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 TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
);
54 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
55 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
56 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
57 static void CheckIfTrainNeedsService(Train
*v
);
58 static void CheckNextTrainTile(Train
*v
);
60 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
61 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
64 bool IsValidImageIndex
<VEH_TRAIN
>(uint8 image_index
)
66 return image_index
< lengthof(_engine_sprite_base
);
70 * Determine the side in which the train will leave the tile
72 * @param direction vehicle direction
73 * @param track vehicle track bits
74 * @return side of tile the train will leave
76 static inline DiagDirection
TrainExitDir(Direction direction
, TrackBits track
)
78 static const TrackBits state_dir_table
[DIAGDIR_END
] = { TRACK_BIT_RIGHT
, TRACK_BIT_LOWER
, TRACK_BIT_LEFT
, TRACK_BIT_UPPER
};
80 DiagDirection diagdir
= DirToDiagDir(direction
);
82 /* Determine the diagonal direction in which we will exit this tile */
83 if (!HasBit(direction
, 0) && track
!= state_dir_table
[diagdir
]) {
84 diagdir
= ChangeDiagDir(diagdir
, DIAGDIRDIFF_90LEFT
);
92 * Return the cargo weight multiplier to use for a rail vehicle
93 * @param cargo Cargo type to get multiplier for
94 * @return Cargo weight multiplier
96 byte
FreightWagonMult(CargoID cargo
)
98 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
99 return _settings_game
.vehicle
.freight_trains
;
102 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
103 void CheckTrainsLengths()
109 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
110 for (const Train
*u
= v
, *w
= v
->Next(); w
!= NULL
; u
= w
, w
= w
->Next()) {
111 if (u
->track
!= TRACK_BIT_DEPOT
) {
112 if ((w
->track
!= TRACK_BIT_DEPOT
&&
113 max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
114 (w
->track
== TRACK_BIT_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
115 SetDParam(0, v
->index
);
116 SetDParam(1, v
->owner
);
117 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
119 if (!_networking
&& first
) {
121 DoCommandP(0, PM_PAUSED_ERROR
, 1, CMD_PAUSE
);
123 /* Break so we warn only once for each train. */
133 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
134 * to/removed from the chain, and when the game is loaded.
135 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
136 * @param allowed_changes Stuff that is allowed to change.
138 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
140 uint16 max_speed
= UINT16_MAX
;
142 assert(this->IsFrontEngine() || this->IsFreeWagon());
144 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
145 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
146 this->gcache
.cached_total_length
= 0;
147 this->compatible_railtypes
= RAILTYPES_NONE
;
149 bool train_can_tilt
= true;
151 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
152 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
154 /* Check the this->first cache. */
155 assert(u
->First() == this);
157 /* update the 'first engine' */
158 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
159 u
->railtype
= rvi_u
->railtype
;
161 if (u
->IsEngine()) first_engine
= u
->engine_type
;
163 /* Set user defined data to its default value */
164 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
165 this->InvalidateNewGRFCache();
166 u
->InvalidateNewGRFCache();
169 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
170 /* Update user defined data (must be done before other properties) */
171 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
172 this->InvalidateNewGRFCache();
173 u
->InvalidateNewGRFCache();
176 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
177 const Engine
*e_u
= u
->GetEngine();
178 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
180 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
182 /* Cache wagon override sprite group. NULL is returned if there is none */
183 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
185 /* Reset colour map */
186 u
->colourmap
= PAL_NONE
;
188 RailType rt
= u
->railtype
;
190 /* Update powered-wagon-status and visual effect */
191 u
->UpdateVisualEffect(true);
193 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
194 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
195 /* wagon is powered */
196 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
198 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
201 if (!u
->IsArticulatedPart()) {
202 /* Do not count powered wagons for the compatible railtypes, as wagons always
203 have railtype normal */
204 if (rvi_u
->power
> 0) {
205 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
208 /* Some electric engines can be allowed to run on normal rail. It happens to all
209 * existing electric engines when elrails are disabled and then re-enabled */
210 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
211 u
->railtype
= RAILTYPE_RAIL
;
212 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
215 /* max speed is the minimum of the speed limits of all vehicles in the consist */
216 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
217 uint16 speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
218 if (speed
!= 0) max_speed
= min(speed
, max_speed
);
222 uint16 new_cap
= e_u
->DetermineCapacity(u
);
223 if (allowed_changes
& CCF_CAPACITY
) {
224 /* Update vehicle capacity. */
225 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
226 u
->refit_cap
= min(new_cap
, u
->refit_cap
);
227 u
->cargo_cap
= new_cap
;
229 /* Verify capacity hasn't changed. */
230 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
232 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
234 /* check the vehicle length (callback) */
235 uint16 veh_len
= CALLBACK_FAILED
;
236 if (e_u
->GetGRF() != NULL
&& e_u
->GetGRF()->grf_version
>= 8) {
237 /* Use callback 36 */
238 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
240 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
241 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
243 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
244 /* Use callback 11 */
245 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
247 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
248 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
250 if (allowed_changes
& CCF_LENGTH
) {
251 /* Update vehicle length. */
252 u
->gcache
.cached_veh_length
= veh_len
;
254 /* Verify length hasn't changed. */
255 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
258 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
259 this->InvalidateNewGRFCache();
260 u
->InvalidateNewGRFCache();
263 /* store consist weight/max speed in cache */
264 this->vcache
.cached_max_speed
= max_speed
;
265 this->tcache
.cached_tilt
= train_can_tilt
;
266 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
268 /* 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) */
269 this->CargoChanged();
271 if (this->IsFrontEngine()) {
272 this->UpdateAcceleration();
273 if ( !HasBit(this->subtype
, GVSF_VIRTUAL
) ) SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
274 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
275 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
276 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
281 * Get the stop location of (the center) of the front vehicle of a train at
282 * a platform of a station.
283 * @param station_id the ID of the station where we're stopping
284 * @param tile the tile where the vehicle currently is
285 * @param v the vehicle to get the stop location of
286 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
287 * @param station_length 'return' the station length in 1/16th tiles
288 * @return the location, calculated from the begin of the station to stop at.
290 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
292 const Station
*st
= Station::Get(station_id
);
293 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
294 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
296 /* Default to the middle of the station for stations stops that are not in
297 * the order list like intermediate stations when non-stop is disabled */
298 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
299 if (v
->gcache
.cached_total_length
>= *station_length
) {
300 /* The train is longer than the station, make it stop at the far end of the platform */
301 osl
= OSL_PLATFORM_FAR_END
;
302 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
303 osl
= v
->current_order
.GetStopLocation();
306 /* The stop location of the FRONT! of the train */
309 default: NOT_REACHED();
311 case OSL_PLATFORM_NEAR_END
:
312 stop
= v
->gcache
.cached_total_length
;
315 case OSL_PLATFORM_MIDDLE
:
316 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
319 case OSL_PLATFORM_FAR_END
:
320 stop
= *station_length
;
324 /* Subtract half the front vehicle length of the train so we get the real
325 * stop location of the train. */
326 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
331 * Computes train speed limit caused by curves
332 * @return imposed speed limit
334 int Train::GetCurveSpeedLimit() const
336 assert(this->First() == this);
338 static const int absolute_max_speed
= UINT16_MAX
;
339 int max_speed
= absolute_max_speed
;
341 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
343 int curvecount
[2] = {0, 0};
345 /* first find the curve speed limit */
350 for (const Vehicle
*u
= this; u
->Next() != NULL
; u
= u
->Next(), pos
++) {
351 Direction this_dir
= u
->direction
;
352 Direction next_dir
= u
->Next()->direction
;
354 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
355 if (dirdiff
== DIRDIFF_SAME
) continue;
357 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
358 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
359 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
362 sum
+= pos
- lastpos
;
363 if (pos
- lastpos
== 1 && max_speed
> 88) {
370 /* if we have a 90 degree turn, fix the speed limit to 60 */
371 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
376 if (numcurve
> 0 && max_speed
> 88) {
377 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
378 max_speed
= absolute_max_speed
;
381 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
385 if (max_speed
!= absolute_max_speed
) {
386 /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
387 const RailtypeInfo
*rti
= GetRailTypeInfo(this->railtype
);
388 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
390 if (this->tcache
.cached_tilt
) {
391 /* Apply max_speed bonus of 20% for a tilting train */
392 max_speed
+= max_speed
/ 5;
402 * Calculates the maximum speed of the vehicle under its current conditions.
403 * @return Maximum speed of the vehicle.
405 int Train::GetCurrentMaxSpeed() const
407 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
408 this->gcache
.cached_max_track_speed
:
409 this->tcache
.cached_max_curve_speed
;
411 if (!(this->vehstatus
& VS_CRASHED
) && _settings_game
.vehicle
.train_speed_adaption
) {
412 int atc_speed
= max_speed
;
414 CFollowTrackRail
ft(this);
415 Trackdir old_td
= this->GetVehicleTrackdir();
417 if (ft
.Follow(this->tile
, this->GetVehicleTrackdir())) {
418 /* Basic idea: Follow the track for 20 tiles or 3 signals (i.e. at most two signal blocks) looking for other trains. */
419 /* If we find one (that meets certain restrictions), we limit the max speed to the speed of that train. */
424 old_td
= ft
.m_old_td
;
426 /* If we are on a depot or rail station tile stop searching */
427 if (IsDepotTile(ft
.m_new_tile
) || IsRailStationTile(ft
.m_new_tile
))
430 /* Increment signal counter if we're on a signal */
431 if (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && ///< Tile has rails
432 KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
&& ///< Tile has exactly *one* track
433 HasSignalOnTrack(ft
.m_new_tile
, TrackBitsToTrack(TrackdirBitsToTrackBits(ft
.m_new_td_bits
)))) { ///< Tile has signal
437 /* Check if tile has train/is reserved */
438 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
&& ///< Tile has exactly *one* track
439 HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) { ///< Tile is reserved
440 Train
* other_train
= GetTrainForReservation(ft
.m_new_tile
, TrackBitsToTrack(TrackdirBitsToTrackBits(ft
.m_new_td_bits
)));
443 if (other_train
!= nullptr &&
444 other_train
!= this && ///< Other train is not this train
445 other_train
->GetAccelerationStatus() != AS_BRAKE
) { ///< Other train is not braking
446 atc_speed
= other_train
->GetCurrentSpeed();
451 /* Decide what in direction to continue: reservation, straight or "first/only" direction. */
452 /* Abort if there's no reservation even though the tile contains multiple tracks. */
453 TrackdirBits reserved
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(ft
.m_new_tile
));
455 if (reserved
!= TRACKDIR_BIT_NONE
) {
456 // There is a reservation to follow.
457 old_td
= FindFirstTrackdir(reserved
);
459 else if (KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
460 // Tile has more than one track and we have no reservation. Bail out.
464 // There was no reservation but there is only one direction to follow, so follow it.
465 old_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
469 } while (num_tiles
< 20 && num_signals
< 3 && ft
.Follow(ft
.m_new_tile
, old_td
));
472 /* Check that the ATC speed is sufficiently large.
473 Avoids assertion error in UpdateSpeed(). */
474 max_speed
= max(25, min(max_speed
, atc_speed
));
477 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
478 StationID sid
= GetStationIndex(this->tile
);
479 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
482 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
484 /* The distance to go is whatever is still ahead of the train minus the
485 * distance from the train's stop location to the end of the platform */
486 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
488 if (distance_to_go
> 0) {
489 int st_max_speed
= 120;
491 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
492 if (max_speed
> (this->cur_speed
- delta_v
)) {
493 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
496 st_max_speed
= max(st_max_speed
, 25 * distance_to_go
);
497 max_speed
= min(max_speed
, st_max_speed
);
502 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
503 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->track
== TRACK_BIT_DEPOT
) {
504 max_speed
= min(max_speed
, 61);
508 /* Vehicle is on the middle part of a bridge. */
509 if (u
->track
== TRACK_BIT_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
510 max_speed
= min(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
);
514 max_speed
= min(max_speed
, this->current_order
.GetMaxSpeed());
515 return min(max_speed
, this->gcache
.cached_max_track_speed
);
518 /** Update acceleration of the train from the cached power and weight. */
519 void Train::UpdateAcceleration()
521 assert(this->IsFrontEngine() || this->IsFreeWagon());
523 uint power
= this->gcache
.cached_power
;
524 uint weight
= this->gcache
.cached_weight
;
526 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
530 * Get the width of a train vehicle image in the GUI.
531 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
532 * @return Width in pixels
534 int Train::GetDisplayImageWidth(Point
*offset
) const
536 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
537 int vehicle_pitch
= 0;
539 const Engine
*e
= this->GetEngine();
540 if (e
->GetGRF() != NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
541 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
542 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
545 if (offset
!= NULL
) {
546 offset
->x
= ScaleGUITrad(reference_width
) / 2;
547 offset
->y
= ScaleGUITrad(vehicle_pitch
);
549 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
552 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
554 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
555 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
559 * Get the sprite to display the train.
560 * @param direction Direction of view/travel.
561 * @param image_type Visualisation context.
562 * @return Sprite to display.
564 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
566 uint8 spritenum
= this->spritenum
;
568 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
570 if (is_custom_sprite(spritenum
)) {
571 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
572 if (result
->IsValid()) return;
574 spritenum
= this->GetEngine()->original_image_index
;
577 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
578 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
580 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
585 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
587 const Engine
*e
= Engine::Get(engine
);
588 Direction dir
= rear_head
? DIR_E
: DIR_W
;
589 uint8 spritenum
= e
->u
.rail
.image_index
;
591 if (is_custom_sprite(spritenum
)) {
592 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
593 if (result
->IsValid()) {
594 if (e
->GetGRF() != NULL
) {
595 y
+= ScaleGUITrad(e
->GetGRF()->traininfo_vehicle_pitch
);
600 spritenum
= Engine::Get(engine
)->original_image_index
;
603 if (rear_head
) spritenum
++;
605 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
608 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
610 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
614 VehicleSpriteSeq seqf
, seqr
;
615 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
616 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
618 Rect16 rectf
= seqf
.GetBounds();
619 Rect16 rectr
= seqr
.GetBounds();
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
);
631 Rect16 rect
= seq
.GetBounds();
632 preferred_x
= Clamp(preferred_x
,
633 left
- UnScaleGUI(rect
.left
),
634 right
- UnScaleGUI(rect
.right
));
636 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
641 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
642 * @param engine The engine to get the sprite from.
643 * @param[out] width The width of the sprite.
644 * @param[out] height The height of the sprite.
645 * @param[out] xoffs Number of pixels to shift the sprite to the right.
646 * @param[out] yoffs Number of pixels to shift the sprite downwards.
647 * @param image_type Context the sprite is used in.
649 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
653 VehicleSpriteSeq seq
;
654 GetRailIcon(engine
, false, y
, image_type
, &seq
);
656 Rect16 rect
= seq
.GetBounds();
658 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
659 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
660 xoffs
= UnScaleGUI(rect
.left
);
661 yoffs
= UnScaleGUI(rect
.top
);
663 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
664 GetRailIcon(engine
, true, y
, image_type
, &seq
);
665 rect
= seq
.GetBounds();
667 /* Calculate values relative to an imaginary center between the two sprites. */
668 width
= ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
669 height
= max
<uint
>(height
, UnScaleGUI(rect
.bottom
- rect
.top
+ 1));
670 xoffs
= xoffs
- ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
671 yoffs
= min(yoffs
, UnScaleGUI(rect
.top
));
676 * Build a railroad wagon.
677 * @param tile tile of the depot where rail-vehicle is built.
678 * @param flags type of operation.
679 * @param e the engine to build.
680 * @param ret[out] the vehicle that has been built.
681 * @return the cost of this operation or an error.
683 static CommandCost
CmdBuildRailWagon(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, Vehicle
**ret
)
685 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
687 /* Check that the wagon can drive on the track in question */
688 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
690 if (flags
& DC_EXEC
) {
691 Train
*v
= new Train();
693 v
->spritenum
= rvi
->image_index
;
695 v
->engine_type
= e
->index
;
696 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
698 DiagDirection dir
= GetRailDepotDirection(tile
);
700 v
->direction
= DiagDirToDir(dir
);
703 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
704 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
708 v
->z_pos
= GetSlopePixelZ(x
, y
);
709 v
->owner
= _current_company
;
710 v
->track
= TRACK_BIT_DEPOT
;
711 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
712 v
->reverse_distance
= 0;
717 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
719 v
->cargo_type
= e
->GetDefaultCargoType();
720 v
->cargo_cap
= rvi
->capacity
;
723 v
->railtype
= rvi
->railtype
;
725 v
->date_of_last_service
= _date
;
726 v
->build_year
= _cur_year
;
727 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
728 v
->random_bits
= VehicleRandomBits();
730 v
->group_id
= DEFAULT_GROUP
;
732 AddArticulatedParts(v
);
734 _new_vehicle_id
= v
->index
;
737 v
->First()->ConsistChanged(CCF_ARRANGE
);
738 UpdateTrainGroupID(v
->First());
740 CheckConsistencyOfArticulatedVehicle(v
);
742 /* Try to connect the vehicle to one of free chains of wagons. */
745 if (w
->tile
== tile
&& ///< Same depot
746 w
->IsFreeWagon() && ///< A free wagon chain
747 w
->engine_type
== e
->index
&& ///< Same type
748 w
->First() != v
&& ///< Don't connect to ourself
749 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
750 DoCommand(0, v
->index
| 1 << 20, w
->Last()->index
, DC_EXEC
, CMD_MOVE_RAIL_VEHICLE
);
756 return CommandCost();
759 /** Move all free vehicles in the depot to the train */
760 static void NormalizeTrainVehInDepot(const Train
*u
)
764 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
765 v
->track
== TRACK_BIT_DEPOT
) {
766 if (DoCommand(0, v
->index
| 1 << 20, u
->index
, DC_EXEC
,
767 CMD_MOVE_RAIL_VEHICLE
).Failed())
773 static void AddRearEngineToMultiheadedTrain(Train
*v
)
775 Train
*u
= new Train();
778 u
->direction
= v
->direction
;
784 u
->track
= TRACK_BIT_DEPOT
;
785 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
786 u
->spritenum
= v
->spritenum
+ 1;
787 u
->cargo_type
= v
->cargo_type
;
788 u
->cargo_subtype
= v
->cargo_subtype
;
789 u
->cargo_cap
= v
->cargo_cap
;
790 u
->refit_cap
= v
->refit_cap
;
791 u
->railtype
= v
->railtype
;
792 u
->engine_type
= v
->engine_type
;
793 u
->date_of_last_service
= v
->date_of_last_service
;
794 u
->build_year
= v
->build_year
;
795 u
->sprite_seq
.Set(SPR_IMG_QUERY
);
796 u
->random_bits
= VehicleRandomBits();
802 /* Now we need to link the front and rear engines together */
803 v
->other_multiheaded_part
= u
;
804 u
->other_multiheaded_part
= v
;
808 * Build a railroad vehicle.
809 * @param tile tile of the depot where rail-vehicle is built.
810 * @param flags type of operation.
811 * @param e the engine to build.
812 * @param data bit 0 prevents any free cars from being added to the train.
813 * @param ret[out] the vehicle that has been built.
814 * @return the cost of this operation or an error.
