 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
4370 !CheckCompatibleRail(v
, tile
)) {
4371 return INVALID_TILE
;
4379 * Checks for line end. Also, bars crossing at next tile if needed
4381 * @param v vehicle we are checking
4382 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4383 * @return true iff we did NOT have to reverse
4385 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
4387 /* First, handle broken down train */
4389 int t
= v
->breakdown_ctr
;
4391 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4393 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
4394 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4396 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
4399 if (!TrainCanLeaveTile(v
)) return true;
4401 /* Determine the non-diagonal direction in which we will exit this tile */
4402 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4403 /* Calculate next tile */
4404 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4406 /* Determine the track status on the next tile */
4407 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(dir
));
4408 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
4410 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
4411 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
4413 /* We are sure the train is not entering a depot, it is detected above */
4415 /* mask unreachable track bits if we are forbidden to do 90deg turns */
4416 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
4417 if (_settings_game
.pf
.forbid_90_deg
) {
4418 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
4421 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
4422 if (bits
== TRACK_BIT_NONE
|| !CheckCompatibleRail(v
, tile
)) {
4423 return TrainApproachingLineEnd(v
, false, reverse
);
4426 /* approaching red signal */
4427 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
4429 /* approaching a rail/road crossing? then make it red */
4430 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
4435 /* Calculate the summed up value of all parts of a train */
4436 Money
Train::CalculateCurrentOverallValue() const
4438 Money ovr_value
= 0;
4439 const Train
*v
= this;
4441 ovr_value
+= v
->value
;
4442 } while ( (v
=v
->GetNextVehicle()) != NULL
);
4446 static bool TrainLocoHandler(Train
*v
, bool mode
)
4448 /* train has crashed? */
4449 if (v
->vehstatus
& VS_CRASHED
) {
4450 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
4453 if (v
->force_proceed
!= TFP_NONE
) {
4454 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4455 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4458 /* train is broken down? */
4459 if (v
->HandleBreakdown()) return true;
4461 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
4462 ReverseTrainDirection(v
);
4465 /* exit if train is stopped */
4466 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
4468 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
4469 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
4470 v
->wait_counter
= 0;
4473 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4474 ReverseTrainDirection(v
);
4476 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
4477 /* Try to reserve a path when leaving the station as we
4478 * might not be marked as wanting a reservation, e.g.
4479 * when an overlength train gets turned around in a station. */
4480 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4481 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
4483 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
4484 TryPathReserve(v
, true, true);
4486 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4489 v
->HandleLoading(mode
);
4491 if (v
->current_order
.IsType(OT_LOADING
)) return true;
4493 if (CheckTrainStayInDepot(v
)) return true;
4495 if (!mode
) v
->ShowVisualEffect();
4497 /* We had no order but have an order now, do look ahead. */
4498 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
4499 CheckNextTrainTile(v
);
4502 /* Handle stuck trains. */
4503 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
4506 /* Should we try reversing this tick if still stuck? */
4507 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
4509 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
4510 if (!TryPathReserve(v
)) {
4512 if (turn_around
) ReverseTrainDirection(v
);
4514 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
4515 /* Show message to player. */
4516 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
4517 SetDParam(0, v
->index
);
4518 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
4520 v
->wait_counter
= 0;
4522 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4523 if (v
->force_proceed
== TFP_NONE
) return true;
4524 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4525 v
->wait_counter
= 0;
4526 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4530 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
4531 v
->current_order
.Free();
4532 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4536 int j
= v
->UpdateSpeed();
4538 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4539 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
4540 /* If we manually stopped, we're not force-proceeding anymore. */
4541 v
->force_proceed
= TFP_NONE
;
4542 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
4545 int adv_spd
= v
->GetAdvanceDistance();
4547 /* if the vehicle has speed 0, update the last_speed field. */
4548 if (v
->cur_speed
== 0) v
->SetLastSpeed();
4550 TrainCheckIfLineEnds(v
);
4551 /* Loop until the train has finished moving. */
4554 TrainController(v
, NULL
);
4555 /* Don't continue to move if the train crashed. */
4556 if (CheckTrainCollision(v
)) break;
4557 /* Determine distance to next map position */
4558 adv_spd
= v
->GetAdvanceDistance();
4560 /* No more moving this tick */
4561 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
4563 OrderType order_type
= v
->current_order
.GetType();
4564 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4565 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
4566 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
4567 IsTileType(v
->tile
, MP_STATION
) &&
4568 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
4575 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
4576 if (!(u
->IsDrawn())) continue;
4578 u
->UpdateViewport(false, false);
4581 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
4587 * Get running cost for the train consist.