816 CommandCost
CmdBuildRailVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
818 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
820 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(tile
, flags
, e
, ret
);
822 /* Check if depot and new engine uses the same kind of tracks *
823 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
824 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
826 if (flags
& DC_EXEC
) {
827 DiagDirection dir
= GetRailDepotDirection(tile
);
828 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
829 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
831 Train
*v
= new Train();
833 v
->direction
= DiagDirToDir(dir
);
835 v
->owner
= _current_company
;
838 v
->z_pos
= GetSlopePixelZ(x
, y
);
839 v
->track
= TRACK_BIT_DEPOT
;
840 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
841 v
->spritenum
= rvi
->image_index
;
842 v
->cargo_type
= e
->GetDefaultCargoType();
843 v
->cargo_cap
= rvi
->capacity
;
845 v
->last_station_visited
= INVALID_STATION
;
846 v
->last_loading_station
= INVALID_STATION
;
847 v
->reverse_distance
= 0;
849 v
->engine_type
= e
->index
;
850 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
852 v
->reliability
= e
->reliability
;
853 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
854 v
->max_age
= e
->GetLifeLengthInDays();
856 v
->railtype
= rvi
->railtype
;
857 _new_vehicle_id
= v
->index
;
859 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
860 v
->date_of_last_service
= _date
;
861 v
->build_year
= _cur_year
;
862 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
863 v
->random_bits
= VehicleRandomBits();
865 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
866 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
868 v
->group_id
= DEFAULT_GROUP
;
875 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
876 AddRearEngineToMultiheadedTrain(v
);
878 AddArticulatedParts(v
);
881 v
->ConsistChanged(CCF_ARRANGE
);
882 UpdateTrainGroupID(v
);
884 if (!HasBit(data
, 0) && !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
885 NormalizeTrainVehInDepot(v
);
888 CheckConsistencyOfArticulatedVehicle(v
);
891 return CommandCost();
894 static Train
*FindGoodVehiclePos(const Train
*src
)
896 EngineID eng
= src
->engine_type
;
897 TileIndex tile
= src
->tile
;
900 FOR_ALL_TRAINS(dst
) {
901 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
902 /* check so all vehicles in the line have the same engine. */
904 while (t
->engine_type
== eng
) {
906 if (t
== NULL
) return dst
;
914 /** Helper type for lists/vectors of trains */
915 typedef SmallVector
<Train
*, 16> TrainList
;
918 * Make a backup of a train into a train list.
919 * @param list to make the backup in
920 * @param t the train to make the backup of
922 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
924 for (; t
!= NULL
; t
= t
->Next()) *list
.Append() = t
;
928 * Restore the train from the backup list.
929 * @param list the train to restore.
931 static void RestoreTrainBackup(TrainList
&list
)
933 /* No train, nothing to do. */
934 if (list
.Length() == 0) return;
937 /* Iterate over the list and rebuild it. */
938 for (Train
**iter
= list
.Begin(); iter
!= list
.End(); iter
++) {
942 } else if (t
->Previous() != NULL
) {
943 /* Make sure the head of the train is always the first in the chain. */
944 t
->Previous()->SetNext(NULL
);
951 * Remove the given wagon from its consist.
952 * @param part the part of the train to remove.
953 * @param chain whether to remove the whole chain.
955 static void RemoveFromConsist(Train
*part
, bool chain
= false)
957 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
959 /* Unlink at the front, but make it point to the next
960 * vehicle after the to be remove part. */
961 if (part
->Previous() != NULL
) part
->Previous()->SetNext(tail
->Next());
963 /* Unlink at the back */
968 * Inserts a chain into the train at dst.
969 * @param dst the place where to append after.
970 * @param chain the chain to actually add.
972 static void InsertInConsist(Train
*dst
, Train
*chain
)
974 /* We do not want to add something in the middle of an articulated part. */
975 assert(dst
->Next() == NULL
|| !dst
->Next()->IsArticulatedPart());
977 chain
->Last()->SetNext(dst
->Next());
982 * Normalise the dual heads in the train, i.e. if one is
983 * missing move that one to this train.
984 * @param t the train to normalise.
986 static void NormaliseDualHeads(Train
*t
)
988 for (; t
!= NULL
; t
= t
->GetNextVehicle()) {
989 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
991 /* Make sure that there are no free cars before next engine */
993 for (u
= t
; u
->Next() != NULL
&& !u
->Next()->IsEngine(); u
= u
->Next()) {}
995 if (u
== t
->other_multiheaded_part
) continue;
997 /* Remove the part from the 'wrong' train */
998 RemoveFromConsist(t
->other_multiheaded_part
);
999 /* And add it to the 'right' train */
1000 InsertInConsist(u
, t
->other_multiheaded_part
);
1005 * Normalise the sub types of the parts in this chain.
1006 * @param chain the chain to normalise.
1008 static void NormaliseSubtypes(Train
*chain
)
1011 if (chain
== NULL
) return;
1013 /* We must be the first in the chain. */
1014 assert(chain
->Previous() == NULL
);
1016 /* Set the appropriate bits for the first in the chain. */
1017 if (chain
->IsWagon()) {
1018 chain
->SetFreeWagon();
1020 assert(chain
->IsEngine());
1021 chain
->SetFrontEngine();
1024 /* Now clear the bits for the rest of the chain */
1025 for (Train
*t
= chain
->Next(); t
!= NULL
; t
= t
->Next()) {
1026 t
->ClearFreeWagon();
1027 t
->ClearFrontEngine();
1032 * Check/validate whether we may actually build a new train.
1033 * @note All vehicles are/were 'heads' of their chains.
1034 * @param original_dst The original destination chain.
1035 * @param dst The destination chain after constructing the train.
1036 * @param original_dst The original source chain.
1037 * @param dst The source chain after constructing the train.
1038 * @return possible error of this command.
1040 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
1042 /* Just add 'new' engines and subtract the original ones.
1043 * If that's less than or equal to 0 we can be sure we did
1044 * not add any engines (read: trains) along the way. */
1045 if ((src
!= NULL
&& src
->IsEngine() ? 1 : 0) +
1046 (dst
!= NULL
&& dst
->IsEngine() ? 1 : 0) -
1047 (original_src
!= NULL
&& original_src
->IsEngine() ? 1 : 0) -
1048 (original_dst
!= NULL
&& original_dst
->IsEngine() ? 1 : 0) <= 0) {
1049 return CommandCost();
1052 /* Get a free unit number and check whether it's within the bounds.
1053 * There will always be a maximum of one new train. */
1054 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
1056 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
1060 * Check whether the train parts can be attached.
1061 * @param t the train to check
1062 * @return possible error of this command.
1064 static CommandCost
CheckTrainAttachment(Train
*t
)
1066 /* No multi-part train, no need to check. */
1067 if (t
== NULL
|| t
->Next() == NULL
|| !t
->IsEngine()) return CommandCost();
1069 /* The maximum length for a train. For each part we decrease this by one
1070 * and if the result is negative the train is simply too long. */
1071 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
1076 /* Break the prev -> t link so it always holds within the loop. */
1078 prev
->SetNext(NULL
);
1080 /* Make sure the cache is cleared. */
1081 head
->InvalidateNewGRFCache();
1084 allowed_len
-= t
->gcache
.cached_veh_length
;
1086 Train
*next
= t
->Next();
1088 /* Unlink the to-be-added piece; it is already unlinked from the previous
1089 * part due to the fact that the prev -> t link is broken. */
1092 /* Don't check callback for articulated or rear dual headed parts */
1093 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1094 /* Back up and clear the first_engine data to avoid using wagon override group */
1095 EngineID first_engine
= t
->gcache
.first_engine
;
1096 t
->gcache
.first_engine
= INVALID_ENGINE
;
1098 /* We don't want the cache to interfere. head's cache is cleared before
1099 * the loop and after each callback does not need to be cleared here. */
1100 t
->InvalidateNewGRFCache();
1102 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1104 /* Restore original first_engine data */
1105 t
->gcache
.first_engine
= first_engine
;
1107 /* We do not want to remember any cached variables from the test run */
1108 t
->InvalidateNewGRFCache();
1109 head
->InvalidateNewGRFCache();
1111 if (callback
!= CALLBACK_FAILED
) {
1112 /* A failing callback means everything is okay */
1113 StringID error
= STR_NULL
;
1115 if (head
->GetGRF()->grf_version
< 8) {
1116 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1117 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1118 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1120 if (callback
< 0x400) {
1121 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1124 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1125 case 0x401: // allow
1128 default: // unknown reason -> disallow
1129 case 0x402: // disallow attaching
1130 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1136 if (error
!= STR_NULL
) return_cmd_error(error
);
1140 /* And link it to the new part. */
1146 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1147 return CommandCost();
1151 * Validate whether we are going to create valid trains.
1152 * @note All vehicles are/were 'heads' of their chains.
1153 * @param original_dst The original destination chain.
1154 * @param dst The destination chain after constructing the train.
1155 * @param original_dst The original source chain.
1156 * @param dst The source chain after constructing the train.
1157 * @param check_limit Whether to check the vehicle limit.
1158 * @return possible error of this command.
1160 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1162 /* Check whether we may actually construct the trains. */
1163 CommandCost ret
= CheckTrainAttachment(src
);
1164 if (ret
.Failed()) return ret
;
1165 ret
= CheckTrainAttachment(dst
);
1166 if (ret
.Failed()) return ret
;
1168 /* Check whether we need to build a new train. */
1169 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1173 * Arrange the trains in the wanted way.
1174 * @param dst_head The destination chain of the to be moved vehicle.
1175 * @param dst The destination for the to be moved vehicle.
1176 * @param src_head The source chain of the to be moved vehicle.
1177 * @param src The to be moved vehicle.
1178 * @param move_chain Whether to move all vehicles after src or not.
1180 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1182 /* First determine the front of the two resulting trains */
1183 if (*src_head
== *dst_head
) {
1184 /* If we aren't moving part(s) to a new train, we are just moving the
1185 * front back and there is not destination head. */
1187 } else if (*dst_head
== NULL
) {
1188 /* If we are moving to a new train the head of the move train would become
1189 * the head of the new vehicle. */
1193 if (src
== *src_head
) {
1194 /* If we are moving the front of a train then we are, in effect, creating
1195 * a new head for the train. Point to that. Unless we are moving the whole
1196 * train in which case there is not 'source' train anymore.
1197 * In case we are a multiheaded part we want the complete thing to come
1198 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1199 * that is followed by a rear multihead we do not want to include that. */
1200 *src_head
= move_chain
? NULL
:
1201 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1204 /* Now it's just simply removing the part that we are going to move from the
1205 * source train and *if* the destination is a not a new train add the chain
1206 * at the destination location. */
1207 RemoveFromConsist(src
, move_chain
);
1208 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1210 /* Now normalise the dual heads, that is move the dual heads around in such
1211 * a way that the head and rear of a dual head are in the same train */
1212 NormaliseDualHeads(*src_head
);
1213 NormaliseDualHeads(*dst_head
);
1217 * Normalise the head of the train again, i.e. that is tell the world that
1218 * we have changed and update all kinds of variables.
1219 * @param head the train to update.
1221 static void NormaliseTrainHead(Train
*head
)
1223 /* Not much to do! */
1224 if (head
== NULL
) return;
1226 /* Tell the 'world' the train changed. */
1227 head
->ConsistChanged(CCF_ARRANGE
);
1228 UpdateTrainGroupID(head
);
1230 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1231 if (!head
->IsFrontEngine()) return;
1233 /* Update the refit button and window */
1234 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1235 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1237 /* If we don't have a unit number yet, set one. */
1238 if (head
->unitnumber
!= 0) return;
1239 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1243 * Move a rail vehicle around inside the depot.
1244 * @param tile unused
1245 * @param flags type of operation
1246 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1247 * @param p1 various bitstuffed elements
1248 * - p1 (bit 0 - 19) source vehicle index
1249 * - p1 (bit 20) move all vehicles following the source vehicle
1250 * - p1 (bit 21) this is a virtual vehicle (for creating TemplateVehicles)
1251 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1252 * @param text unused
1253 * @return the cost of this operation or an error
1255 CommandCost
CmdMoveRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1257 VehicleID s
= GB(p1
, 0, 20);
1258 VehicleID d
= GB(p2
, 0, 20);
1259 bool move_chain
= HasBit(p1
, 20);
1261 Train
*src
= Train::GetIfValid(s
);
1262 if (src
== NULL
) return CMD_ERROR
;
1264 CommandCost ret
= CheckOwnership(src
->owner
);
1265 if (ret
.Failed()) return ret
;
1267 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1268 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1270 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1272 if (d
== INVALID_VEHICLE
) {
1273 dst
= src
->IsEngine() ? NULL
: FindGoodVehiclePos(src
);
1275 dst
= Train::GetIfValid(d
);
1276 if (dst
== NULL
) return CMD_ERROR
;
1278 CommandCost ret
= CheckOwnership(dst
->owner
);
1279 if (ret
.Failed()) return ret
;
1281 /* Do not allow appending to crashed vehicles, too */
1282 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1285 /* if an articulated part is being handled, deal with its parent vehicle */
1286 src
= src
->GetFirstEnginePart();
1288 dst
= dst
->GetFirstEnginePart();
1289 assert(HasBit(dst
->subtype
, GVSF_VIRTUAL
) == HasBit(src
->subtype
, GVSF_VIRTUAL
));
1292 /* don't move the same vehicle.. */
1293 if (src
== dst
) return CommandCost();
1295 /* locate the head of the two chains */
1296 Train
*src_head
= src
->First();
1297 assert(HasBit(src_head
->subtype
, GVSF_VIRTUAL
) == HasBit(src
->subtype
, GVSF_VIRTUAL
));
1300 dst_head
= dst
->First();
1301 assert(HasBit(dst_head
->subtype
, GVSF_VIRTUAL
) == HasBit(dst
->subtype
, GVSF_VIRTUAL
));
1302 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1303 /* Now deal with articulated part of destination wagon */
1304 dst
= dst
->GetLastEnginePart();
1309 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1311 /* When moving all wagons, we can't have the same src_head and dst_head */
1312 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1314 /* When moving a multiheaded part to be place after itself, bail out. */
1315 if (!move_chain
&& dst
!= NULL
&& dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1317 /* Check if all vehicles in the source train are stopped inside a depot. */
1318 /* Do this check only if the vehicle to be moved is non-virtual */
1319 if ( !HasBit(p1
, 21) )
1320 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1322 /* Check if all vehicles in the destination train are stopped inside a depot. */
1323 /* Do this check only if the destination vehicle is non-virtual */
1324 if ( !HasBit(p1
, 21) )
1325 if (dst_head
!= NULL
&& !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1327 /* First make a backup of the order of the trains. That way we can do
1328 * whatever we want with the order and later on easily revert. */
1329 TrainList original_src
;
1330 TrainList original_dst
;
1332 MakeTrainBackup(original_src
, src_head
);
1333 MakeTrainBackup(original_dst
, dst_head
);
1335 /* Also make backup of the original heads as ArrangeTrains can change them.
1336 * For the destination head we do not care if it is the same as the source
1337 * head because in that case it's just a copy. */
1338 Train
*original_src_head
= src_head
;
1339 Train
*original_dst_head
= (dst_head
== src_head
? NULL
: dst_head
);
1341 /* We want this information from before the rearrangement, but execute this after the validation.
1342 * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1343 * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1344 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1345 bool original_dst_head_front_engine
= original_dst_head
!= NULL
&& original_dst_head
->IsFrontEngine();
1347 /* (Re)arrange the trains in the wanted arrangement. */
1348 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1350 if ((flags
& DC_AUTOREPLACE
) == 0) {
1351 /* If the autoreplace flag is set we do not need to test for the validity
1352 * because we are going to revert the train to its original state. As we
1353 * assume the original state was correct autoreplace can skip this. */
1354 CommandCost ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1356 /* Restore the train we had. */
1357 RestoreTrainBackup(original_src
);
1358 RestoreTrainBackup(original_dst
);
1364 if (flags
& DC_EXEC
) {
1365 /* Remove old heads from the statistics */
1366 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1367 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1369 /* First normalise the sub types of the chains. */
1370 NormaliseSubtypes(src_head
);
1371 NormaliseSubtypes(dst_head
);
1373 /* There are 14 different cases:
1374 * 1) front engine gets moved to a new train, it stays a front engine.
1375 * a) the 'next' part is a wagon that becomes a free wagon chain.
1376 * b) the 'next' part is an engine that becomes a front engine.
1377 * c) there is no 'next' part, nothing else happens
1378 * 2) front engine gets moved to another train, it is not a front engine anymore
1379 * a) the 'next' part is a wagon that becomes a free wagon chain.
1380 * b) the 'next' part is an engine that becomes a front engine.
1381 * c) there is no 'next' part, nothing else happens
1382 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1383 * a) the 'next' part is a wagon that becomes a free wagon chain.
1384 * b) the 'next' part is an engine that becomes a front engine.
1385 * 4) free wagon gets moved
1386 * a) the 'next' part is a wagon that becomes a free wagon chain.
1387 * b) the 'next' part is an engine that becomes a front engine.
1388 * c) there is no 'next' part, nothing else happens
1389 * 5) non front engine gets moved and becomes a new train, nothing else happens
1390 * 6) non front engine gets moved within a train / to another train, nothing hapens
1391 * 7) wagon gets moved, nothing happens
1393 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1394 /* Cases #2 and #3: the front engine gets trashed. */
1395 DeleteWindowById(WC_VEHICLE_VIEW
, src
->index
);
1396 DeleteWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1397 DeleteWindowById(WC_VEHICLE_REFIT
, src
->index
);
1398 DeleteWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1399 DeleteWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1400 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1401 SetWindowDirty(WC_COMPANY
, _current_company
);
1403 /* Delete orders, group stuff and the unit number as we're not the
1404 * front of any vehicle anymore. */
1405 src
->DeleteVehicleOrders();
1406 RemoveVehicleFromGroup(src
);
1407 src
->unitnumber
= 0;
1408 if (HasBit(src
->flags
, VRF_HAVE_SLOT
)) {
1409 TraceRestrictRemoveVehicleFromAllSlots(src
->index
);
1410 ClrBit(src
->flags
, VRF_HAVE_SLOT
);
1414 /* We weren't a front engine but are becoming one. So
1415 * we should be put in the default group. */
1416 if (original_src_head
!= src
&& dst_head
== src
) {
1417 SetTrainGroupID(src
, DEFAULT_GROUP
);
1418 SetWindowDirty(WC_COMPANY
, _current_company
);
1421 /* Add new heads to statistics */
1422 if (src_head
!= NULL
&& src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1423 if (dst_head
!= NULL
&& dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1425 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1426 NormaliseTrainHead(src_head
);
1427 NormaliseTrainHead(dst_head
);
1429 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1430 CheckCargoCapacity(src_head
);
1431 CheckCargoCapacity(dst_head
);
1434 if (src_head
!= NULL
) {
1435 src_head
->last_loading_station
= INVALID_STATION
;
1436 ClrBit(src_head
->vehicle_flags
, VF_LAST_LOAD_ST_SEP
);
1438 if (dst_head
!= NULL
) {
1439 dst_head
->last_loading_station
= INVALID_STATION
;
1440 ClrBit(dst_head
->vehicle_flags
, VF_LAST_LOAD_ST_SEP
);
1443 if (src_head
!= NULL
) src_head
->First()->MarkDirty();
1444 if (dst_head
!= NULL
) dst_head
->First()->MarkDirty();
1446 /* We are undoubtedly changing something in the depot and train list. */
1447 /* But only if the moved vehicle is not virtual */
1448 if ( !HasBit(src
->subtype
, GVSF_VIRTUAL
) ) {
1449 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1450 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1452 InvalidateWindowClassesData(WC_CREATE_TEMPLATE
);
1455 /* We don't want to execute what we're just tried. */
1456 RestoreTrainBackup(original_src
);
1457 RestoreTrainBackup(original_dst
);
1460 return CommandCost();
1464 * Sell a (single) train wagon/engine.
1465 * @param flags type of operation
1466 * @param t the train wagon to sell
1467 * @param data the selling mode
1468 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1469 * - data = 1: sell the vehicle and all vehicles following it in the chain
1470 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1471 * @param user the user for the order backup.