4588 * @return Yearly running costs.
4590 Money
Train::GetRunningCost() const
4593 const Train
*v
= this;
4596 const Engine
*e
= v
->GetEngine();
4597 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
4599 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
4600 if (cost_factor
== 0) continue;
4602 /* Halve running cost for multiheaded parts */
4603 if (v
->IsMultiheaded()) cost_factor
/= 2;
4605 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
4606 } while ((v
= v
->GetNextVehicle()) != NULL
);
4612 * Update train vehicle data for a tick.
4613 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
4617 this->tick_counter
++;
4619 if (this->IsFrontEngine()) {
4620 if (!((this->vehstatus
& VS_STOPPED
) || this->IsChainInDepot()) || this->cur_speed
> 0) this->running_ticks
++;
4622 this->current_order_time
++;
4624 if (!TrainLocoHandler(this, false)) return false;
4626 return TrainLocoHandler(this, true);
4627 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
4628 /* Delete flooded standalone wagon chain */
4629 if (++this->crash_anim_pos
>= 4400) {
4639 * Check whether a train needs service, and if so, find a depot or service it.
4640 * @return v %Train to check.
4642 static void CheckIfTrainNeedsService(Train
*v
)
4644 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
4645 if (v
->IsChainInDepot()) {
4646 VehicleServiceInDepot(v
);
4651 switch (_settings_game
.pf
.pathfinder_for_trains
) {
4652 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
4653 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
4654 default: NOT_REACHED();
4657 FindDepotData tfdd
= FindClosestTrainDepot(v
, max_penalty
);
4658 /* Only go to the depot if it is not too far out of our way. */
4659 if (tfdd
.best_length
== UINT_MAX
|| tfdd
.best_length
> max_penalty
) {
4660 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
4661 /* If we were already heading for a depot but it has
4662 * suddenly moved farther away, we continue our normal
4664 v
->current_order
.MakeDummy();
4665 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4670 DepotID depot
= GetDepotIndex(tfdd
.tile
);
4672 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
4673 v
->current_order
.GetDestination() != depot
&&
4678 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
4679 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
4680 v
->dest_tile
= tfdd
.tile
;
4681 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4684 /** Update day counters of the train vehicle. */
4685 void Train::OnNewDay()
4689 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
4691 if (this->IsFrontEngine()) {
4692 CheckVehicleBreakdown(this);
4694 CheckIfTrainNeedsService(this);
4698 /* update destination */
4699 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4700 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4701 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4704 if (this->running_ticks
!= 0) {
4706 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4708 this->profit_this_year
-= cost
.GetCost();
4709 this->running_ticks
= 0;
4711 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4713 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4714 SetWindowClassesDirty(WC_TRAINS_LIST
);
4720 * Get the tracks of the train vehicle.
4721 * @return Current tracks of the vehicle.
4723 Trackdir
Train::GetVehicleTrackdir() const
4725 if (this->vehstatus
& VS_CRASHED
)
4726 return INVALID_TRACKDIR
;
4728 if (this->track
== TRACK_BIT_DEPOT
) {
4729 /* We'll assume the train is facing outwards */
4730 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile
)); // Train in depot
4733 if (this->track
== TRACK_BIT_WORMHOLE
) {
4734 /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4735 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
4738 return TrackDirectionToTrackdir(FindFirstTrack(this->track
), this->direction
);
4742 /* Get the pixel-width of the image that is used for the train vehicle
4743 * @return: the image width number in pixel
4745 int GetDisplayImageWidth(Train
*t
, Point
*offset
)
4747 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
4748 int vehicle_pitch
= 0;
4750 const Engine
*e
= Engine::Get(t
->engine_type
);
4751 if (e
->grf_prop
.grffile
!= NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
4752 reference_width
= e
->grf_prop
.grffile
->traininfo_vehicle_width
;
4753 vehicle_pitch
= e
->grf_prop
.grffile
->traininfo_vehicle_pitch
;
4756 if (offset
!= NULL
) {
4757 offset
->x
= reference_width
/ 2;
4758 offset
->y
= vehicle_pitch
;
4760 //printf(" refwid:%d gdiw.cachedvehlen(%d):%d ", reference_width, this->engine_type, this->gcache.cached_veh_length);
4761 return t
->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
;
4764 Train
* CmdBuildVirtualRailWagon(const Engine
*e
)
4766 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
4768 Train
*v
= new Train();
4773 v
->spritenum
= rvi
->image_index
;
4775 v
->engine_type
= e
->index
;
4776 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
4778 v
->direction
= DIR_W
;
4779 v
->tile
= 0;//INVALID_TILE;
4781 v
->owner
= _current_company
;
4782 v
->track
= TRACK_BIT_DEPOT
;
4783 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
4788 v
->cargo_type
= e
->GetDefaultCargoType();
4789 v
->cargo_cap
= rvi
->capacity
;
4791 v
->railtype
= rvi
->railtype
;
4793 v
->build_year
= _cur_year
;
4794 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
4795 v
->random_bits
= VehicleRandomBits();
4797 v
->group_id
= DEFAULT_GROUP
;
4799 AddArticulatedParts(v
);
4801 // Make sure we set EVERYTHING to virtual, even articulated parts.