1472 * @return the cost of this operation or an error
1474 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, uint16 data
, uint32 user
)
1476 /* Sell a chain of vehicles or not? */
1477 bool sell_chain
= HasBit(data
, 0);
1479 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1480 Train
*first
= v
->First();
1482 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1484 /* First make a backup of the order of the train. That way we can do
1485 * whatever we want with the order and later on easily revert. */
1487 MakeTrainBackup(original
, first
);
1489 /* We need to keep track of the new head and the head of what we're going to sell. */
1490 Train
*new_head
= first
;
1491 Train
*sell_head
= NULL
;
1493 /* Split the train in the wanted way. */
1494 ArrangeTrains(&sell_head
, NULL
, &new_head
, v
, sell_chain
);
1496 /* We don't need to validate the second train; it's going to be sold. */
1497 CommandCost ret
= ValidateTrains(NULL
, NULL
, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1499 /* Restore the train we had. */
1500 RestoreTrainBackup(original
);
1504 if (!first
->HasOrdersList() && !OrderList::CanAllocateItem()) {
1505 /* Restore the train we had. */
1506 RestoreTrainBackup(original
);
1507 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1510 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1511 for (Train
*t
= sell_head
; t
!= NULL
; t
= t
->Next()) cost
.AddCost(-t
->value
);
1514 if (flags
& DC_EXEC
) {
1515 /* First normalise the sub types of the chain. */
1516 NormaliseSubtypes(new_head
);
1518 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= NULL
&& new_head
->IsFrontEngine()) {
1519 /* We are selling the front engine. In this case we want to
1520 * 'give' the order, unit number and such to the new head. */
1521 new_head
->ShareOrdersWith(first
);
1522 new_head
->AddToShared(first
);
1523 first
->DeleteVehicleOrders();
1525 /* Copy other important data from the front engine */
1526 new_head
->CopyVehicleConfigAndStatistics(first
);
1527 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1528 } else if (v
->IsPrimaryVehicle() && data
& (MAKE_ORDER_BACKUP_FLAG
>> 20)) {
1529 OrderBackup::Backup(v
, user
);
1532 /* We need to update the information about the train. */
1533 NormaliseTrainHead(new_head
);
1535 /* We are undoubtedly changing something in the depot and train list. */
1536 /* Unless its a virtual train */
1537 if ( !HasBit(v
->subtype
, GVSF_VIRTUAL
) ) {
1538 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1539 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1541 InvalidateWindowClassesData(WC_CREATE_TEMPLATE
);
1544 /* Actually delete the sold 'goods' */
1547 /* We don't want to execute what we're just tried. */
1548 RestoreTrainBackup(original
);
1554 void Train::UpdateDeltaXY(Direction direction
)
1556 /* Set common defaults. */
1562 this->x_bb_offs
= 0;
1563 this->y_bb_offs
= 0;
1565 if (!IsDiagonalDirection(direction
)) {
1566 static const int _sign_table
[] =
1575 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1577 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1578 this->x_offs
-= half_shorten
* _sign_table
[direction
];
1579 this->y_offs
-= half_shorten
* _sign_table
[direction
+ 1];
1580 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1581 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1583 switch (direction
) {
1584 /* Shorten southern corner of the bounding box according the vehicle length
1585 * and center the bounding box on the vehicle. */
1587 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1588 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1589 this->x_bb_offs
= -1;
1593 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1594 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1595 this->y_bb_offs
= -1;
1598 /* Move northern corner of the bounding box down according to vehicle length
1599 * and center the bounding box on the vehicle. */
1601 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1602 this->x_extent
= VEHICLE_LENGTH
- 1;
1603 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1607 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1608 this->y_extent
= VEHICLE_LENGTH
- 1;
1609 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1619 * Mark a train as stuck and stop it if it isn't stopped right now.
1620 * @param v %Train to mark as being stuck.
1622 static void MarkTrainAsStuck(Train
*v
, bool waiting_restriction
= false)
1624 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1625 /* It is the first time the problem occurred, set the "train stuck" flag. */
1626 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1627 SB(v
->flags
, VRF_WAITING_RESTRICTION
, 1, waiting_restriction
? 1 : 0);
1629 v
->wait_counter
= 0;
1636 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1637 } else if (waiting_restriction
!= HasBit(v
->flags
, VRF_WAITING_RESTRICTION
)) {
1638 ToggleBit(v
->flags
, VRF_WAITING_RESTRICTION
);
1639 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1644 * Swap the two up/down flags in two ways:
1645 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1646 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1647 * @param swap_flag1 [inout] First train flag.
1648 * @param swap_flag2 [inout] Second train flag.
1650 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1652 uint16 flag1
= *swap_flag1
;
1653 uint16 flag2
= *swap_flag2
;
1655 /* Clear the flags */
1656 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1657 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1658 ClrBit(*swap_flag1
, GVF_CHUNNEL_BIT
);
1659 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1660 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1661 ClrBit(*swap_flag2
, GVF_CHUNNEL_BIT
);
1663 /* Reverse the rail-flags (if needed) */
1664 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1665 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1666 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1667 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1670 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1671 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1672 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1673 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1676 if (HasBit(flag1
, GVF_CHUNNEL_BIT
)) {
1677 SetBit(*swap_flag2
, GVF_CHUNNEL_BIT
);
1680 if (HasBit(flag2
, GVF_CHUNNEL_BIT
)) {
1681 SetBit(*swap_flag1
, GVF_CHUNNEL_BIT
);
1686 * Updates some variables after swapping the vehicle.
1687 * @param v swapped vehicle
1689 static void UpdateStatusAfterSwap(Train
*v
)
1691 /* Reverse the direction. */
1692 if (v
->track
!= TRACK_BIT_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1694 /* Call the proper EnterTile function unless we are in a wormhole. */
1695 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
1696 VehicleEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1698 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1699 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1700 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1701 * when we shouldn't have. Check if this is the case. */
1702 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1703 if (IsTileType(vt
, MP_TUNNELBRIDGE
)) {
1704 VehicleEnterTile(v
, vt
, v
->x_pos
, v
->y_pos
);
1705 if (v
->track
!= TRACK_BIT_WORMHOLE
&& IsBridgeTile(v
->tile
)) {
1706 /* We have just left the wormhole, possibly set the
1707 * "goingdown" bit. UpdateInclination() can be used
1708 * because we are at the border of the tile. */
1709 v
->UpdatePosition();
1710 v
->UpdateInclination(true, true);
1716 v
->UpdatePosition();
1717 if (v
->track
== TRACK_BIT_WORMHOLE
) v
->UpdateInclination(false, false, true);
1718 v
->UpdateViewport(true, true);
1722 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1723 * @param v Consist to change.
1724 * @param l %Vehicle index in the consist of the first vehicle.
1725 * @param r %Vehicle index in the consist of the second vehicle.
1727 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1731 /* locate vehicles to swap */
1732 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1733 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1736 /* swap the hidden bits */
1738 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1739 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1743 Swap(a
->track
, b
->track
);
1744 Swap(a
->direction
, b
->direction
);
1745 Swap(a
->x_pos
, b
->x_pos
);
1746 Swap(a
->y_pos
, b
->y_pos
);
1747 Swap(a
->tile
, b
->tile
);
1748 Swap(a
->z_pos
, b
->z_pos
);
1750 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1752 UpdateStatusAfterSwap(a
);
1753 UpdateStatusAfterSwap(b
);
1755 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1756 * This is a little bit redundant way, a->gv_flags will
1757 * be (re)set twice, but it reduces code duplication */
1758 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1759 UpdateStatusAfterSwap(a
);
1765 * Check if the vehicle is a train
1766 * @param v vehicle on tile
1767 * @return v if it is a train, NULL otherwise
1769 static Vehicle
*TrainOnTileEnum(Vehicle
*v
, void *)
1771 return (v
->type
== VEH_TRAIN
) ? v
: NULL
;
1776 * Checks if a train is approaching a rail-road crossing
1777 * @param v vehicle on tile
1778 * @param data tile with crossing we are testing
1779 * @return v if it is approaching a crossing, NULL otherwise
1781 static Vehicle
*TrainApproachingCrossingEnum(Vehicle
*v
, void *data
)
1783 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return NULL
;
1785 Train
*t
= Train::From(v
);
1786 if (!t
->IsFrontEngine()) return NULL
;
1788 TileIndex tile
= *(TileIndex
*)data
;
1790 if (TrainApproachingCrossingTile(t
) != tile
) return NULL
;
1797 * Finds a vehicle approaching rail-road crossing
1798 * @param tile tile to test
1799 * @return true if a vehicle is approaching the crossing
1800 * @pre tile is a rail-road crossing
1802 static bool TrainApproachingCrossing(TileIndex tile
)
1804 assert(IsLevelCrossingTile(tile
));
1806 DiagDirection dir
= AxisToDiagDir(GetCrossingRailAxis(tile
));
1807 TileIndex tile_from
= tile
+ TileOffsByDiagDir(dir
);
1809 if (HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
)) return true;
1811 dir
= ReverseDiagDir(dir
);
1812 tile_from
= tile
+ TileOffsByDiagDir(dir
);
1814 return HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
);
1817 /** Check if the crossing should be closed
1818 * @return train on crossing || train approaching crossing || reserved
1820 static inline bool CheckLevelCrossing(TileIndex tile
)
1822 return HasCrossingReservation(tile
) || HasVehicleOnPos(tile
, NULL
, &TrainOnTileEnum
) || TrainApproachingCrossing(tile
);
1826 * Sets correct crossing state
1827 * @param tile tile to update
1828 * @param sound should we play sound?
1829 * @param is_forced force set the crossing state to that of forced_state
1830 * @param forced_state the crossing state to set when using is_forced
1831 * @pre tile is a rail-road crossing
1833 static void UpdateLevelCrossingTile(TileIndex tile
, bool sound
, bool is_forced
, bool forced_state
)
1835 assert(IsLevelCrossingTile(tile
));
1839 new_state
= forced_state
;
1841 new_state
= CheckLevelCrossing(tile
);
1844 if (new_state
!= IsCrossingBarred(tile
)) {
1845 if (new_state
&& sound
) {
1846 RailTypeLabel railTypeLabel
= GetRailTypeInfo(GetTileRailType(tile
))->label
;
1848 if (railTypeLabel
!= _planning_tracks_label
&&
1849 railTypeLabel
!= _pipeline_tracks_label
&&
1850 railTypeLabel
!= _wires_tracks_label
&&
1851 _settings_client
.sound
.ambient
) {
1852 SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1855 SetCrossingBarred(tile
, new_state
);
1856 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
1861 * Cycles the adjacent crossings and sets their state
1862 * @param tile tile to update
1863 * @param sound should we play sound?
1864 * @param force_close force close the crossing
1866 void UpdateLevelCrossing(TileIndex tile
, bool sound
, bool force_close
)
1868 bool forced_state
= force_close
;
1869 if (!IsLevelCrossingTile(tile
)) return;
1871 const Axis axis
= GetCrossingRoadAxis(tile
);
1872 const DiagDirection dir
= AxisToDiagDir(axis
);
1873 const DiagDirection reverse_dir
= ReverseDiagDir(dir
);
1875 for (TileIndex t
= tile
; !forced_state
&& IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, dir
)) {
1876 forced_state
|= CheckLevelCrossing(t
);
1878 for (TileIndex t
= TileAddByDiagDir(tile
, reverse_dir
); !forced_state
&& IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, reverse_dir
)) {
1879 forced_state
|= CheckLevelCrossing(t
);
1882 UpdateLevelCrossingTile(tile
, sound
, force_close
, forced_state
);
1883 for (TileIndex t
= TileAddByDiagDir(tile
, dir
); IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, dir
)) {
1884 UpdateLevelCrossingTile(t
, sound
, true, forced_state
);
1886 for (TileIndex t
= TileAddByDiagDir(tile
, reverse_dir
); IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, reverse_dir
)) {
1887 UpdateLevelCrossingTile(t
, sound
, true, forced_state
);
1893 * Bars crossing and plays ding-ding sound if not barred already
1894 * @param tile tile with crossing
1895 * @pre tile is a rail-road crossing
1897 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1899 if (!IsCrossingBarred(tile
)) {
1900 UpdateLevelCrossing(tile
, true, true);
1906 * Advances wagons for train reversing, needed for variable length wagons.
1907 * This one is called before the train is reversed.
1908 * @param v First vehicle in chain
1910 static void AdvanceWagonsBeforeSwap(Train
*v
)
1913 Train
*first
= base
; // first vehicle to move
1914 Train
*last
= v
->Last(); // last vehicle to move
1915 uint length
= CountVehiclesInChain(v
);
1917 while (length
> 2) {
1918 last
= last
->Previous();
1919 first
= first
->Next();
1921 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1923 /* do not update images now
1924 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1925 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1927 base
= first
; // == base->Next()
1934 * Advances wagons for train reversing, needed for variable length wagons.
1935 * This one is called after the train is reversed.
1936 * @param v First vehicle in chain
1938 static void AdvanceWagonsAfterSwap(Train
*v
)
1940 /* first of all, fix the situation when the train was entering a depot */
1941 Train
*dep
= v
; // last vehicle in front of just left depot
1942 while (dep
->Next() != NULL
&& (dep
->track
== TRACK_BIT_DEPOT
|| dep
->Next()->track
!= TRACK_BIT_DEPOT
)) {
1943 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1946 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1948 if (leave
!= NULL
) {
1949 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1950 int d
= TicksToLeaveDepot(dep
);
1953 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1954 leave
->track
= TrackToTrackBits(GetRailDepotTrack(leave
->tile
));
1955 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, NULL
); // maybe move it, and maybe let another wagon leave
1958 dep
= NULL
; // no vehicle in a depot, so no vehicle leaving a depot
1962 Train
*first
= base
; // first vehicle to move
1963 Train
*last
= v
->Last(); // last vehicle to move
1964 uint length
= CountVehiclesInChain(v
);
1966 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1967 * they have already correct spacing, so we have to make sure they are moved how they should */
1968 bool nomove
= (dep
== NULL
); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1970 while (length
> 2) {
1971 /* we reached vehicle (originally) in front of a depot, stop now
1972 * (we would move wagons that are already moved with new wagon length). */
1973 if (base
== dep
) break;
1975 /* the last wagon was that one leaving a depot, so do not move it anymore */
1976 if (last
== dep
) nomove
= true;
1978 last
= last
->Previous();
1979 first
= first
->Next();
1981 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1983 /* do not update images now */
1984 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : NULL
));
1986 base
= first
; // == base->Next()
1992 * Turn a train around.
1993 * @param v %Train to turn around.
1995 void ReverseTrainDirection(Train
*v
)
1997 if (IsRailDepotTile(v
->tile
)) {
1998 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2001 v
->reverse_distance
= 0;
2003 /* Clear path reservation in front if train is not stuck. */
2004 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
2006 /* Check if we were approaching a rail/road-crossing */
2007 TileIndex crossing
= TrainApproachingCrossingTile(v
);
2009 /* count number of vehicles */
2010 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
2012 AdvanceWagonsBeforeSwap(v
);
2014 /* swap start<>end, start+1<>end-1, ... */
2017 ReverseTrainSwapVeh(v
, l
++, r
--);
2020 AdvanceWagonsAfterSwap(v
);
2022 if (IsRailDepotTile(v
->tile
)) {
2023 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2026 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
2028 ClrBit(v
->flags
, VRF_REVERSING
);
2030 /* recalculate cached data */
2031 v
->ConsistChanged(CCF_TRACK
);
2033 /* update all images */
2034 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) u
->UpdateViewport(false, false);
2036 /* update crossing we were approaching */
2037 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
2039 /* maybe we are approaching crossing now, after reversal */
2040 crossing
= TrainApproachingCrossingTile(v
);
2041 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
2043 /* If we are inside a depot after reversing, don't bother with path reserving. */
2044 if (v
->track
== TRACK_BIT_DEPOT
) {
2045 /* Can't be stuck here as inside a depot is always a safe tile. */
2046 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2047 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2051 /* We are inside tunnel/bidge with signals, reversing will close the entrance. */
2052 if (IsTunnelBridgeWithSignalSimulation(v
->tile
)) {
2053 /* Flip signal on tunnel entrance tile red. */
2054 SetTunnelBridgeSignalState(v
->tile
, SIGNAL_STATE_RED
);
2055 MarkTileDirtyByTile(v
->tile
);
2056 /* Clear counters. */
2057 v
->wait_counter
= 0;
2058 v
->tunnel_bridge_signal_num
= 0;
2062 /* TrainExitDir does not always produce the desired dir for depots and
2063 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
2064 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
2065 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
2067 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
2068 /* If we are currently on a tile with conventional signals, we can't treat the
2069 * current tile as a safe tile or we would enter a PBS block without a reservation. */
2070 bool first_tile_okay
= !(IsTileType(v
->tile
, MP_RAILWAY
) &&
2071 HasSignalOnTrackdir(v
->tile
, v
->GetVehicleTrackdir()) &&
2072 !IsPbsSignal(GetSignalType(v
->tile
, FindFirstTrack(v
->track
))));
2074 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
2075 if (IsRailDepotTile(v
->tile
) && TrackdirToExitdir(v
->GetVehicleTrackdir()) == GetRailDepotDirection(v
->tile
)) first_tile_okay
= false;
2077 if (IsRailStationTile(v
->tile
)) SetRailStationPlatformReservation(v
->tile
, TrackdirToExitdir(v
->GetVehicleTrackdir()), true);
2078 if (TryPathReserve(v
, false, first_tile_okay
)) {
2079 /* Do a look-ahead now in case our current tile was already a safe tile. */
2080 CheckNextTrainTile(v
);
2081 } else if (v
->current_order
.GetType() != OT_LOADING
) {
2082 /* Do not wait for a way out when we're still loading */
2083 MarkTrainAsStuck(v
);
2085 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2086 /* A train not inside a PBS block can't be stuck. */
2087 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2088 v
->wait_counter
= 0;
2094 * @param tile unused
2095 * @param flags type of operation
2096 * @param p1 train to reverse
2097 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
2098 * @param text unused
2099 * @return the cost of this operation or an error
2101 CommandCost
CmdReverseTrainDirection(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2103 Train
*v
= Train::GetIfValid(p1
);
2104 if (v
== NULL
) return CMD_ERROR
;
2106 CommandCost ret
= CheckOwnership(v
->owner
);
2107 if (ret
.Failed()) return ret
;
2110 /* turn a single unit around */
2112 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
2113 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
2115 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
2117 Train
*front
= v
->First();
2118 /* make sure the vehicle is stopped in the depot */
2119 if (!front
->IsStoppedInDepot()) {
2120 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
2123 if (flags
& DC_EXEC
) {
2124 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
2126 front
->ConsistChanged(CCF_ARRANGE
);
2127 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
2128 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
2129 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
2130 SetWindowClassesDirty(WC_TRAINS_LIST
);
2133 /* turn the whole train around */
2134 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
2136 if (flags
& DC_EXEC
) {
2137 /* Properly leave the station if we are loading and won't be loading anymore */
2138 if (v
->current_order
.IsType(OT_LOADING
)) {
2139 const Vehicle
*last
= v
;
2140 while (last
->Next() != NULL
) last
= last
->Next();
2142 /* not a station || different station --> leave the station */
2143 if (!IsTileType(last
->tile
, MP_STATION
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
2148 /* We cancel any 'skip signal at dangers' here */
2149 v
->force_proceed
= TFP_NONE
;
2150 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2152 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
2153 ToggleBit(v
->flags
, VRF_REVERSING
);
2157 HideFillingPercent(&v
->fill_percent_te_id
);
2158 ReverseTrainDirection(v
);
2162 return CommandCost();
2166 * Force a train through a red signal
2167 * @param tile unused
2168 * @param flags type of operation
2169 * @param p1 train to ignore the red signal
2171 * @param text unused
2172 * @return the cost of this operation or an error
2174 CommandCost
CmdForceTrainProceed(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2176 Train
*t
= Train::GetIfValid(p1
);
2177 if (t
== NULL
) return CMD_ERROR
;
2179 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
2181 CommandCost ret
= CheckOwnership(t
->owner
);
2182 if (ret
.Failed()) return ret
;
2185 if (flags
& DC_EXEC
) {
2186 /* If we are forced to proceed, cancel that order.
2187 * If we are marked stuck we would want to force the train
2188 * to proceed to the next signal. In the other cases we
2189 * would like to pass the signal at danger and run till the
2190 * next signal we encounter. */
2191 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2192 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2195 return CommandCost();
2199 * Try to find a depot nearby.
2200 * @param v %Train that wants a depot.
2201 * @param max_distance Maximal search distance.
2202 * @return Information where the closest train depot is located.
2203 * @pre The given vehicle must not be crashed!
2205 static FindDepotData
FindClosestTrainDepot(Train
*v
, int max_distance
)
2207 assert(!(v
->vehstatus
& VS_CRASHED
));
2209 if (IsRailDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
2211 PBSTileInfo origin
= FollowTrainReservation(v
);
2212 if (IsRailDepotTile(origin
.tile
)) return FindDepotData(origin
.tile
, 0);
2214 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2215 case VPF_NPF
: return NPFTrainFindNearestDepot(v
, max_distance
);
2216 case VPF_YAPF
: return YapfTrainFindNearestDepot(v
, max_distance
);
2218 default: NOT_REACHED();
2223 * Locate the closest depot for this consist, and return the information to the caller.
2224 * @param location [out] If not \c NULL and a depot is found, store its location in the given address.
2225 * @param destination [out] If not \c NULL and a depot is found, store its index in the given address.
2226 * @param reverse [out] If not \c NULL and a depot is found, store reversal information in the given address.
2227 * @return A depot has been found.
2229 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2231 FindDepotData tfdd
= FindClosestTrainDepot(this, 0);
2232 if (tfdd
.best_length
== UINT_MAX
) return false;
2234 if (location
!= NULL
) *location
= tfdd
.tile
;
2235 if (destination
!= NULL
) *destination
= GetDepotIndex(tfdd
.tile
);
2236 if (reverse
!= NULL
) *reverse
= tfdd
.reverse
;
2241 /** Play a sound for a train leaving the station. */
2242 void Train::PlayLeaveStationSound() const
2244 static const SoundFx sfx
[] = {
2252 if (PlayVehicleSound(this, VSE_START
)) return;
2254 EngineID engtype
= this->engine_type
;
2255 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2259 * Check if the train is on the last reserved tile and try to extend the path then.
2260 * @param v %Train that needs its path extended.
2262 static void CheckNextTrainTile(Train
*v
)
2264 /* Don't do any look-ahead if path_backoff_interval is 255. */
2265 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2267 /* Exit if we are inside a depot. */
2268 if (v
->track
== TRACK_BIT_DEPOT
) return;
2270 switch (v
->current_order
.GetType()) {
2271 /* Exit if we reached our destination depot. */
2273 if (v
->tile
== v
->dest_tile
) return;
2276 case OT_GOTO_WAYPOINT
:
2277 /* If we reached our waypoint, make sure we see that. */
2278 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2282 case OT_LEAVESTATION
:
2284 /* Exit if the current order doesn't have a destination, but the train has orders. */
2285 if (v
->GetNumOrders() > 0) return;
2291 /* Exit if we are on a station tile and are going to stop. */
2292 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2294 Trackdir td
= v
->GetVehicleTrackdir();
2296 /* On a tile with a red non-pbs signal, don't look ahead. */
2297 if (IsTileType(v
->tile
, MP_RAILWAY
) && HasSignalOnTrackdir(v
->tile
, td
) &&
2298 !IsPbsSignal(GetSignalType(v
->tile
, TrackdirToTrack(td
))) &&
2299 GetSignalStateByTrackdir(v
->tile
, td
) == SIGNAL_STATE_RED
) return;
2301 CFollowTrackRail
ft(v
);
2302 if (!ft
.Follow(v
->tile
, td
)) return;
2304 if (!HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) {
2305 /* Next tile is not reserved. */
2306 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2307 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) {
2308 /* If the next tile is a PBS signal, try to make a reservation. */
2309 TrackBits tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2310 if (_settings_game
.pf
.forbid_90_deg
) {
2311 tracks
&= ~TrackCrossesTracks(TrackdirToTrack(ft
.m_old_td
));
2313 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, tracks
, false, NULL
, false);
2320 * Will the train stay in the depot the next tick?
2321 * @param v %Train to check.
2322 * @return True if it stays in the depot, false otherwise.
2324 static bool CheckTrainStayInDepot(Train
*v
)
2326 /* bail out if not all wagons are in the same depot or not in a depot at all */
2327 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2328 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
2331 /* if the train got no power, then keep it in the depot */
2332 if (v
->gcache
.cached_power
== 0) {
2333 v
->vehstatus
|= VS_STOPPED
;
2334 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2338 if (v
->current_order
.IsWaitTimetabled())
2339 v
->HandleWaiting(false);
2340 if (v
->current_order
.IsType(OT_WAITING
))
2343 SigSegState seg_state
;
2345 if (v
->force_proceed
== TFP_NONE
) {
2346 /* force proceed was not pressed */
2347 if (++v
->wait_counter
< 37) {
2348 SetWindowClassesDirty(WC_TRAINS_LIST
);
2352 v
->wait_counter
= 0;
2354 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2355 if (seg_state
== SIGSEG_FULL
|| HasDepotReservation(v
->tile
)) {
2356 /* Full and no PBS signal in block or depot reserved, can't exit. */
2357 SetWindowClassesDirty(WC_TRAINS_LIST
);
2361 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2364 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2365 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2366 /* We need to have a reservation for this to work. */
2367 if (HasDepotReservation(v
->tile
)) return true;
2368 SetDepotReservation(v
->tile
, true);
2369 VehicleEnterDepot(v
);
2373 /* Only leave when we can reserve a path to our destination. */
2374 if (seg_state
== SIGSEG_PBS
&& !TryPathReserve(v
) && v
->force_proceed
== TFP_NONE
) {
2375 /* No path and no force proceed. */
2376 SetWindowClassesDirty(WC_TRAINS_LIST
);
2377 MarkTrainAsStuck(v
);
2381 SetDepotReservation(v
->tile
, true);
2382 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
, ZOOM_LVL_DRAW_MAP
);
2384 VehicleServiceInDepot(v
);
2385 SetWindowClassesDirty(WC_TRAINS_LIST
);
2386 v
->PlayLeaveStationSound();
2388 v
->track
= TRACK_BIT_X
;
2389 if (v
->direction
& 2) v
->track
= TRACK_BIT_Y
;
2391 v
->vehstatus
&= ~VS_HIDDEN
;
2394 v
->UpdateViewport(true, true);
2395 v
->UpdatePosition();
2396 UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2397 v
->UpdateAcceleration();
2398 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2403 static int GetAndClearLastBridgeEntranceSetSignalIndex(TileIndex bridge_entrance
)
2405 uint16 m
= _m
[bridge_entrance
].m2
;
2407 auto it
= _long_bridge_signal_sim_map
.find(bridge_entrance
);
2408 if (it
!= _long_bridge_signal_sim_map
.end()) {
2409 LongBridgeSignalStorage
&lbss
= it
->second
;
2410 size_t slot
= lbss
.signal_red_bits
.size();
2413 uint64
&slot_bits
= lbss
.signal_red_bits
[slot
];
2415 uint8 i
= FindLastBit(slot_bits
);
2416 ClrBit(slot_bits
, i
);
2417 return 1 + 15 + (64 * slot
) + i
;
2423 uint8 i
= FindLastBit(m
& 0x7FFF);
2424 ClrBit(_m
[bridge_entrance
].m2
, i
);
2431 static void HandleLastTunnelBridgeSignals(TileIndex tile
, TileIndex end
, DiagDirection dir
, bool free
)
2433 if (IsBridge(end
) && _m
[end
].m2
!= 0) {
2434 /* Clearing last bridge signal. */
2435 int signal_offset
= GetAndClearLastBridgeEntranceSetSignalIndex(end
);
2436 if (signal_offset
) {
2437 TileIndex last_signal_tile
= end
+ (TileOffsByDiagDir(dir
) * _settings_game
.construction
.simulated_wormhole_signals
* signal_offset
);
2438 MarkTileDirtyByTile(last_signal_tile
);
2440 MarkTileDirtyByTile(tile
);
2443 /* Open up the wormhole and clear m2. */
2444 if (IsBridge(end
)) {
2445 SetAllBridgeEntranceSimulatedSignalsGreen(end
);
2448 if (IsTunnelBridgeSignalSimulationEntrance(end
) && GetTunnelBridgeSignalState(end
) == SIGNAL_STATE_RED
) {
2449 SetTunnelBridgeSignalState(end
, SIGNAL_STATE_GREEN
);
2450 MarkTileDirtyByTile(end
);
2451 } else if (IsTunnelBridgeSignalSimulationEntrance(tile
) && GetTunnelBridgeSignalState(tile
) == SIGNAL_STATE_RED
) {
2452 SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_GREEN
);
2453 MarkTileDirtyByTile(tile
);
2458 static void UnreserveBridgeTunnelTile(TileIndex tile
)
2460 SetTunnelBridgeReservation(tile
, false);
2461 if (IsTunnelBridgeSignalSimulationExit(tile
) && IsTunnelBridgePBS(tile
)) SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_RED
);
2465 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2466 * @param v %Train owning the reservation.
2467 * @param tile Tile with reservation to clear.
2468 * @param track_dir Track direction to clear.
2470 static void ClearPathReservation(const Train
*v
, TileIndex tile
, Trackdir track_dir
)
2472 DiagDirection dir
= TrackdirToExitdir(track_dir
);
2474 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
2475 /* Are we just leaving a tunnel/bridge? */
2476 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
2477 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
2479 bool free
= TunnelBridgeIsFree(tile
, end
, v
).Succeeded();
2481 if (IsTunnelBridgeWithSignalSimulation(tile
)) {
2482 UnreserveBridgeTunnelTile(tile
);
2483 HandleLastTunnelBridgeSignals(tile
, end
, dir
, free
);
2484 if (_settings_client
.gui
.show_track_reservation
) {
2485 MarkTileDirtyByTile(tile
);
2489 /* Free the reservation only if no other train is on the tiles. */
2490 UnreserveBridgeTunnelTile(tile
);
2491 UnreserveBridgeTunnelTile(end
);
2493 if (_settings_client
.gui
.show_track_reservation
) {
2494 if (IsBridge(tile
)) {
2495 MarkBridgeDirty(tile
);
2498 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2499 MarkTileDirtyByTile(end
, ZOOM_LVL_DRAW_MAP
);
2503 else if (GetTunnelBridgeDirection(tile
) == dir
&& IsTunnelBridgeWithSignalSimulation(tile
)) {
2504 /* canceling reservation of entry ramp, due to reverse */
2505 UnreserveBridgeTunnelTile(tile
);
2506 if (_settings_client
.gui
.show_track_reservation
) {
2507 MarkTileDirtyByTile(tile
);
2511 } else if (IsRailStationTile(tile
)) {
2512 TileIndex new_tile
= TileAddByDiagDir(tile
, dir
);
2513 /* If the new tile is not a further tile of the same station, we
2514 * clear the reservation for the whole platform. */
2515 if (!IsCompatibleTrainStationTile(new_tile
, tile
)) {
2516 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), false);
2519 /* Any other tile */
2520 UnreserveRailTrack(tile
, TrackdirToTrack(track_dir
));
2525 * Free the reserved path in front of a vehicle.
2526 * @param v %Train owning the reserved path.
2527 * @param origin %Tile to start clearing (if #INVALID_TILE, use the current tile of \a v).
2528 * @param orig_td Track direction (if #INVALID_TRACKDIR, use the track direction of \a v).
2530 void FreeTrainTrackReservation(const Train
*v
, TileIndex origin
, Trackdir orig_td
)
2532 assert(v
->IsFrontEngine());
2534 TileIndex tile
= origin
!= INVALID_TILE
? origin
: v
->tile
;
2535 Trackdir td
= orig_td
!= INVALID_TRACKDIR
? orig_td
: v
->GetVehicleTrackdir();
2536 bool free_tile
= tile
!= v
->tile
|| !(IsRailStationTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
));
2537 StationID station_id
= IsRailStationTile(v
->tile
) ? GetStationIndex(v
->tile
) : INVALID_STATION
;
2539 /* Can't be holding a reservation if we enter a depot. */
2540 if (IsRailDepotTile(tile
) && TrackdirToExitdir(td
) != GetRailDepotDirection(tile
)) return;
2541 if (v
->track
== TRACK_BIT_DEPOT
) {
2542 /* Front engine is in a depot. We enter if some part is not in the depot. */
2543 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2544 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return;
2547 /* Don't free reservation if it's not ours. */
2548 if (TracksOverlap(GetReservedTrackbits(tile
) | TrackToTrackBits(TrackdirToTrack(td
)))) return;
2550 CFollowTrackRail
ft(v
, GetRailTypeInfo(v
->railtype
)->compatible_railtypes
);
2551 while (ft
.Follow(tile
, td
)) {
2552 tile
= ft
.m_new_tile
;
2553 TrackdirBits bits
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(tile
));
2554 td
= RemoveFirstTrackdir(&bits
);
2555 assert(bits
== TRACKDIR_BIT_NONE
);
2557 if (!IsValidTrackdir(td
)) break;
2559 if (IsTileType(tile
, MP_RAILWAY
)) {
2560 if (HasSignalOnTrackdir(tile
, td
) && !IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(td
)))) {
2561 /* Conventional signal along trackdir: remove reservation and stop. */
2562 UnreserveRailTrack(tile
, TrackdirToTrack(td
));
2565 if (HasPbsSignalOnTrackdir(tile
, td
)) {
2566 if (GetSignalStateByTrackdir(tile
, td
) == SIGNAL_STATE_RED
) {
2567 /* Red PBS signal? Can't be our reservation, would be green then. */
2570 /* Turn the signal back to red. */
2571 SetSignalStateByTrackdir(tile
, td
, SIGNAL_STATE_RED
);
2572 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2574 /* notify logic signals of the state change */
2575 SignalStateChanged(tile
, TrackdirToTrack(td
), 1);
2577 } else if (HasSignalOnTrackdir(tile
, ReverseTrackdir(td
)) && IsOnewaySignal(tile
, TrackdirToTrack(td
))) {
2582 /* Don't free first station/bridge/tunnel if we are on it. */
2583 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
);
2589 static const byte _initial_tile_subcoord
[6][4][3] = {
2590 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2591 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2592 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2593 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2594 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2595 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2599 * Perform pathfinding for a train.
2601 * @param v The train
2602 * @param tile The tile the train is about to enter
2603 * @param enterdir Diagonal direction the train is coming from
2604 * @param tracks Usable tracks on the new tile
2605 * @param path_found [out] Whether a path has been found or not.
2606 * @param do_track_reservation Path reservation is requested
2607 * @param dest [out] State and destination of the requested path
2608 * @return The best track the train should follow
2610 static Track
DoTrainPathfind(const Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool &path_found
, bool do_track_reservation
, PBSTileInfo
*dest
)
2612 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2613 case VPF_NPF
: return NPFTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2614 case VPF_YAPF
: return YapfTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2616 default: NOT_REACHED();
2621 * Extend a train path as far as possible. Stops on encountering a safe tile,
2622 * another reservation or a track choice.
2623 * @param v The train.
2624 * @param origin The tile from which the reservation have to be extended
2625 * @param new_tracks [out] Tracks to choose from when encountering a choice
2626 * @param enterdir [out] The direction from which the choice tile is to be entered
2627 * @return INVALID_TILE indicates that the reservation failed.
2629 static PBSTileInfo
ExtendTrainReservation(const Train
*v
, const PBSTileInfo
&origin
, TrackBits
*new_tracks
, DiagDirection
*enterdir
)
2631 CFollowTrackRail
ft(v
);
2633 TileIndex tile
= origin
.tile
;
2634 Trackdir cur_td
= origin
.trackdir
;
2635 while (ft
.Follow(tile
, cur_td
)) {
2636 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2637 /* Possible signal tile. */
2638 if (HasOnewaySignalBlockingTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) break;
2641 if (_settings_game
.pf
.forbid_90_deg
) {
2642 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2643 if (ft
.m_new_td_bits
== TRACKDIR_BIT_NONE
) break;
2646 /* Station, depot or waypoint are a possible target. */
2647 bool target_seen
= ft
.m_is_station
|| (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && !IsPlainRail(ft
.m_new_tile
));
2648 if (target_seen
|| KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2649 /* Choice found or possible target encountered.
2650 * On finding a possible target, we need to stop and let the pathfinder handle the
2651 * remaining path. This is because we don't know if this target is in one of our
2652 * orders, so we might cause pathfinding to fail later on if we find a choice.
2653 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2654 * a wrong path not leading to our next destination. */
2655 if (HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft
.m_old_td
)))) break;
2657 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2658 * actually starts its search at the first unreserved tile. */
2659 if (ft
.m_tiles_skipped
!= 0) ft
.m_new_tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2661 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2662 if (new_tracks
!= NULL
) *new_tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2663 if (enterdir
!= NULL
) *enterdir
= ft
.m_exitdir
;
2664 return PBSTileInfo(ft
.m_new_tile
, ft
.m_old_td
, false);
2667 tile
= ft
.m_new_tile
;
2668 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2670 if (IsSafeWaitingPosition(v
, tile
, cur_td
, true, _settings_game
.pf
.forbid_90_deg
)) {
2671 bool wp_free
= IsWaitingPositionFree(v
, tile
, cur_td
, _settings_game
.pf
.forbid_90_deg
);
2672 if (!(wp_free
&& TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
)))) break;
2673 /* Safe position is all good, path valid and okay. */
2674 return PBSTileInfo(tile
, cur_td
, true);
2677 if (!TryReserveRailTrackdir(tile
, cur_td
)) break;
2680 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2681 /* End of line, path valid and okay. */
2682 return PBSTileInfo(ft
.m_old_tile
, ft
.m_old_td
, true);
2685 /* Sorry, can't reserve path, back out. */
2687 cur_td
= origin
.trackdir
;
2688 TileIndex stopped
= ft
.m_old_tile
;
2689 Trackdir stopped_td
= ft
.m_old_td
;
2690 while (tile
!= stopped
|| cur_td
!= stopped_td
) {
2691 if (!ft
.Follow(tile
, cur_td
)) break;
2693 if (_settings_game
.pf
.forbid_90_deg
) {
2694 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2695 assert(ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
);
2697 assert(KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
);
2699 tile
= ft
.m_new_tile
;
2700 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2702 UnreserveRailTrackdir(tile
, cur_td
);
2706 return PBSTileInfo();
2710 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2711 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2713 * @param v The vehicle.
2714 * @param tile The tile the search should start from.
2715 * @param td The trackdir the search should start from.
2716 * @param override_railtype Whether all physically compatible railtypes should be followed.
2717 * @return True if a path to a safe stopping tile could be reserved.
2719 static bool TryReserveSafeTrack(const Train
*v
, TileIndex tile
, Trackdir td
, bool override_tailtype
)
2721 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2722 case VPF_NPF
: return NPFTrainFindNearestSafeTile(v
, tile
, td
, override_tailtype
);
2723 case VPF_YAPF
: return YapfTrainFindNearestSafeTile(v
, tile
, td
, override_tailtype
);
2725 default: NOT_REACHED();
2729 /** This class will save the current order of a vehicle and restore it on destruction. */
2730 class VehicleOrderSaver
{
2734 TileIndex old_dest_tile
;
2735 StationID old_last_station_visited
;
2736 VehicleOrderID index
;
2737 bool suppress_implicit_orders
;
2740 VehicleOrderSaver(Train
*_v
) :
2742 old_order(_v
->current_order
),
2743 old_dest_tile(_v
->dest_tile
),
2744 old_last_station_visited(_v
->last_station_visited
),
2745 index(_v
->cur_real_order_index
),
2746 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
))
2750 ~VehicleOrderSaver()
2752 this->v
->current_order
= this->old_order
;
2753 this->v
->dest_tile
= this->old_dest_tile
;
2754 this->v
->last_station_visited
= this->old_last_station_visited
;
2755 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2759 * Set the current vehicle order to the next order in the order list.
2760 * @param skip_first Shall the first (i.e. active) order be skipped?
2761 * @return True if a suitable next order could be found.