4802 for (Train
* train_part
= v
; train_part
!= NULL
; train_part
= train_part
->Next()) {
4803 train_part
->SetVirtual();
4806 _new_vehicle_id
= v
->index
;
4808 v
->UpdateViewport(true, false);
4810 v
->First()->ConsistChanged(CCF_ARRANGE
);
4812 CheckConsistencyOfArticulatedVehicle(v
);
4817 Train
* CmdBuildVirtualRailVehicle(EngineID eid
, bool lax_engine_check
, StringID
&error
)
4819 if (lax_engine_check
) {
4820 const Engine
*e
= Engine::GetIfValid(eid
);
4821 if (e
== NULL
|| e
->type
!= VEH_TRAIN
) {
4822 error
= STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
;
4827 if (!IsEngineBuildable(eid
, VEH_TRAIN
, _current_company
)) {
4828 error
= STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
;
4833 const Engine
* e
= Engine::Get(eid
);
4834 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
4836 int num_vehicles
= (e
->u
.rail
.railveh_type
== RAILVEH_MULTIHEAD
? 2 : 1) + CountArticulatedParts(eid
, false);
4837 if (!Train::CanAllocateItem(num_vehicles
)) {
4838 error
= STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
;
4842 if (rvi
->railveh_type
== RAILVEH_WAGON
)
4843 return CmdBuildVirtualRailWagon(e
);
4845 Train
*v
= new Train();
4850 v
->direction
= DIR_W
;
4851 v
->tile
= 0;//INVALID_TILE;
4852 v
->owner
= _current_company
;
4853 v
->track
= TRACK_BIT_DEPOT
;
4854 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
4855 v
->spritenum
= rvi
->image_index
;
4856 v
->cargo_type
= e
->GetDefaultCargoType();
4857 v
->cargo_cap
= rvi
->capacity
;
4858 v
->last_station_visited
= INVALID_STATION
;
4860 v
->engine_type
= e
->index
;
4861 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
4863 v
->reliability
= e
->reliability
;
4864 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
4865 v
->max_age
= e
->GetLifeLengthInDays();
4867 v
->railtype
= rvi
->railtype
;
4868 _new_vehicle_id
= v
->index
;
4870 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
4871 v
->random_bits
= VehicleRandomBits();
4873 v
->group_id
= DEFAULT_GROUP
;
4875 v
->SetFrontEngine();
4878 v
->UpdateViewport(true, false);
4880 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
4881 AddRearEngineToMultiheadedTrain(v
);
4883 AddArticulatedParts(v
);
4886 // Make sure we set EVERYTHING to virtual, even articulated parts.
4887 for (Train
* train_part
= v
; train_part
!= NULL
; train_part
= train_part
->Next()) {
4888 train_part
->SetVirtual();
4891 v
->ConsistChanged(CCF_ARRANGE
);
4893 CheckConsistencyOfArticulatedVehicle(v
);
4899 * Build a virtual train vehicle.
4900 * @param tile unused
4901 * @param flags type of operation
4902 * @param p1 the engine ID to build
4904 * @param text unused
4905 * @return the cost of this operation or an error
4907 CommandCost
CmdBuildVirtualRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
4911 if (!IsEngineBuildable(eid
, VEH_TRAIN
, _current_company
)) {
4912 return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
);
4915 bool should_execute
= (flags
& DC_EXEC
) != 0;
4917 if (should_execute
) {
4918 StringID err
= INVALID_STRING_ID
;
4919 Train
* train
= CmdBuildVirtualRailVehicle(eid
, false, err
);
4921 if (train
== nullptr) {
4922 return_cmd_error(err
);
4926 return CommandCost();
4930 * Replace a vehicle based on a template replacement order.
4931 * @param tile unused
4932 * @param flags type of operation
4933 * @param p1 the ID of the vehicle to replace.
4934 * @param p2 whether the vehicle should stay in the depot.