2763 bool SwitchToNextOrder(bool skip_first
)
2765 if (this->v
->GetNumOrders() == 0) return false;
2767 if (skip_first
) ++this->index
;
2770 bool has_manual_depot_order
= (HasBit(v
->vehicle_flags
, VF_SHOULD_GOTO_DEPOT
) || HasBit(v
->vehicle_flags
, VF_SHOULD_SERVICE_AT_DEPOT
));
2774 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2776 Order
*order
= this->v
->GetOrder(this->index
);
2777 assert(order
!= NULL
);
2779 switch (order
->GetType()) {
2781 /* Skip service in depot orders when the train doesn't need service. */
2782 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !(this->v
->NeedsServicing() || has_manual_depot_order
)) break;
2784 case OT_GOTO_STATION
:
2785 case OT_GOTO_WAYPOINT
:
2786 this->v
->current_order
= *order
;
2787 return UpdateOrderDest(this->v
, order
, 0, true);
2788 case OT_CONDITIONAL
: {
2789 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2790 if (next
!= INVALID_VEH_ORDER_ID
) {
2793 /* Don't increment next, so no break here. */
2801 /* Don't increment inside the while because otherwise conditional
2802 * orders can lead to an infinite loop. */
2805 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2812 * This is called to retrieve the previous signal, as required
2813 * This is not run all the time as it is somewhat expensive and most restrictions will not test for the previous signal
2815 static TileIndex
ChooseTrainTrackTraceRestrictPreviousSignalCallback(const Train
*v
, const void *)
2817 // scan forwards from vehicle position, for the case that train is waiting at/approaching PBS signal
2819 TileIndex tile
= v
->tile
;
2820 Trackdir trackdir
= v
->GetVehicleTrackdir();
2822 CFollowTrackRail
ft(v
);
2825 if (IsTileType(tile
, MP_RAILWAY
) && HasSignalOnTrackdir(tile
, trackdir
)) {
2826 if (HasPbsSignalOnTrackdir(tile
, trackdir
)) {
2830 // wrong type of signal
2831 return INVALID_TILE
;
2835 // advance to next tile
2836 if (!ft
.Follow(tile
, trackdir
)) {
2838 return INVALID_TILE
;
2841 if (KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2842 // reached a junction tile
2843 return INVALID_TILE
;
2846 tile
= ft
.m_new_tile
;
2847 trackdir
= FindFirstTrackdir(ft
.m_new_td_bits
);
2851 static bool HasLongReservePbsSignalOnTrackdir(Train
* v
, TileIndex tile
, Trackdir trackdir
)
2853 if (HasPbsSignalOnTrackdir(tile
, trackdir
)) {
2854 if (IsRestrictedSignal(tile
)) {
2855 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(tile
, TrackdirToTrack(trackdir
));
2856 if (prog
&& prog
->actions_used_flags
& TRPAUF_LONG_RESERVE
) {
2857 TraceRestrictProgramResult out
;
2858 prog
->Execute(v
, TraceRestrictProgramInput(tile
, trackdir
, &ChooseTrainTrackTraceRestrictPreviousSignalCallback
, nullptr), out
);
2859 if (out
.flags
& TRPRF_LONG_RESERVE
) {
2870 * Choose a track and reserve if necessary
2872 * @param v The vehicle
2873 * @param tile The tile from which to start
2876 * @param force_res Force a reservation to be made
2877 * @param p_got_reservation [out] If the train has a reservation
2878 * @param mark_stuck The train has to be marked as stuck when needed
2879 * @return The track the train should take.
2881 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *p_got_reservation
, bool mark_stuck
)
2883 Track best_track
= INVALID_TRACK
;
2884 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2885 bool changed_signal
= false;
2886 bool got_reservation
= false;
2887 if (p_got_reservation
!= NULL
) *p_got_reservation
= got_reservation
;
2889 assert((tracks
& ~TRACK_BIT_MASK
) == 0);
2891 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2892 TrackBits res_tracks
= (TrackBits
)(GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
));
2893 /* Do we have a suitable reserved track? */
2894 if (res_tracks
!= TRACK_BIT_NONE
) return FindFirstTrack(res_tracks
);
2896 /* Quick return in case only one possible track is available */
2897 if (KillFirstBit(tracks
) == TRACK_BIT_NONE
) {
2898 Track track
= FindFirstTrack(tracks
);
2899 /* We need to check for signals only here, as a junction tile can't have signals. */
2900 if (track
!= INVALID_TRACK
&& HasPbsSignalOnTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
))) {
2901 if (IsRestrictedSignal(tile
) && v
->force_proceed
!= TFP_SIGNAL
) {
2902 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(tile
, track
);
2903 if (prog
&& prog
->actions_used_flags
& (TRPAUF_WAIT_AT_PBS
| TRPAUF_SLOT_ACQUIRE
)) {
2904 TraceRestrictProgramResult out
;
2905 TraceRestrictProgramInput
input(tile
, TrackEnterdirToTrackdir(track
, enterdir
), NULL
, NULL
);
2906 input
.permitted_slot_operations
= TRPISP_ACQUIRE
;
2907 prog
->Execute(v
, input
, out
);
2908 if (out
.flags
& TRPRF_WAIT_AT_PBS
) {
2909 if (mark_stuck
) MarkTrainAsStuck(v
, true);
2914 ClrBit(v
->flags
, VRF_WAITING_RESTRICTION
);
2916 do_track_reservation
= true;
2917 changed_signal
= true;
2918 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
), SIGNAL_STATE_GREEN
);
2920 /* notify logic signals of the state change */
2921 SignalStateChanged(tile
, TrackdirToTrack(TrackEnterdirToTrackdir(track
, enterdir
)), 1);
2922 } else if (!do_track_reservation
) {
2928 PBSTileInfo origin
= FollowTrainReservation(v
);
2929 PBSTileInfo
res_dest(tile
, INVALID_TRACKDIR
, false);
2930 DiagDirection dest_enterdir
= enterdir
;
2931 if (do_track_reservation
) {
2932 res_dest
= ExtendTrainReservation(v
, origin
, &tracks
, &dest_enterdir
);
2933 if (res_dest
.tile
== INVALID_TILE
) {
2934 /* Reservation failed? */
2935 if (mark_stuck
) MarkTrainAsStuck(v
);
2936 if (changed_signal
) {
2937 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(best_track
, enterdir
), SIGNAL_STATE_RED
);
2939 /* notify logic signals of the state change */
2940 SignalStateChanged(tile
, TrackdirToTrack(TrackEnterdirToTrackdir(best_track
, enterdir
)), 1);
2942 return FindFirstTrack(tracks
);
2945 if (res_dest
.okay
) {
2946 CFollowTrackRail
ft(v
);
2947 if (ft
.Follow(res_dest
.tile
, res_dest
.trackdir
)) {
2948 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2950 if (!HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
2951 /* Got a valid reservation that ends at a safe target, quick exit. */
2952 if (p_got_reservation
!= NULL
) *p_got_reservation
= true;
2953 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2954 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2960 /* Check if the train needs service here, so it has a chance to always find a depot.
2961 * Also check if the current order is a service order so we don't reserve a path to
2962 * the destination but instead to the next one if service isn't needed. */
2963 CheckIfTrainNeedsService(v
);
2964 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2967 /* Save the current train order. The destructor will restore the old order on function exit. */
2968 VehicleOrderSaver
orders(v
);
2970 /* If the current tile is the destination of the current order and
2971 * a reservation was requested, advance to the next order.
2972 * Don't advance on a depot order as depots are always safe end points
2973 * for a path and no look-ahead is necessary. This also avoids a
2974 * problem with depot orders not part of the order list when the
2975 * order list itself is empty. */
2976 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2977 orders
.SwitchToNextOrder(false);
2978 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2979 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2980 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2981 v
->tile
== v
->dest_tile
))) {
2982 orders
.SwitchToNextOrder(true);
2985 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2986 /* Pathfinders are able to tell that route was only 'guessed'. */
2987 bool path_found
= true;
2988 TileIndex new_tile
= res_dest
.tile
;
2990 Track next_track
= DoTrainPathfind(v
, new_tile
, dest_enterdir
, tracks
, path_found
, do_track_reservation
, &res_dest
);
2991 if (new_tile
== tile
) best_track
= next_track
;
2992 v
->HandlePathfindingResult(path_found
);
2995 /* No track reservation requested -> finished. */
2996 if (!do_track_reservation
) return best_track
;
2998 /* A path was found, but could not be reserved. */
2999 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
3000 if (mark_stuck
) MarkTrainAsStuck(v
);
3001 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3005 /* No possible reservation target found, we are probably lost. */
3006 if (res_dest
.tile
== INVALID_TILE
) {
3007 /* Try to find any safe destination. */
3008 PBSTileInfo path_end
= FollowTrainReservation(v
);
3009 if (TryReserveSafeTrack(v
, path_end
.tile
, path_end
.trackdir
, false)) {
3010 TrackBits res
= GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
);
3011 best_track
= FindFirstTrack(res
);
3012 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
3013 // Use p_got_reservation because were going to return
3014 if (p_got_reservation
!= NULL
) *p_got_reservation
= true;
3015 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
3017 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3018 if (mark_stuck
) MarkTrainAsStuck(v
);
3023 got_reservation
= true;
3025 /* Reservation target found and free, check if it is safe. */
3026 while (!IsSafeWaitingPosition(v
, res_dest
.tile
, res_dest
.trackdir
, true, _settings_game
.pf
.forbid_90_deg
)) {
3027 /* Extend reservation until we have found a safe position. */
3028 DiagDirection exitdir
= TrackdirToExitdir(res_dest
.trackdir
);
3029 TileIndex next_tile
= TileAddByDiagDir(res_dest
.tile
, exitdir
);
3030 TrackBits reachable
= TrackdirBitsToTrackBits((TrackdirBits
)(GetTileTrackStatus(next_tile
, TRANSPORT_RAIL
, 0))) & DiagdirReachesTracks(exitdir
);
3031 if (_settings_game
.pf
.forbid_90_deg
) {
3032 reachable
&= ~TrackCrossesTracks(TrackdirToTrack(res_dest
.trackdir
));
3035 /* Get next order with destination. */
3036 if (orders
.SwitchToNextOrder(true)) {
3037 PBSTileInfo cur_dest
;
3039 DoTrainPathfind(v
, next_tile
, exitdir
, reachable
, path_found
, true, &cur_dest
);
3040 if (cur_dest
.tile
!= INVALID_TILE
) {
3041 res_dest
= cur_dest
;
3042 if (res_dest
.okay
) continue;
3043 /* Path found, but could not be reserved. */
3044 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3045 if (mark_stuck
) MarkTrainAsStuck(v
);
3046 got_reservation
= false;
3047 changed_signal
= false;
3051 /* No order or no safe position found, try any position. */
3052 if (!TryReserveSafeTrack(v
, res_dest
.tile
, res_dest
.trackdir
, true)) {
3053 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3054 if (mark_stuck
) MarkTrainAsStuck(v
);
3055 got_reservation
= false;
3056 changed_signal
= false;
3061 if (got_reservation
) {
3062 CFollowTrackRail
ft(v
);
3063 if (ft
.Follow(res_dest
.tile
, res_dest
.trackdir
)) {
3064 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
3066 if (HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
3067 // We reserved up to a LR signal, reserve past it as well. recursion
3068 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
), force_res
, NULL
, mark_stuck
);
3073 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
3075 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
3076 if (p_got_reservation
!= NULL
) *p_got_reservation
= got_reservation
;
3082 * Try to reserve a path to a safe position.
3084 * @param v The vehicle
3085 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
3086 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
3087 * @return True if a path could be reserved.
3089 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
3091 assert(v
->IsFrontEngine());
3093 /* We have to handle depots specially as the track follower won't look
3094 * at the depot tile itself but starts from the next tile. If we are still
3095 * inside the depot, a depot reservation can never be ours. */
3096 if (v
->track
== TRACK_BIT_DEPOT
) {
3097 if (HasDepotReservation(v
->tile
)) {
3098 if (mark_as_stuck
) MarkTrainAsStuck(v
);
3101 /* Depot not reserved, but the next tile might be. */
3102 TileIndex next_tile
= TileAddByDiagDir(v
->tile
, GetRailDepotDirection(v
->tile
));
3103 if (HasReservedTracks(next_tile
, DiagdirReachesTracks(GetRailDepotDirection(v
->tile
)))) return false;
3107 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
) && IsTunnelBridgeSignalSimulationExit(v
->tile
) &&
3108 DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
)) == v
->track
) {
3109 // prevent any attempt to reserve the wrong way onto a tunnel/bridge exit
3113 Vehicle
*other_train
= NULL
;
3114 PBSTileInfo origin
= FollowTrainReservation(v
, &other_train
);
3115 /* The path we are driving on is already blocked by some other train.
3116 * This can only happen in certain situations when mixing path and
3117 * block signals or when changing tracks and/or signals.
3118 * Exit here as doing any further reservations will probably just
3119 * make matters worse. */
3120 if (other_train
!= NULL
&& other_train
->index
!= v
->index
) {
3121 if (mark_as_stuck
) MarkTrainAsStuck(v
);
3124 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
3125 if (origin
.okay
&& (v
->tile
!= origin
.tile
|| first_tile_okay
)) {
3126 /* Can't be stuck then. */
3127 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3128 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3132 /* If we are in a depot, tentatively reserve the depot. */
3133 if (v
->track
== TRACK_BIT_DEPOT
&& v
->tile
== origin
.tile
) {
3134 SetDepotReservation(v
->tile
, true);
3135 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
, ZOOM_LVL_DRAW_MAP
);
3138 DiagDirection exitdir
= TrackdirToExitdir(origin
.trackdir
);
3139 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
3140 TrackBits reachable
= TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile
, TRANSPORT_RAIL
, 0)) & DiagdirReachesTrackdirs(exitdir
));
3142 if (_settings_game
.pf
.forbid_90_deg
) reachable
&= ~TrackCrossesTracks(TrackdirToTrack(origin
.trackdir
));
3144 bool res_made
= false;
3145 ChooseTrainTrack(v
, new_tile
, exitdir
, reachable
, true, &res_made
, mark_as_stuck
);
3148 /* Free the depot reservation as well. */
3149 if (v
->track
== TRACK_BIT_DEPOT
&& v
->tile
== origin
.tile
) SetDepotReservation(v
->tile
, false);
3153 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
3154 v
->wait_counter
= 0;
3155 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3157 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3162 static bool CheckReverseTrain(const Train
*v
)
3164 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
3165 v
->track
== TRACK_BIT_DEPOT
|| v
->track
== TRACK_BIT_WORMHOLE
||
3166 !(v
->direction
& 1)) {
3170 assert(v
->track
!= TRACK_BIT_NONE
);
3172 switch (_settings_game
.pf
.pathfinder_for_trains
) {
3173 case VPF_NPF
: return NPFTrainCheckReverse(v
);
3174 case VPF_YAPF
: return YapfTrainCheckReverse(v
);
3176 default: NOT_REACHED();
3181 * Get the location of the next station to visit.
3182 * @param station Next station to visit.
3183 * @return Location of the new station.
3185 TileIndex
Train::GetOrderStationLocation(StationID station
)
3187 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
3189 const Station
*st
= Station::Get(station
);
3190 if (!(st
->facilities
& FACIL_TRAIN
)) {
3191 /* The destination station has no trainstation tiles. */
3192 this->IncrementRealOrderIndex();
3199 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
3200 void Train::MarkDirty()
3204 v
->colourmap
= PAL_NONE
;
3205 v
->UpdateViewport(true, false);
3206 } while ((v
= v
->Next()) != NULL
);
3208 /* need to update acceleration and cached values since the goods on the train changed. */
3209 this->CargoChanged();
3210 this->UpdateAcceleration();
3214 * This function looks at the vehicle and updates its speed (cur_speed
3215 * and subspeed) variables. Furthermore, it returns the distance that
3216 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
3217 * the distance to drive before moving a step on the map.
3218 * @return distance to drive.
3220 int Train::UpdateSpeed()
3222 switch (_settings_game
.vehicle
.train_acceleration_model
) {
3223 default: NOT_REACHED();
3225 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
3228 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
3233 * Trains enters a station, send out a news item if it is the first train, and start loading.
3234 * @param v Train that entered the station.
3235 * @param station Station visited.
3237 static void TrainEnterStation(Train
*v
, StationID station
)
3239 v
->last_station_visited
= station
;
3241 /* check if a train ever visited this station before */
3242 Station
*st
= Station::Get(station
);
3243 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
3244 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
3245 SetDParam(0, st
->index
);
3247 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
3248 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
3252 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
3253 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
3256 v
->force_proceed
= TFP_NONE
;
3257 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3261 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
3262 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
3265 /* Check if the vehicle is compatible with the specified tile */
3266 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
)
3268 return IsTileOwner(tile
, v
->owner
) &&
3269 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
)));
3272 /** Data structure for storing engine speed changes of an acceleration type. */
3273 struct AccelerationSlowdownParams
{
3274 byte small_turn
; ///< Speed change due to a small turn.
3275 byte large_turn
; ///< Speed change due to a large turn.
3276 byte z_up
; ///< Fraction to remove when moving up.
3277 byte z_down
; ///< Fraction to add when moving down.
3280 /** Speed update fractions for each acceleration type. */
3281 static const AccelerationSlowdownParams _accel_slowdown
[] = {
3283 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
3284 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
3285 {0, 256 / 2, 256 / 4, 2}, ///< maglev
3289 * Modify the speed of the vehicle due to a change in altitude.
3290 * @param v %Train to update.
3291 * @param old_z Previous height.
3293 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
3295 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
3297 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3299 if (old_z
< v
->z_pos
) {
3300 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
3302 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
3303 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
3307 enum TrainMovedChangeSignalEnum
{
3308 CHANGED_NOTHING
, ///< No special signals were changed
3309 CHANGED_NORMAL_TO_PBS_BLOCK
, ///< A PBS block with a non-PBS signal facing us
3310 CHANGED_LR_PBS
///< A long reserve PBS signal
3313 static TrainMovedChangeSignalEnum
TrainMovedChangeSignal(Train
* v
, TileIndex tile
, DiagDirection dir
)
3315 if (IsTileType(tile
, MP_RAILWAY
) &&
3316 GetRailTileType(tile
) == RAIL_TILE_SIGNALS
) {
3317 TrackdirBits tracks
= TrackBitsToTrackdirBits(GetTrackBits(tile
)) & DiagdirReachesTrackdirs(dir
);
3318 Trackdir trackdir
= FindFirstTrackdir(tracks
);
3319 if (UpdateSignalsOnSegment(tile
, TrackdirToExitdir(trackdir
), GetTileOwner(tile
)) == SIGSEG_PBS
&& HasSignalOnTrackdir(tile
, trackdir
)) {
3320 /* A PBS block with a non-PBS signal facing us? */
3321 if (!IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(trackdir
)))) return CHANGED_NORMAL_TO_PBS_BLOCK
;
3323 if (HasLongReservePbsSignalOnTrackdir(v
, tile
, trackdir
)) return CHANGED_LR_PBS
;
3327 if (IsTileType(tile
, MP_TUNNELBRIDGE
) && IsTunnelBridgeSignalSimulationExit(tile
) && GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
3328 if (UpdateSignalsOnSegment(tile
, dir
, GetTileOwner(tile
)) == SIGSEG_PBS
) {
3329 return CHANGED_NORMAL_TO_PBS_BLOCK
;
3333 return CHANGED_NOTHING
;
3336 /** Tries to reserve track under whole train consist. */
3337 void Train::ReserveTrackUnderConsist() const
3339 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
3341 case TRACK_BIT_WORMHOLE
:
3342 TryReserveRailTrack(u
->tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(u
->tile
)));
3344 case TRACK_BIT_DEPOT
:
3347 TryReserveRailTrack(u
->tile
, TrackBitsToTrack(u
->track
));
3354 * The train vehicle crashed!
3355 * Update its status and other parts around it.
3356 * @param flooded Crash was caused by flooding.
3357 * @return Number of people killed.
3359 uint
Train::Crash(bool flooded
)
3362 if (this->IsFrontEngine()) {
3363 pass
+= 2; // driver
3365 /* Remove the reserved path in front of the train if it is not stuck.
3366 * Also clear all reserved tracks the train is currently on. */
3367 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
3368 for (const Train
*v
= this; v
!= NULL
; v
= v
->Next()) {
3369 ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3370 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) {
3371 /* ClearPathReservation will not free the wormhole exit
3372 * if the train has just entered the wormhole. */
3373 UnreserveBridgeTunnelTile(GetOtherTunnelBridgeEnd(v
->tile
));
3377 /* we may need to update crossing we were approaching,
3378 * but must be updated after the train has been marked crashed */
3379 TileIndex crossing
= TrainApproachingCrossingTile(this);
3380 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
3382 /* Remove the loading indicators (if any) */
3383 HideFillingPercent(&this->fill_percent_te_id
);
3386 pass
+= this->GroundVehicleBase::Crash(flooded
);
3388 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
3393 * Marks train as crashed and creates an AI event.
3394 * Doesn't do anything if the train is crashed already.
3395 * @param v first vehicle of chain
3396 * @return number of victims (including 2 drivers; zero if train was already crashed)
3398 static uint
TrainCrashed(Train
*v
)
3402 /* do not crash train twice */
3403 if (!(v
->vehstatus
& VS_CRASHED
)) {
3405 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3406 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3409 /* Try to re-reserve track under already crashed train too.
3410 * Crash() clears the reservation! */
3411 v
->ReserveTrackUnderConsist();
3416 /** Temporary data storage for testing collisions. */
3417 struct TrainCollideChecker
{
3418 Train
*v
; ///< %Vehicle we are testing for collision.
3419 uint num
; ///< Total number of victims if train collided.
3423 * Collision test function.
3424 * @param v %Train vehicle to test collision with.
3425 * @param data %Train being examined.
3426 * @return \c NULL (always continue search)
3428 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3430 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3432 /* not a train or in depot */
3433 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->track
== TRACK_BIT_DEPOT
) return NULL
;
3435 /* do not crash into trains of another company. */
3436 if (v
->owner
!= tcc
->v
->owner
) return NULL
;
3438 /* get first vehicle now to make most usual checks faster */
3439 Train
*coll
= Train::From(v
)->First();
3441 /* can't collide with own wagons */
3442 if (coll
== tcc
->v
) return NULL
;
3444 int x_diff
= v
->x_pos
- tcc
->v
->x_pos
;
3445 int y_diff
= v
->y_pos
- tcc
->v
->y_pos
;
3447 /* Do fast calculation to check whether trains are not in close vicinity
3448 * and quickly reject trains distant enough for any collision.
3449 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3450 * Differences are then ORed and then we check for any higher bits */
3451 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3452 if (hash
& ~15) return NULL
;
3454 /* Slower check using multiplication */
3455 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->v
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3456 if (x_diff
* x_diff
+ y_diff
* y_diff
>= min_diff
* min_diff
) return NULL
;
3458 /* Happens when there is a train under bridge next to bridge head */
3459 if (abs(v
->z_pos
- tcc
->v
->z_pos
) > 5) return NULL
;
3461 /* crash both trains */
3462 tcc
->num
+= TrainCrashed(tcc
->v
);
3463 tcc
->num
+= TrainCrashed(coll
);
3465 return NULL
; // continue searching
3469 * Checks whether the specified train has a collision with another vehicle. If
3470 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3471 * Reports the incident in a flashy news item, modifies station ratings and
3473 * @param v %Train to test.
3475 static bool CheckTrainCollision(Train
*v
)
3477 /* can't collide in depot */
3478 if (v
->track
== TRACK_BIT_DEPOT
) return false;
3480 assert(v
->track
== TRACK_BIT_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3482 TrainCollideChecker tcc
;
3486 /* find colliding vehicles */
3487 if (v
->track
== TRACK_BIT_WORMHOLE
) {
3488 FindVehicleOnPos(v
->tile
, &tcc
, FindTrainCollideEnum
);
3489 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &tcc
, FindTrainCollideEnum
);
3491 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3494 /* any dead -> no crash */
3495 if (tcc
.num
== 0) return false;
3497 SetDParam(0, tcc
.num
);
3498 AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->index
);
3500 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3501 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_BIG_CRASH
, v
);
3505 static Vehicle
*CheckTrainAtSignal(Vehicle
*v
, void *data
)
3507 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return NULL
;
3509 Train
*t
= Train::From(v
);
3510 DiagDirection exitdir
= *(DiagDirection
*)data
;
3512 /* not front engine of a train, inside wormhole or depot, crashed */
3513 if (!t
->IsFrontEngine() || !(t
->track
& TRACK_BIT_MASK
)) return NULL
;
3515 if (t
->cur_speed
> 5 || TrainExitDir(t
->direction
, t
->track
) != exitdir
) return NULL
;
3520 struct FindSpaceBetweenTrainsChecker
{
3523 DirectionByte direction
;
3526 /** Find train in front and keep distance between trains in tunnel/bridge. */
3527 static Vehicle
*FindSpaceBetweenTrainsEnum(Vehicle
*v
, void *data
)
3529 /* Don't look at wagons between front and back of train. */
3530 if (v
->type
!= VEH_TRAIN
|| (v
->Previous() != NULL
&& v
->Next() != NULL
)) return NULL
;
3532 const FindSpaceBetweenTrainsChecker
*checker
= (FindSpaceBetweenTrainsChecker
*)data
;
3535 switch (checker
->direction
) {
3536 default: NOT_REACHED();
3537 case DIR_NE
: a
= checker
->pos
; b
= v
->x_pos
; break;
3538 case DIR_SE
: a
= v
->y_pos
; b
= checker
->pos
; break;
3539 case DIR_SW
: a
= v
->x_pos
; b
= checker
->pos
; break;
3540 case DIR_NW
: a
= checker
->pos
; b
= v
->y_pos
; break;
3543 if (a
> b
&& a
<= (b
+ (int)(checker
->distance
)) + (int)(TILE_SIZE
)-1) return v
;
3547 static bool IsTooCloseBehindTrain(Vehicle
*v
, TileIndex tile
, uint16 distance
, bool check_endtile
)
3549 Train
*t
= Train::From(v
);
3551 if (t
->force_proceed
!= 0) return false;
3553 FindSpaceBetweenTrainsChecker checker
;
3554 checker
.distance
= distance
;
3555 checker
.direction
= t
->direction
;
3556 switch (checker
.direction
) {
3557 default: NOT_REACHED();
3558 case DIR_NE
: checker
.pos
= (TileX(tile
) * TILE_SIZE
) + TILE_UNIT_MASK
; break;
3559 case DIR_SE
: checker
.pos
= (TileY(tile
) * TILE_SIZE
); break;
3560 case DIR_SW
: checker
.pos
= (TileX(tile
) * TILE_SIZE
); break;
3561 case DIR_NW
: checker
.pos
= (TileY(tile
) * TILE_SIZE
) + TILE_UNIT_MASK
; break;
3564 if (HasVehicleOnPos(t
->tile
, &checker
, &FindSpaceBetweenTrainsEnum
)) {
3565 /* Revert train if not going with tunnel direction. */
3566 if (DirToDiagDir(t
->direction
) != GetTunnelBridgeDirection(t
->tile
)) {
3567 SetBit(t
->flags
, VRF_REVERSING
);
3571 /* Cover blind spot at end of tunnel bridge. */
3573 if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t
->tile
), &checker
, &FindSpaceBetweenTrainsEnum
)) {
3574 /* Revert train if not going with tunnel direction. */
3575 if (DirToDiagDir(t
->direction
) != GetTunnelBridgeDirection(t
->tile
)) {
3576 SetBit(t
->flags
, VRF_REVERSING
);
3585 static bool CheckTrainStayInWormHolePathReserve(Train
*t
, TileIndex tile
)
3587 TileIndex veh_orig
= t
->tile
;
3589 CFollowTrackRail
ft(GetTileOwner(tile
), GetRailTypeInfo(t
->railtype
)->compatible_railtypes
);
3590 if (ft
.Follow(tile
, DiagDirToDiagTrackdir(ReverseDiagDir(GetTunnelBridgeDirection(tile
))))) {
3591 TrackdirBits reserved
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(ft
.m_new_tile
));
3592 if (reserved
== TRACKDIR_BIT_NONE
) {
3593 /* next tile is not reserved, so reserve the exit tile */
3594 SetTunnelBridgeReservation(tile
, true);
3597 bool ok
= TryPathReserve(t
);
3599 if (ok
&& IsTunnelBridgePBS(tile
)) SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_GREEN
);
3603 /** Simulate signals in tunnel - bridge. */
3604 static bool CheckTrainStayInWormHole(Train
*t
, TileIndex tile
)
3606 if (t
->force_proceed
!= 0) return false;
3608 /* When not exit reverse train. */
3609 if (!IsTunnelBridgeSignalSimulationExit(tile
)) {
3610 SetBit(t
->flags
, VRF_REVERSING
);
3613 SigSegState seg_state
= (_settings_game
.pf
.reserve_paths
|| IsTunnelBridgePBS(tile
)) ? SIGSEG_PBS
: UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, t
->owner
);
3614 if (seg_state
!= SIGSEG_PBS
) {
3615 CFollowTrackRail
ft(GetTileOwner(tile
), GetRailTypeInfo(t
->railtype
)->compatible_railtypes
);
3616 if (ft
.Follow(tile
, DiagDirToDiagTrackdir(ReverseDiagDir(GetTunnelBridgeDirection(tile
))))) {
3617 if (ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
&& KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
3618 Trackdir td
= FindFirstTrackdir(ft
.m_new_td_bits
);
3619 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, td
)) {
3620 /* immediately after the exit, there is a PBS signal, switch to PBS mode */
3621 seg_state
= SIGSEG_PBS
;
3626 if (seg_state
== SIGSEG_FULL
|| (seg_state
== SIGSEG_PBS
&& !CheckTrainStayInWormHolePathReserve(t
, tile
))) {
3627 t
->vehstatus
|= VS_TRAIN_SLOWING
;
3634 static void HandleSignalBehindTrain(Train
*v
, int signal_number
)
3637 switch (v
->direction
) {
3638 default: NOT_REACHED();
3639 case DIR_NE
: tile
= TileVirtXY(v
->x_pos
+ (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
), v
->y_pos
); break;
3640 case DIR_SE
: tile
= TileVirtXY(v
->x_pos
, v
->y_pos
- (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) ); break;
3641 case DIR_SW
: tile
= TileVirtXY(v
->x_pos
- (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
), v
->y_pos
); break;
3642 case DIR_NW
: tile
= TileVirtXY(v
->x_pos
, v
->y_pos
+ (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
)); break;
3645 if(tile
== v
->tile
) {
3646 /* Flip signal on ramp. */
3647 if (IsTunnelBridgeSignalSimulationEntrance(tile
) && GetTunnelBridgeSignalState(tile
) == SIGNAL_STATE_RED
) {
3648 SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_GREEN
);
3649 MarkTileDirtyByTile(tile
);
3651 } else if (IsBridge(v
->tile
) && signal_number
>= 0) {
3652 SetBridgeEntranceSimulatedSignalState(v
->tile
, signal_number
, SIGNAL_STATE_GREEN
);
3653 MarkTileDirtyByTile(tile
);
3657 static inline void IncreaseTrackUsage(TileIndex ti
, Track track_piece
)
3659 if (!IsTileType(ti
, MP_RAILWAY
))
3661 if (!IsPlainRailTile(ti
))
3664 /* ignore track_piece, 1 state per tile */
3665 byte age
= GetRailAge(ti
);
3667 static byte train_clean_strength
= 32;
3669 if (age
<= train_clean_strength
)
3672 age
-= train_clean_strength
;
3674 byte old_growth
= GetTrackGrowthPhase(ti
);
3676 SetRailAge(ti
, age
);
3678 /* If rounded growth amount changes, redraw */
3679 if (GetTrackGrowthPhase(ti
) != old_growth
)
3680 MarkTileDirtyByTile(ti
);
3683 uint16
ReversingDistanceTargetSpeed(const Train
*v
)
3686 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
) {
3687 target_speed
= ((v
->reverse_distance
- 1) * 5) / 2;
3690 target_speed
= (v
->reverse_distance
- 1) * 10 - 5;
3692 return max(0, target_speed
);
3696 * Move a vehicle chain one movement stop forwards.
3697 * @param v First vehicle to move.
3698 * @param nomove Stop moving this and all following vehicles.
3699 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3700 * @return True if the vehicle could be moved forward, false otherwise.
3702 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3704 Train
*first
= v
->First();
3706 bool direction_changed
= false; // has direction of any part changed?
3708 if (reverse
&& v
->reverse_distance
== 1) {
3709 goto reverse_train_direction
;
3712 if (v
->reverse_distance
> 1) {
3713 uint16 spd
= ReversingDistanceTargetSpeed(v
);
3714 if (spd
< v
->cur_speed
) v
->cur_speed
= spd
;
3717 /* For every vehicle after and including the given vehicle */
3718 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3719 DiagDirection enterdir
= DIAGDIR_BEGIN
;
3720 bool update_signals_crossing
= false; // will we update signals or crossing state?
3722 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
3723 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3724 /* Not inside tunnel */
3725 if (gp
.old_tile
== gp
.new_tile
) {
3726 /* Staying in the old tile */
3727 if (v
->track
== TRACK_BIT_DEPOT
) {
3731 v
->reverse_distance
= 0;
3733 /* Not inside depot */
3735 /* Reverse when we are at the end of the track already, do not move to the new position */
3736 if (v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3738 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3739 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3742 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3743 /* The new position is the end of the platform */
3744 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3748 /* A new tile is about to be entered. */
3750 /* Determine what direction we're entering the new tile from */
3751 enterdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
3752 assert(IsValidDiagDirection(enterdir
));
3754 /* Get the status of the tracks in the new tile and mask
3755 * away the bits that aren't reachable. */
3756 TrackStatus ts
= GetTileTrackStatus(gp
.new_tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(enterdir
));
3757 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3759 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3760 TrackBits red_signals
= TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts
) & reachable_trackdirs
);
3762 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3763 if (_settings_game
.pf
.forbid_90_deg
&& prev
== NULL
) {
3764 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3765 * can be switched on halfway a turn */
3766 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3769 if (bits
== TRACK_BIT_NONE
)
3772 /* Check if the new tile constrains tracks that are compatible
3773 * with the current train, if not, bail out. */
3774 if (!CheckCompatibleRail(v
, gp
.new_tile
))
3777 TrackBits chosen_track
;
3779 /* Currently the locomotive is active. Determine which one of the
3780 * available tracks to choos/// e */
3781 Track chosen_track_num
= ChooseTrainTrack(v
, gp
.new_tile
, enterdir
, bits
, false, NULL
, true);
3782 chosen_track
= TrackToTrackBits(chosen_track_num
);
3783 assert(chosen_track
& (bits
| GetReservedTrackbits(gp
.new_tile
)));
3785 if (v
->force_proceed
!= TFP_NONE
&& IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
)) {
3786 /* For each signal we find decrease the counter by one.
3787 * We start at two, so the first signal we pass decreases
3788 * this to one, then if we reach the next signal it is
3789 * decreased to zero and we won't pass that new signal. */
3790 Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3791 if (HasSignalOnTrackdir(gp
.new_tile
, dir
) ||
3792 (HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(dir
)) &&
3793 GetSignalType(gp
.new_tile
, TrackdirToTrack(dir
)) != SIGTYPE_PBS
)) {
3794 /* However, we do not want to be stopped by PBS signals
3795 * entered via the back. */
3796 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3797 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3801 /* Check if it's a red signal and that force proceed is not clicked. */
3802 if ((red_signals
& chosen_track
) && v
->force_proceed
== TFP_NONE
) {
3803 /* In front of a red signal */
3804 Trackdir i
= FindFirstTrackdir(trackdirbits
);
3806 /* Don't handle stuck trains here. */
3807 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return false;
3809 if (!HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(i
))) {
3812 v
->progress
= 255 - 100;
3813 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* 20) return false;
3814 } else if (HasSignalOnTrackdir(gp
.new_tile
, i
)) {
3817 v
->progress
= 255 - 10;
3818 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* 73) {
3819 DiagDirection exitdir
= TrackdirToExitdir(i
);
3820 TileIndex o_tile
= TileAddByDiagDir(gp
.new_tile
, exitdir
);
3822 exitdir
= ReverseDiagDir(exitdir
);
3824 /* check if a train is waiting on the other side */
3825 if (!HasVehicleOnPos(o_tile
, &exitdir
, &CheckTrainAtSignal
)) return false;
3829 /* If we would reverse but are currently in a PBS block and
3830 * reversing of stuck trains is disabled, don't reverse.
3831 * This does not apply if the reason for reversing is a one-way
3832 * signal blocking us, because a train would then be stuck forever. */
3833 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(gp
.new_tile
, i
) &&
3834 UpdateSignalsOnSegment(v
->tile
, enterdir
, v
->owner
) == SIGSEG_PBS
) {
3835 v
->wait_counter
= 0;
3838 goto reverse_train_direction
;
3840 TryReserveRailTrack(gp
.new_tile
, TrackBitsToTrack(chosen_track
), false);
3842 if (IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
) && IsRestrictedSignal(gp
.new_tile
)) {
3843 const Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3844 if (HasSignalOnTrack(gp
.new_tile
, TrackdirToTrack(dir
))) {
3845 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(gp
.new_tile
, TrackdirToTrack(dir
));
3846 if (prog
&& prog
->actions_used_flags
& (TRPAUF_SLOT_ACQUIRE
| TRPAUF_SLOT_RELEASE_FRONT
)) {
3847 TraceRestrictProgramResult out
;
3848 TraceRestrictProgramInput
input(gp
.new_tile
, dir
, NULL
, NULL
);
3849 input
.permitted_slot_operations
= TRPISP_ACQUIRE
| TRPISP_RELEASE_FRONT
;
3850 prog
->Execute(v
, input
, out
);
3855 IncreaseTrackUsage(gp
.new_tile
, chosen_track_num
);
3857 /* The wagon is active, simply follow the prev vehicle. */
3858 if (prev
->tile
== gp
.new_tile
) {
3859 /* Choose the same track as prev */
3860 if (prev
->track
== TRACK_BIT_WORMHOLE
) {
3861 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3862 * However, just choose the track into the wormhole. */
3863 assert(IsTunnel(prev
->tile
));
3864 chosen_track
= bits
;
3866 chosen_track
= prev
->track
;
3869 /* Choose the track that leads to the tile where prev is.