4935 * @param text unused
4936 * @return the cost of this operation or an error
4938 CommandCost
CmdTemplateReplaceVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
4940 VehicleID vehicle_id
= p1
;
4942 Vehicle
* vehicle
= Vehicle::GetIfValid(vehicle_id
);
4944 if (vehicle
== nullptr || vehicle
->type
!= VEH_TRAIN
)
4947 bool should_execute
= (flags
& DC_EXEC
) != 0;
4949 if (!should_execute
)
4950 return CommandCost();
4952 Train
* incoming
= Train::From(vehicle
);
4953 bool stayInDepot
= p2
!= 0;
4955 Train
*new_chain
= 0,
4956 *remainder_chain
= 0,
4958 TemplateVehicle
*tv
= GetTemplateVehicleByGroupID(incoming
->group_id
);
4959 if (tv
== nullptr) {
4963 CommandCost
buy(EXPENSES_NEW_VEHICLES
);
4964 CommandCost
move_cost(EXPENSES_NEW_VEHICLES
);
4965 CommandCost
tmp_result(EXPENSES_NEW_VEHICLES
);
4968 /* first some tests on necessity and sanity */
4972 EngineID eid
= tv
->engine_type
;
4974 bool need_replacement
= !TrainMatchesTemplate(incoming
, tv
);
4975 bool need_refit
= !TrainMatchesTemplateRefit(incoming
, tv
);
4976 bool use_refit
= tv
->refit_as_template
;
4978 CargoID store_refit_ct
= CT_INVALID
;
4979 short store_refit_csubt
= 0;
4980 // if a train shall keep its old refit, store the refit setting of its first vehicle
4982 for (Train
*getc
= incoming
; getc
!= NULL
; getc
= getc
->GetNextUnit()) {
4983 if (getc
->cargo_type
!= CT_INVALID
) {
4984 store_refit_ct
= getc
->cargo_type
;
4990 // TODO: set result status to success/no success before returning
4991 if (!need_replacement
) {
4992 if (!need_refit
|| !use_refit
) {
4993 /* before returning, release incoming train first if 2nd param says so */
4994 if (!stayInDepot
) incoming
->vehstatus
&= ~VS_STOPPED
;
4999 CommandCost buyCost
= TestBuyAllTemplateVehiclesInChain(tv
, tile
);
5000 if (!buyCost
.Succeeded() || !CheckCompanyHasMoney(buyCost
)) {
5001 if (!stayInDepot
) incoming
->vehstatus
&= ~VS_STOPPED
;
5003 if (!buyCost
.Succeeded() && buyCost
.GetErrorMessage() != INVALID_STRING_ID
) {
5006 return_cmd_error(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY
);
5011 /* define replacement behavior */
5012 bool reuseDepot
= tv
->IsSetReuseDepotVehicles();
5013 bool keepRemainders
= tv
->IsSetKeepRemainingVehicles();
5015 if (need_replacement
) {
5016 /// step 1: generate primary for newchain and generate remainder_chain
5017 // 1. primary of incoming might already fit the template
5018 // leave incoming's primary as is and move the rest to a free chain = remainder_chain
5019 // 2. needed primary might be one of incoming's member vehicles
5020 // 3. primary might be available as orphan vehicle in the depot
5021 // 4. we need to buy a new engine for the primary
5022 // all options other than 1. need to make sure to copy incoming's primary's status
5023 if (eid
== incoming
->engine_type
) { // 1
5024 new_chain
= incoming
;
5025 remainder_chain
= incoming
->GetNextUnit();
5026 if (remainder_chain
)
5027 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, remainder_chain
->index
| (1 << 20), INVALID_VEHICLE
, 0));
5029 else if ((tmp_chain
= ChainContainsEngine(eid
, incoming
)) && tmp_chain
!= NULL
) { // 2
5030 // new_chain is the needed engine, move it to an empty spot in the depot
5031 new_chain
= tmp_chain
;
5032 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5033 remainder_chain
= incoming
;
5035 else if (reuseDepot
&& (tmp_chain
= DepotContainsEngine(tile
, eid
, incoming
)) && tmp_chain
!= NULL
) { // 3
5036 new_chain
= tmp_chain
;
5037 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5038 remainder_chain
= incoming
;
5041 tmp_result
= DoCommand(tile
, eid
, 0, flags
, CMD_BUILD_VEHICLE
);
5042 /* break up in case buying the vehicle didn't succeed */
5043 if (!tmp_result
.Succeeded())
5045 buy
.AddCost(tmp_result
);
5046 new_chain
= Train::Get(_new_vehicle_id
);
5047 /* make sure the newly built engine is not attached to any free wagons inside the depot */