3870 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3871 * I.e. when the tile between them has only space for a single vehicle like
3872 * 1) horizontal/vertical track tiles and
3873 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3874 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3876 static const TrackBits _connecting_track
[DIAGDIR_END
][DIAGDIR_END
] = {
3877 {TRACK_BIT_X
, TRACK_BIT_LOWER
, TRACK_BIT_NONE
, TRACK_BIT_LEFT
},
3878 {TRACK_BIT_UPPER
, TRACK_BIT_Y
, TRACK_BIT_LEFT
, TRACK_BIT_NONE
},
3879 {TRACK_BIT_NONE
, TRACK_BIT_RIGHT
, TRACK_BIT_X
, TRACK_BIT_UPPER
},
3880 {TRACK_BIT_RIGHT
, TRACK_BIT_NONE
, TRACK_BIT_LOWER
, TRACK_BIT_Y
}
3882 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3883 assert(IsValidDiagDirection(exitdir
));
3884 chosen_track
= _connecting_track
[enterdir
][exitdir
];
3886 chosen_track
&= bits
;
3889 /* Make sure chosen track is a valid track */
3891 chosen_track
== TRACK_BIT_X
|| chosen_track
== TRACK_BIT_Y
||
3892 chosen_track
== TRACK_BIT_UPPER
|| chosen_track
== TRACK_BIT_LOWER
||
3893 chosen_track
== TRACK_BIT_LEFT
|| chosen_track
== TRACK_BIT_RIGHT
);
3895 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3896 const byte
*b
= _initial_tile_subcoord
[FIND_FIRST_BIT(chosen_track
)][enterdir
];
3897 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3898 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3899 Direction chosen_dir
= (Direction
)b
[2];
3901 /* Call the landscape function and tell it that the vehicle entered the tile */
3902 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3903 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3907 if (IsTunnelBridgeWithSignalSimulation(gp
.new_tile
)) {
3908 /* If red signal stop. */
3909 if (v
->IsFrontEngine() && v
->force_proceed
== 0) {
3910 if (IsTunnelBridgeSignalSimulationEntrance(gp
.new_tile
) && GetTunnelBridgeSignalState(gp
.new_tile
) == SIGNAL_STATE_RED
) {
3912 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3915 if (IsTunnelBridgeSignalSimulationExit(gp
.new_tile
)) {
3919 /* Flip signal on tunnel entrance tile red. */
3920 SetTunnelBridgeSignalState(gp
.new_tile
, SIGNAL_STATE_RED
);
3921 MarkTileDirtyByTile(gp
.new_tile
);
3925 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
3926 Track track
= FindFirstTrack(chosen_track
);
3927 Trackdir tdir
= TrackDirectionToTrackdir(track
, chosen_dir
);
3928 if (v
->IsFrontEngine() && HasPbsSignalOnTrackdir(gp
.new_tile
, tdir
)) {
3929 SetSignalStateByTrackdir(gp
.new_tile
, tdir
, SIGNAL_STATE_RED
);
3930 MarkTileDirtyByTile(gp
.new_tile
);
3932 /* notify logic signals of the state change */
3933 SignalStateChanged(gp
.new_tile
, TrackdirToTrack(tdir
), 1);
3936 /* Clear any track reservation when the last vehicle leaves the tile */
3937 if (v
->Next() == NULL
) ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3939 v
->tile
= gp
.new_tile
;
3941 if (GetTileRailType(gp
.new_tile
) != GetTileRailType(gp
.old_tile
)) {
3942 v
->First()->ConsistChanged(CCF_TRACK
);
3945 v
->track
= chosen_track
;
3949 /* We need to update signal status, but after the vehicle position hash
3950 * has been updated by UpdateInclination() */
3951 update_signals_crossing
= true;
3953 if (chosen_dir
!= v
->direction
) {
3954 if (prev
== NULL
&& _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3955 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3956 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3957 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3959 direction_changed
= true;
3960 v
->direction
= chosen_dir
;
3963 if (v
->IsFrontEngine()) {
3964 v
->wait_counter
= 0;
3966 /* If we are approaching a crossing that is reserved, play the sound now. */
3967 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3969 if (crossing
!= INVALID_TILE
)
3971 RailTypeLabel railTypeLabel
= GetRailTypeInfo(GetTileRailType(crossing
))->label
;
3972 bool is_no_sound_rail_type
= (railTypeLabel
== _planning_tracks_label
|| railTypeLabel
== _pipeline_tracks_label
|| railTypeLabel
== _wires_tracks_label
);
3974 if (HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
&& !is_no_sound_rail_type
)
3975 SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3978 /* Always try to extend the reservation when entering a tile. */
3979 CheckNextTrainTile(v
);
3982 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3983 /* The new position is the location where we want to stop */
3984 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3988 /* Handle signal simulation on tunnel/bridge. */
3989 TileIndex old_tile
= TileVirtXY(v
->x_pos
, v
->y_pos
);
3990 if (old_tile
!= gp
.new_tile
&& IsTunnelBridgeWithSignalSimulation(v
->tile
) && (v
->IsFrontEngine() || v
->Next() == NULL
)) {
3991 if (old_tile
== v
->tile
) {
3992 if (v
->IsFrontEngine() && v
->force_proceed
== 0 && IsTunnelBridgeSignalSimulationExit(v
->tile
))
3994 /* Entered wormhole set counters. */
3995 v
->wait_counter
= (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) - TILE_SIZE
;
3996 v
->tunnel_bridge_signal_num
= 0;
3999 uint distance
= v
->wait_counter
;
4000 bool leaving
= false;
4001 if (distance
== 0) v
->wait_counter
= (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
);
4003 if (v
->IsFrontEngine()) {
4004 /* Check if track in front is free and see if we can leave wormhole. */
4005 int z
= GetSlopePixelZ(gp
.x
, gp
.y
) - v
->z_pos
;
4006 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && !(abs(z
) > 2)) {
4007 if (CheckTrainStayInWormHole(v
, gp
.new_tile
)) {
4013 if (IsTooCloseBehindTrain(v
, gp
.new_tile
, v
->wait_counter
, distance
== 0)) {
4014 if (distance
== 0) v
->wait_counter
= 0;
4016 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4019 /* flip signal in front to red on bridges*/
4020 if (distance
== 0 && IsBridge(v
->tile
)) {
4021 SetBridgeEntranceSimulatedSignalState(v
->tile
, v
->tunnel_bridge_signal_num
, SIGNAL_STATE_RED
);
4022 MarkTileDirtyByTile(gp
.new_tile
);
4026 if (v
->Next() == NULL
) {
4027 if (v
->tunnel_bridge_signal_num
> 0 && distance
== (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) - TILE_SIZE
) HandleSignalBehindTrain(v
, v
->load_unload_ticks
- 2);
4028 if (old_tile
== v
->tile
) {
4029 /* We left ramp into wormhole. */
4032 UpdateSignalsOnSegment(old_tile
, INVALID_DIAGDIR
, v
->owner
);
4033 UnreserveBridgeTunnelTile(old_tile
);
4036 if (distance
== 0) v
->tunnel_bridge_signal_num
++;
4037 v
->wait_counter
-= TILE_SIZE
;
4039 if (leaving
) { // Reset counters.
4040 v
->force_proceed
= 0;
4041 v
->wait_counter
= 0;
4042 v
->tunnel_bridge_signal_num
= 0;
4045 v
->UpdatePosition();
4046 v
->UpdateViewport(false, false);
4047 UpdateSignalsOnSegment(gp
.new_tile
, INVALID_DIAGDIR
, v
->owner
);
4052 if (old_tile
== gp
.new_tile
&& IsTunnelBridgeWithSignalSimulation(v
->tile
) && v
->IsFrontEngine()) {
4053 TileIndex next_tile
= old_tile
+ TileOffsByDir(v
->direction
);
4054 bool is_exit
= false;
4055 if (IsTileType(next_tile
, MP_TUNNELBRIDGE
) && IsTunnelBridgeWithSignalSimulation(next_tile
) &&
4056 ReverseDiagDir(GetTunnelBridgeDirection(next_tile
)) == DirToDiagDir(v
->direction
)) {
4057 if (IsBridge(next_tile
) && IsBridge(v
->tile
)) {
4058 // bridge ramp facing towards us
4060 } else if (IsTunnel(next_tile
) && IsTunnel(v
->tile
)) {
4061 // tunnel exit at same height
4062 is_exit
= (GetTileZ(next_tile
) == GetTileZ(v
->tile
));
4066 if (CheckTrainStayInWormHole(v
, next_tile
)) {
4067 TrainApproachingLineEnd(v
, true, false);
4069 } else if (v
->wait_counter
== 0) {
4070 if (IsTooCloseBehindTrain(v
, next_tile
, TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
, true)) {
4071 TrainApproachingLineEnd(v
, true, false);
4076 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
4077 /* Perform look-ahead on tunnel exit. */
4078 if (v
->IsFrontEngine()) {
4079 TryReserveRailTrack(gp
.new_tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp
.new_tile
)));
4080 CheckNextTrainTile(v
);
4082 /* Prevent v->UpdateInclination() being called with wrong parameters.
4083 * This could happen if the train was reversed inside the tunnel/bridge. */
4084 if (gp
.old_tile
== gp
.new_tile
) {
4085 gp
.old_tile
= GetOtherTunnelBridgeEnd(gp
.old_tile
);
4090 v
->UpdatePosition();
4091 if (HasBit(v
->gv_flags
, GVF_CHUNNEL_BIT
)) {
4092 /* update the Z position of the vehicle */
4093 int old_z
= v
->UpdateInclination(false, false, true);
4096 /* This is the first vehicle in the train */
4097 AffectSpeedByZChange(v
, old_z
);
4100 if (v
->IsDrawn()) v
->Vehicle::UpdateViewport(true);
4105 /* update image of train, as well as delta XY */
4106 v
->UpdateDeltaXY(v
->direction
);
4110 v
->UpdatePosition();
4111 if (v
->reverse_distance
> 1) {
4112 v
->reverse_distance
--;
4115 /* update the Z position of the vehicle */
4116 int old_z
= v
->UpdateInclination(gp
.new_tile
!= gp
.old_tile
, false, v
->track
== TRACK_BIT_WORMHOLE
);
4119 /* This is the first vehicle in the train */
4120 AffectSpeedByZChange(v
, old_z
);
4123 if (update_signals_crossing
) {
4124 if (v
->IsFrontEngine()) {
4125 switch(TrainMovedChangeSignal(v
, gp
.new_tile
, enterdir
)) {
4126 case CHANGED_NORMAL_TO_PBS_BLOCK
:
4127 /* We are entering a block with PBS signals right now, but
4128 * not through a PBS signal. This means we don't have a
4129 * reservation right now. As a conventional signal will only
4130 * ever be green if no other train is in the block, getting
4131 * a path should always be possible. If the player built
4132 * such a strange network that it is not possible, the train
4133 * will be marked as stuck and the player has to deal with
4135 if ((!HasReservedTracks(gp
.new_tile
, v
->track
) &&
4136 !TryReserveRailTrack(gp
.new_tile
, FindFirstTrack(v
->track
))) ||
4137 !TryPathReserve(v
)) {
4138 MarkTrainAsStuck(v
);
4142 case CHANGED_LR_PBS
:
4144 /* We went past a long reserve PBS signal. Try to extend the
4145 * reservation if reserving failed at another LR signal. */
4146 PBSTileInfo origin
= FollowTrainReservation(v
);
4147 CFollowTrackRail
ft(v
);
4149 if (ft
.Follow(origin
.tile
, origin
.trackdir
)) {
4150 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
4152 if (HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
4153 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
), true, NULL
, false);
4163 /* Signals can only change when the first
4164 * (above) or the last vehicle moves. */
4165 if (v
->Next() == NULL
) {
4166 TrainMovedChangeSignal(v
, gp
.old_tile
, ReverseDiagDir(enterdir
));
4167 if (IsLevelCrossingTile(gp
.old_tile
)) UpdateLevelCrossing(gp
.old_tile
);
4169 if (IsTileType(gp
.old_tile
, MP_RAILWAY
) && HasSignals(gp
.old_tile
) && IsRestrictedSignal(gp
.old_tile
)) {
4170 const TrackdirBits rev_tracks
= TrackBitsToTrackdirBits(GetTrackBits(gp
.old_tile
)) & DiagdirReachesTrackdirs(ReverseDiagDir(enterdir
));
4171 const Trackdir rev_trackdir
= FindFirstTrackdir(rev_tracks
);
4172 const Track track
= TrackdirToTrack(rev_trackdir
);
4173 if (HasSignalOnTrack(gp
.old_tile
, track
)) {
4174 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(gp
.old_tile
, track
);
4175 if (prog
&& prog
->actions_used_flags
& TRPAUF_SLOT_RELEASE_BACK
) {
4176 TraceRestrictProgramResult out
;
4177 TraceRestrictProgramInput
input(gp
.old_tile
, ReverseTrackdir(rev_trackdir
), NULL
, NULL
);
4178 input
.permitted_slot_operations
= TRPISP_RELEASE_BACK
;
4179 prog
->Execute(first
, input
, out
);
4186 /* Do not check on every tick to save some computing time. */
4187 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) CheckNextTrainTile(v
);
4190 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
4195 /* We've reached end of line?? */
4196 if (prev
!= NULL
) error("Disconnecting train");
4198 reverse_train_direction
:
4200 v
->wait_counter
= 0;
4203 ReverseTrainDirection(v
);
4210 * Collect trackbits of all crashed train vehicles on a tile
4211 * @param v Vehicle passed from Find/HasVehicleOnPos()
4212 * @param data trackdirbits for the result
4213 * @return NULL to iterate over all vehicles on the tile.
4215 static Vehicle
*CollectTrackbitsFromCrashedVehiclesEnum(Vehicle
*v
, void *data
)
4217 TrackBits
*trackbits
= (TrackBits
*)data
;
4219 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
4220 TrackBits train_tbits
= Train::From(v
)->track
;
4221 if (train_tbits
== TRACK_BIT_WORMHOLE
) {
4222 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
4223 *trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
4224 } else if (train_tbits
!= TRACK_BIT_DEPOT
) {
4225 *trackbits
|= train_tbits
;
4233 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
4234 * train, then goes to the last wagon and deletes that. Each call to this function
4235 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
4236 * or inside a tunnel/bridge, recalculate the signals as they might need updating
4237 * @param v the Vehicle of which last wagon is to be removed
4239 static void DeleteLastWagon(Train
*v
)
4241 Train
*first
= v
->First();
4243 /* Go to the last wagon and delete the link pointing there
4244 * *u is then the one-before-last wagon, and *v the last
4245 * one which will physically be removed */
4247 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
4251 /* Recalculate cached train properties */
4252 first
->ConsistChanged(CCF_ARRANGE
);
4253 /* Update the depot window if the first vehicle is in depot -
4254 * if v == first, then it is updated in PreDestructor() */
4255 if (first
->track
== TRACK_BIT_DEPOT
) {
4256 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
4258 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
4261 /* 'v' shouldn't be accessed after it has been deleted */
4262 TrackBits trackbits
= v
->track
;
4263 TileIndex tile
= v
->tile
;
4264 Owner owner
= v
->owner
;
4267 v
= NULL
; // make sure nobody will try to read 'v' anymore
4269 if (trackbits
== TRACK_BIT_WORMHOLE
) {
4270 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
4271 trackbits
= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile
));
4274 Track track
= TrackBitsToTrack(trackbits
);
4275 if (HasReservedTracks(tile
, trackbits
)) {
4276 UnreserveRailTrack(tile
, track
);
4278 /* If there are still crashed vehicles on the tile, give the track reservation to them */
4279 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
4280 FindVehicleOnPos(tile
, &remaining_trackbits
, CollectTrackbitsFromCrashedVehiclesEnum
);
4282 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
4283 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
4285 FOR_EACH_SET_TRACK(t
, remaining_trackbits
) TryReserveRailTrack(tile
, t
);
4288 /* check if the wagon was on a road/rail-crossing */
4289 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
4291 /* Update signals */
4292 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
4293 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
4294 if (IsTunnelBridgeWithSignalSimulation(tile
)) {
4295 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
4296 UpdateSignalsOnSegment(end
, INVALID_DIAGDIR
, owner
);
4297 bool is_entrance
= IsTunnelBridgeSignalSimulationEntrance(tile
);
4298 TileIndex entrance
= is_entrance
? tile
: end
;
4299 if (TunnelBridgeIsFree(tile
, end
, nullptr).Succeeded()) {
4300 if (IsBridge(entrance
)) {
4301 SetAllBridgeEntranceSimulatedSignalsGreen(entrance
);
4302 MarkBridgeDirty(entrance
, ZOOM_LVL_DRAW_MAP
);
4304 if (IsTunnelBridgeSignalSimulationEntrance(entrance
) && GetTunnelBridgeSignalState(entrance
) == SIGNAL_STATE_RED
) {
4305 SetTunnelBridgeSignalState(entrance
, SIGNAL_STATE_GREEN
);
4306 MarkTileDirtyByTile(entrance
);
4310 } else if (IsRailDepotTile(tile
)) {
4311 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
4313 SetSignalsOnBothDir(tile
, track
, owner
);
4318 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
4319 * @param v First crashed vehicle.
4321 static void ChangeTrainDirRandomly(Train
*v
)
4323 static const DirDiff delta
[] = {
4324 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
4328 /* We don't need to twist around vehicles if they're not visible */
4329 if (!(v
->vehstatus
& VS_HIDDEN
)) {
4330 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
4331 /* Refrain from updating the z position of the vehicle when on
4332 * a bridge, because UpdateInclination() will put the vehicle under
4333 * the bridge in that case */
4334 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
4335 v
->UpdatePosition();
4336 v
->UpdateInclination(false, true);
4338 v
->UpdateViewport(false, true);
4341 } while ((v
= v
->Next()) != NULL
);
4345 * Handle a crashed train.
4346 * @param v First train vehicle.
4347 * @return %Vehicle chain still exists.
4349 static bool HandleCrashedTrain(Train
*v
)
4351 int state
= ++v
->crash_anim_pos
;
4353 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
4354 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
4358 if (state
<= 200 && Chance16R(1, 7, r
)) {
4359 int index
= (r
* 10 >> 16);
4366 CreateEffectVehicleRel(u
,
4370 EV_EXPLOSION_SMALL
);
4373 } while ((u
= u
->Next()) != NULL
);
4376 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
4378 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
4379 bool ret
= v
->Next() != NULL
;
4387 /** Maximum speeds for train that is broken down or approaching line end */
4388 static const uint16 _breakdown_speeds
[16] = {
4389 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
4394 * Train is approaching line end, slow down and possibly reverse
4396 * @param v front train engine
4397 * @param signal not line end, just a red signal
4398 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4399 * @return true iff we did NOT have to reverse
4401 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
4403 /* Calc position within the current tile */
4404 uint x
= v
->x_pos
& 0xF;
4405 uint y
= v
->y_pos
& 0xF;
4407 /* for diagonal directions, 'x' will be 0..15 -
4408 * for other directions, it will be 1, 3, 5, ..., 15 */
4409 switch (v
->direction
) {
4410 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
4411 case DIR_NW
: x
= y
; FALLTHROUGH
;
4412 case DIR_NE
: x
= ~x
+ 16; break;
4413 case DIR_E
: x
= ~x
+ y
+ 9; break;
4414 case DIR_SE
: x
= y
; break;
4415 case DIR_S
: x
= x
+ y
- 7; break;
4416 case DIR_W
: x
= ~y
+ x
+ 9; break;
4420 /* Do not reverse when approaching red signal. Make sure the vehicle's front
4421 * does not cross the tile boundary when we do reverse, but as the vehicle's
4422 * location is based on their center, use half a vehicle's length as offset.
4423 * Multiply the half-length by two for straight directions to compensate that
4424 * we only get odd x offsets there. */
4425 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
4426 /* we are too near the tile end, reverse now */
4428 if (reverse
) ReverseTrainDirection(v
);
4433 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4434 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
4435 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4442 * Determines whether train would like to leave the tile
4443 * @param v train to test
4444 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
4446 static bool TrainCanLeaveTile(const Train
*v
)
4448 /* Exit if inside a tunnel/bridge or a depot */
4449 if (v
->track
== TRACK_BIT_WORMHOLE
|| v
->track
== TRACK_BIT_DEPOT
) return false;
4451 TileIndex tile
= v
->tile
;
4453 /* entering a tunnel/bridge? */
4454 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
4455 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
4456 if (DiagDirToDir(dir
) == v
->direction
) return false;
4459 /* entering a depot? */
4460 if (IsRailDepotTile(tile
)) {
4461 DiagDirection dir
= ReverseDiagDir(GetRailDepotDirection(tile
));
4462 if (DiagDirToDir(dir
) == v
->direction
) return false;
4470 * Determines whether train is approaching a rail-road crossing
4471 * (thus making it barred)
4472 * @param v front engine of train
4473 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
4474 * @pre v in non-crashed front engine
4476 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
4478 assert(v
->IsFrontEngine());
4479 assert(!(v
->vehstatus
& VS_CRASHED
));
4481 if (!TrainCanLeaveTile(v
)) return INVALID_TILE
;
4483 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4484 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4486 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
4487 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
4488 !CheckCompatibleRail(v
, tile
)) {
4489 return INVALID_TILE
;
4497 * Checks for line end. Also, bars crossing at next tile if needed
4499 * @param v vehicle we are checking
4500 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4501 * @return true iff we did NOT have to reverse
4503 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
4505 /* First, handle broken down train */
4507 int t
= v
->breakdown_ctr
;
4509 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4511 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
4512 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4514 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
4517 if (!TrainCanLeaveTile(v
)) return true;
4519 /* Determine the non-diagonal direction in which we will exit this tile */
4520 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4521 /* Calculate next tile */
4522 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4524 /* Determine the track status on the next tile */
4525 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(dir
));
4526 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
4528 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
4529 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
4531 /* We are sure the train is not entering a depot, it is detected above */
4533 /* mask unreachable track bits if we are forbidden to do 90deg turns */
4534 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
4535 if (_settings_game
.pf
.forbid_90_deg
) {
4536 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
4539 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
4540 if (bits
== TRACK_BIT_NONE
|| !CheckCompatibleRail(v
, tile
)) {
4541 return TrainApproachingLineEnd(v
, false, reverse
);
4544 /* approaching red signal */
4545 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
4547 /* approaching a rail/road crossing? then make it red */
4548 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
4550 if (IsTileType(tile
, MP_TUNNELBRIDGE
) && GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
&&
4551 IsTunnelBridgeSignalSimulationEntrance(tile
) && GetTunnelBridgeSignalState(tile
) == SIGNAL_STATE_RED
) {
4552 return TrainApproachingLineEnd(v
, true, reverse
);
4558 /* Calculate the summed up value of all parts of a train */
4559 Money
Train::CalculateCurrentOverallValue() const
4561 Money ovr_value
= 0;
4562 const Train
*v
= this;
4564 ovr_value
+= v
->value
;
4565 } while ( (v
=v
->GetNextVehicle()) != NULL
);
4569 static bool TrainLocoHandler(Train
*v
, bool mode
)
4571 /* train has crashed? */
4572 if (v
->vehstatus
& VS_CRASHED
) {
4573 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
4576 if (v
->force_proceed
!= TFP_NONE
) {
4577 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4578 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4581 /* train is broken down? */
4582 if (v
->HandleBreakdown()) return true;
4584 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
4585 ReverseTrainDirection(v
);
4588 /* exit if train is stopped */
4589 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
4591 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
4592 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
4593 v
->wait_counter
= 0;
4596 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4597 ReverseTrainDirection(v
);
4599 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
4600 /* Try to reserve a path when leaving the station as we
4601 * might not be marked as wanting a reservation, e.g.