5048 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5049 /* prepare the remainder chain */
5050 remainder_chain
= incoming
;
5052 // If we bought a new engine or reused one from the depot, copy some parameters from the incoming primary engine
5053 if (incoming
!= new_chain
&& flags
== DC_EXEC
) {
5054 CopyHeadSpecificThings(incoming
, new_chain
, flags
);
5055 NeutralizeStatus(incoming
);
5058 // additionally, if we don't want to use the template refit, refit as incoming
5059 // the template refit will be set further down, if we use it at all
5061 uint32 cb
= GetCmdRefitVeh(new_chain
);
5062 DoCommand(new_chain
->tile
, new_chain
->index
, store_refit_ct
| store_refit_csubt
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5067 /// step 2: fill up newchain according to the template
5068 // foreach member of template (after primary):
5069 // 1. needed engine might be within remainder_chain already
5070 // 2. needed engine might be orphaned within the depot (copy status)
5071 // 3. we need to buy (again) (copy status)
5072 TemplateVehicle
*cur_tmpl
= tv
->GetNextUnit();
5073 Train
*last_veh
= new_chain
;
5075 // 1. engine contained in remainder chain
5076 if ((tmp_chain
= ChainContainsEngine(cur_tmpl
->engine_type
, remainder_chain
)) && tmp_chain
!= NULL
) {
5077 // advance remainder_chain (if necessary) to not lose track of it
5078 if (tmp_chain
== remainder_chain
)
5079 remainder_chain
= remainder_chain
->GetNextUnit();
5080 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5082 // 2. engine contained somewhere else in the depot
5083 else if (reuseDepot
&& (tmp_chain
= DepotContainsEngine(tile
, cur_tmpl
->engine_type
, new_chain
)) && tmp_chain
!= NULL
) {
5084 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5086 // 3. must buy new engine
5088 tmp_result
= DoCommand(tile
, cur_tmpl
->engine_type
, 0, flags
, CMD_BUILD_VEHICLE
);
5089 if (!tmp_result
.Succeeded()) {
5092 buy
.AddCost(tmp_result
);
5093 tmp_chain
= Train::Get(_new_vehicle_id
);
5094 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5096 // TODO: is this enough ? might it be that we bought a new wagon here and it now has std refit ?
5097 if (need_refit
&& flags
== DC_EXEC
) {
5099 uint32 cb
= GetCmdRefitVeh(tmp_chain
);
5100 DoCommand(tmp_chain
->tile
, tmp_chain
->index
, cur_tmpl
->cargo_type
| cur_tmpl
->cargo_subtype
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5102 // CopyWagonStatus(cur_tmpl, tmp_chain);
5104 uint32 cb
= GetCmdRefitVeh(tmp_chain
);
5105 DoCommand(tmp_chain
->tile
, tmp_chain
->index
, store_refit_ct
| store_refit_csubt
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5108 cur_tmpl
= cur_tmpl
->GetNextUnit();
5109 last_veh
= tmp_chain
;
5112 /* no replacement done */
5114 new_chain
= incoming
;
5116 /// step 3: reorder and neutralize the remaining vehicles from incoming
5117 // wagons remaining from remainder_chain should be filled up in as few freewagonchains as possible
5118 // each locos might be left as singular in the depot
5119 // neutralize each remaining engine's status
5121 // refit, only if the template option is set so
5122 if (use_refit
&& (need_refit
|| need_replacement
)) {
5123 CmdRefitTrainFromTemplate(new_chain
, tv
, flags
);
5126 if (new_chain
&& remainder_chain
)
5127 for (Train
*ct
= remainder_chain
; ct
; ct
= ct
->GetNextUnit())
5128 TransferCargoForTrain(ct
, new_chain
);
5130 // point incoming to the newly created train so that starting/stopping from the calling function can be done
5131 incoming
= new_chain
;
5132 if (!stayInDepot
&& flags
== DC_EXEC
)
5133 new_chain
->vehstatus
&= ~VS_STOPPED
;
5135 if (remainder_chain
&& keepRemainders
&& flags
== DC_EXEC
)
5136 BreakUpRemainders(remainder_chain
);
5137 else if (remainder_chain
) {
5138 buy
.AddCost(DoCommand(tile
, remainder_chain
->index
| (1 << 20), 0, flags
, CMD_SELL_VEHICLE
));
5141 /* Redraw main gui for changed statistics */
5142 SetWindowClassesDirty(WC_TEMPLATEGUI_MAIN
);