4602 * when an overlength train gets turned around in a station. */
4603 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4604 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
4606 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
4607 TryPathReserve(v
, true, true);
4609 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4612 v
->HandleLoading(mode
);
4614 if (v
->current_order
.IsType(OT_LOADING
)) return true;
4616 if (CheckTrainStayInDepot(v
)) return true;
4618 if (!mode
) v
->ShowVisualEffect();
4620 /* We had no order but have an order now, do look ahead. */
4621 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
4622 CheckNextTrainTile(v
);
4625 /* Handle stuck trains. */
4626 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
4629 /* Should we try reversing this tick if still stuck? */
4630 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
4632 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
4633 if (!TryPathReserve(v
)) {
4635 if (turn_around
) ReverseTrainDirection(v
);
4637 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
4638 /* Show message to player. */
4639 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
4640 SetDParam(0, v
->index
);
4641 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
4643 v
->wait_counter
= 0;
4645 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4646 if (v
->force_proceed
== TFP_NONE
) return true;
4647 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4648 v
->wait_counter
= 0;
4649 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4653 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
4654 v
->current_order
.Free();
4655 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4659 int j
= v
->UpdateSpeed();
4661 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4662 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
4663 /* If we manually stopped, we're not force-proceeding anymore. */
4664 v
->force_proceed
= TFP_NONE
;
4665 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
4668 int adv_spd
= v
->GetAdvanceDistance();
4670 /* if the vehicle has speed 0, update the last_speed field. */
4671 if (v
->cur_speed
== 0) v
->SetLastSpeed();
4673 TrainCheckIfLineEnds(v
);
4674 /* Loop until the train has finished moving. */
4677 TrainController(v
, NULL
);
4678 /* Don't continue to move if the train crashed. */
4679 if (CheckTrainCollision(v
)) break;
4680 /* Determine distance to next map position */
4681 adv_spd
= v
->GetAdvanceDistance();
4683 /* No more moving this tick */
4684 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
4686 OrderType order_type
= v
->current_order
.GetType();
4687 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4688 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
4689 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
4690 IsTileType(v
->tile
, MP_STATION
) &&
4691 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
4698 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
4699 if (!(u
->IsDrawn())) continue;
4701 u
->UpdateViewport(false, false);
4704 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
4710 * Get running cost for the train consist.
4711 * @return Yearly running costs.
4713 Money
Train::GetRunningCost() const
4716 const Train
*v
= this;
4719 const Engine
*e
= v
->GetEngine();
4720 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
4722 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
4723 if (cost_factor
== 0) continue;
4725 /* Halve running cost for multiheaded parts */
4726 if (v
->IsMultiheaded()) cost_factor
/= 2;
4728 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
4729 } while ((v
= v
->GetNextVehicle()) != NULL
);
4735 * Update train vehicle data for a tick.
4736 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
4740 this->tick_counter
++;
4742 if (this->IsFrontEngine()) {
4743 if (!((this->vehstatus
& VS_STOPPED
) || this->IsChainInDepot()) || this->cur_speed
> 0) this->running_ticks
++;
4745 this->current_order_time
++;
4747 if (!TrainLocoHandler(this, false)) return false;
4749 return TrainLocoHandler(this, true);
4750 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
4751 /* Delete flooded standalone wagon chain */
4752 if (++this->crash_anim_pos
>= 4400) {
4762 * Check whether a train needs service, and if so, find a depot or service it.
4763 * @return v %Train to check.
4765 static void CheckIfTrainNeedsService(Train
*v
)
4767 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
4768 if (v
->IsChainInDepot()) {
4769 VehicleServiceInDepot(v
);
4774 switch (_settings_game
.pf
.pathfinder_for_trains
) {
4775 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
4776 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
4777 default: NOT_REACHED();
4780 FindDepotData tfdd
= FindClosestTrainDepot(v
, max_penalty
);
4781 /* Only go to the depot if it is not too far out of our way. */
4782 if (tfdd
.best_length
== UINT_MAX
|| tfdd
.best_length
> max_penalty
) {
4783 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
4784 /* If we were already heading for a depot but it has
4785 * suddenly moved farther away, we continue our normal
4787 v
->current_order
.MakeDummy();
4788 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4793 DepotID depot
= GetDepotIndex(tfdd
.tile
);
4795 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
4796 v
->current_order
.GetDestination() != depot
&&
4801 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
4802 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
4803 v
->dest_tile
= tfdd
.tile
;
4804 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4807 /** Update day counters of the train vehicle. */
4808 void Train::OnNewDay()
4812 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
4814 if (this->IsFrontEngine()) {
4815 CheckVehicleBreakdown(this);
4817 CheckIfTrainNeedsService(this);
4821 /* update destination */
4822 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4823 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4824 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4827 if (this->running_ticks
!= 0) {
4829 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4831 this->profit_this_year
-= cost
.GetCost();
4832 this->running_ticks
= 0;
4834 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4836 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4837 SetWindowClassesDirty(WC_TRAINS_LIST
);
4843 * Get the tracks of the train vehicle.
4844 * @return Current tracks of the vehicle.
4846 Trackdir
Train::GetVehicleTrackdir() const
4848 if (this->vehstatus
& VS_CRASHED
)
4849 return INVALID_TRACKDIR
;
4851 if (this->track
== TRACK_BIT_DEPOT
) {
4852 /* We'll assume the train is facing outwards */
4853 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile
)); // Train in depot
4856 if (this->track
== TRACK_BIT_WORMHOLE
) {
4857 /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4858 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
4861 return TrackDirectionToTrackdir(FindFirstTrack(this->track
), this->direction
);
4865 /* Get the pixel-width of the image that is used for the train vehicle
4866 * @return: the image width number in pixel
4868 int GetDisplayImageWidth(Train
*t
, Point
*offset
)
4870 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
4871 int vehicle_pitch
= 0;
4873 const Engine
*e
= Engine::Get(t
->engine_type
);
4874 if (e
->grf_prop
.grffile
!= NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
4875 reference_width
= e
->grf_prop
.grffile
->traininfo_vehicle_width
;
4876 vehicle_pitch
= e
->grf_prop
.grffile
->traininfo_vehicle_pitch
;
4879 if (offset
!= NULL
) {
4880 offset
->x
= reference_width
/ 2;
4881 offset
->y
= vehicle_pitch
;
4883 //printf(" refwid:%d gdiw.cachedvehlen(%d):%d ", reference_width, this->engine_type, this->gcache.cached_veh_length);
4884 return t
->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
;
4887 Train
* CmdBuildVirtualRailWagon(const Engine
*e
)
4889 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
4891 Train
*v
= new Train();
4896 v
->spritenum
= rvi
->image_index
;
4898 v
->engine_type
= e
->index
;
4899 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
4901 v
->direction
= DIR_W
;
4902 v
->tile
= 0;//INVALID_TILE;
4904 v
->owner
= _current_company
;
4905 v
->track
= TRACK_BIT_DEPOT
;
4906 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
4911 v
->cargo_type
= e
->GetDefaultCargoType();
4912 v
->cargo_cap
= rvi
->capacity
;
4914 v
->railtype
= rvi
->railtype
;
4916 v
->build_year
= _cur_year
;
4917 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
4918 v
->random_bits
= VehicleRandomBits();
4920 v
->group_id
= DEFAULT_GROUP
;
4922 AddArticulatedParts(v
);
4924 // Make sure we set EVERYTHING to virtual, even articulated parts.
4925 for (Train
* train_part
= v
; train_part
!= NULL
; train_part
= train_part
->Next()) {
4926 train_part
->SetVirtual();
4929 _new_vehicle_id
= v
->index
;
4931 v
->UpdateViewport(true, false);
4933 v
->First()->ConsistChanged(CCF_ARRANGE
);
4935 CheckConsistencyOfArticulatedVehicle(v
);
4940 Train
* CmdBuildVirtualRailVehicle(EngineID eid
, bool lax_engine_check
, StringID
&error
)
4942 if (lax_engine_check
) {
4943 const Engine
*e
= Engine::GetIfValid(eid
);
4944 if (e
== NULL
|| e
->type
!= VEH_TRAIN
) {
4945 error
= STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
;
4950 if (!IsEngineBuildable(eid
, VEH_TRAIN
, _current_company
)) {
4951 error
= STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
;
4956 const Engine
* e
= Engine::Get(eid
);
4957 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
4959 int num_vehicles
= (e
->u
.rail
.railveh_type
== RAILVEH_MULTIHEAD
? 2 : 1) + CountArticulatedParts(eid
, false);
4960 if (!Train::CanAllocateItem(num_vehicles
)) {
4961 error
= STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
;
4965 if (rvi
->railveh_type
== RAILVEH_WAGON
)
4966 return CmdBuildVirtualRailWagon(e
);
4968 Train
*v
= new Train();
4973 v
->direction
= DIR_W
;
4974 v
->tile
= 0;//INVALID_TILE;
4975 v
->owner
= _current_company
;
4976 v
->track
= TRACK_BIT_DEPOT
;
4977 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
4978 v
->spritenum
= rvi
->image_index
;
4979 v
->cargo_type
= e
->GetDefaultCargoType();
4980 v
->cargo_cap
= rvi
->capacity
;
4981 v
->last_station_visited
= INVALID_STATION
;
4983 v
->engine_type
= e
->index
;
4984 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
4986 v
->reliability
= e
->reliability
;
4987 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
4988 v
->max_age
= e
->GetLifeLengthInDays();
4990 v
->railtype
= rvi
->railtype
;
4991 _new_vehicle_id
= v
->index
;
4993 v
->build_year
= _cur_year
;
4994 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
4995 v
->random_bits
= VehicleRandomBits();
4997 v
->group_id
= DEFAULT_GROUP
;
4999 v
->SetFrontEngine();
5002 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
5003 AddRearEngineToMultiheadedTrain(v
);
5005 AddArticulatedParts(v
);
5008 // Make sure we set EVERYTHING to virtual, even articulated parts.
5009 for (Train
* train_part
= v
; train_part
!= NULL
; train_part
= train_part
->Next()) {
5010 train_part
->SetVirtual();
5013 v
->UpdateViewport(true, false);
5015 v
->ConsistChanged(CCF_ARRANGE
);
5017 CheckConsistencyOfArticulatedVehicle(v
);
5023 * Build a virtual train vehicle.
5024 * @param tile unused
5025 * @param flags type of operation
5026 * @param p1 the engine ID to build
5028 * @param text unused
5029 * @return the cost of this operation or an error
5031 CommandCost
CmdBuildVirtualRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
5035 if (!IsEngineBuildable(eid
, VEH_TRAIN
, _current_company
)) {
5036 return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
);
5039 bool should_execute
= (flags
& DC_EXEC
) != 0;
5041 if (should_execute
) {
5042 StringID err
= INVALID_STRING_ID
;
5043 Train
* train
= CmdBuildVirtualRailVehicle(eid
, false, err
);
5045 if (train
== nullptr) {
5046 return_cmd_error(err
);
5050 return CommandCost();
5054 * Replace a vehicle based on a template replacement order.
5055 * @param tile unused
5056 * @param flags type of operation
5057 * @param p1 the ID of the vehicle to replace.
5058 * @param p2 whether the vehicle should stay in the depot.
5059 * @param text unused
5060 * @return the cost of this operation or an error
5062 CommandCost
CmdTemplateReplaceVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
5064 VehicleID vehicle_id
= p1
;
5066 Vehicle
* vehicle
= Vehicle::GetIfValid(vehicle_id
);
5068 if (vehicle
== nullptr || vehicle
->type
!= VEH_TRAIN
)
5071 bool should_execute
= (flags
& DC_EXEC
) != 0;
5073 if (!should_execute
)
5074 return CommandCost();
5076 Train
* incoming
= Train::From(vehicle
);
5077 bool stayInDepot
= p2
!= 0;
5079 Train
*new_chain
= 0,
5080 *remainder_chain
= 0,
5082 TemplateVehicle
*tv
= GetTemplateVehicleByGroupID(incoming
->group_id
);
5083 if (tv
== nullptr) {
5087 CommandCost
buy(EXPENSES_NEW_VEHICLES
);
5088 CommandCost
move_cost(EXPENSES_NEW_VEHICLES
);
5089 CommandCost
tmp_result(EXPENSES_NEW_VEHICLES
);
5092 /* first some tests on necessity and sanity */
5096 EngineID eid
= tv
->engine_type
;
5098 _new_vehicle_id
= p1
;
5100 bool need_replacement
= !TrainMatchesTemplate(incoming
, tv
);
5101 bool need_refit
= !TrainMatchesTemplateRefit(incoming
, tv
);
5102 bool use_refit
= tv
->refit_as_template
;
5104 CargoID store_refit_ct
= CT_INVALID
;
5105 short store_refit_csubt
= 0;
5106 // if a train shall keep its old refit, store the refit setting of its first vehicle
5108 for (Train
*getc
= incoming
; getc
!= NULL
; getc
= getc
->GetNextUnit()) {
5109 if (getc
->cargo_type
!= CT_INVALID
) {
5110 store_refit_ct
= getc
->cargo_type
;
5116 // TODO: set result status to success/no success before returning
5117 if (!need_replacement
) {
5118 if (!need_refit
|| !use_refit
) {
5119 /* before returning, release incoming train first if 2nd param says so */
5120 if (!stayInDepot
) incoming
->vehstatus
&= ~VS_STOPPED
;
5125 CommandCost buyCost
= TestBuyAllTemplateVehiclesInChain(tv
, tile
);
5126 if (!buyCost
.Succeeded() || !CheckCompanyHasMoney(buyCost
)) {
5127 if (!stayInDepot
) incoming
->vehstatus
&= ~VS_STOPPED
;
5129 if (!buyCost
.Succeeded() && buyCost
.GetErrorMessage() != INVALID_STRING_ID
) {
5132 return_cmd_error(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY
);
5137 /* define replacement behavior */
5138 bool reuseDepot
= tv
->IsSetReuseDepotVehicles();
5139 bool keepRemainders
= tv
->IsSetKeepRemainingVehicles();
5141 if (need_replacement
) {
5142 /// step 1: generate primary for newchain and generate remainder_chain
5143 // 1. primary of incoming might already fit the template
5144 // leave incoming's primary as is and move the rest to a free chain = remainder_chain
5145 // 2. needed primary might be one of incoming's member vehicles
5146 // 3. primary might be available as orphan vehicle in the depot
5147 // 4. we need to buy a new engine for the primary
5148 // all options other than 1. need to make sure to copy incoming's primary's status
5149 if (eid
== incoming
->engine_type
) { // 1
5150 new_chain
= incoming
;
5151 remainder_chain
= incoming
->GetNextUnit();
5152 if (remainder_chain
)
5153 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, remainder_chain
->index
| (1 << 20), INVALID_VEHICLE
, 0));
5155 else if ((tmp_chain
= ChainContainsEngine(eid
, incoming
)) && tmp_chain
!= NULL
) { // 2
5156 // new_chain is the needed engine, move it to an empty spot in the depot
5157 new_chain
= tmp_chain
;
5158 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5159 remainder_chain
= incoming
;
5161 else if (reuseDepot
&& (tmp_chain
= DepotContainsEngine(tile
, eid
, incoming
)) && tmp_chain
!= NULL
) { // 3
5162 new_chain
= tmp_chain
;
5163 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5164 remainder_chain
= incoming
;
5167 tmp_result
= DoCommand(tile
, eid
, 0, flags
, CMD_BUILD_VEHICLE
);
5168 /* break up in case buying the vehicle didn't succeed */
5169 if (!tmp_result
.Succeeded())
5171 buy
.AddCost(tmp_result
);
5172 new_chain
= Train::Get(_new_vehicle_id
);
5173 /* make sure the newly built engine is not attached to any free wagons inside the depot */
5174 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5175 /* prepare the remainder chain */
5176 remainder_chain
= incoming
;
5178 // If we bought a new engine or reused one from the depot, copy some parameters from the incoming primary engine
5179 if (incoming
!= new_chain
&& flags
== DC_EXEC
) {
5180 CopyHeadSpecificThings(incoming
, new_chain
, flags
);
5181 NeutralizeStatus(incoming
);
5184 // additionally, if we don't want to use the template refit, refit as incoming
5185 // the template refit will be set further down, if we use it at all
5187 uint32 cb
= GetCmdRefitVeh(new_chain
);
5188 DoCommand(new_chain
->tile
, new_chain
->index
, store_refit_ct
| store_refit_csubt
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5193 /// step 2: fill up newchain according to the template
5194 // foreach member of template (after primary):
5195 // 1. needed engine might be within remainder_chain already
5196 // 2. needed engine might be orphaned within the depot (copy status)
5197 // 3. we need to buy (again) (copy status)
5198 TemplateVehicle
*cur_tmpl
= tv
->GetNextUnit();
5199 Train
*last_veh
= new_chain
;
5201 // 1. engine contained in remainder chain
5202 if ((tmp_chain
= ChainContainsEngine(cur_tmpl
->engine_type
, remainder_chain
)) && tmp_chain
!= NULL
) {
5203 // advance remainder_chain (if necessary) to not lose track of it
5204 if (tmp_chain
== remainder_chain
)
5205 remainder_chain
= remainder_chain
->GetNextUnit();
5206 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5208 // 2. engine contained somewhere else in the depot
5209 else if (reuseDepot
&& (tmp_chain
= DepotContainsEngine(tile
, cur_tmpl
->engine_type
, new_chain
)) && tmp_chain
!= NULL
) {
5210 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5212 // 3. must buy new engine
5214 tmp_result
= DoCommand(tile
, cur_tmpl
->engine_type
, 0, flags
, CMD_BUILD_VEHICLE
);
5215 if (!tmp_result
.Succeeded()) {
5218 buy
.AddCost(tmp_result
);
5219 tmp_chain
= Train::Get(_new_vehicle_id
);
5220 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5222 // TODO: is this enough ? might it be that we bought a new wagon here and it now has std refit ?
5223 if (need_refit
&& flags
== DC_EXEC
) {
5225 uint32 cb
= GetCmdRefitVeh(tmp_chain
);
5226 DoCommand(tmp_chain
->tile
, tmp_chain
->index
, cur_tmpl
->cargo_type
| cur_tmpl
->cargo_subtype
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5228 // CopyWagonStatus(cur_tmpl, tmp_chain);
5230 uint32 cb
= GetCmdRefitVeh(tmp_chain
);
5231 DoCommand(tmp_chain
->tile
, tmp_chain
->index
, store_refit_ct
| store_refit_csubt
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5234 cur_tmpl
= cur_tmpl
->GetNextUnit();
5235 last_veh
= tmp_chain
;
5238 /* no replacement done */
5240 new_chain
= incoming
;
5242 /// step 3: reorder and neutralize the remaining vehicles from incoming
5243 // wagons remaining from remainder_chain should be filled up in as few freewagonchains as possible
5244 // each locos might be left as singular in the depot
5245 // neutralize each remaining engine's status
5247 // refit, only if the template option is set so
5248 if (use_refit
&& (need_refit
|| need_replacement
)) {
5249 CmdRefitTrainFromTemplate(new_chain
, tv
, flags
);
5252 if (new_chain
&& remainder_chain
)
5253 for (Train
*ct
= remainder_chain
; ct
; ct
= ct
->GetNextUnit())
5254 TransferCargoForTrain(ct
, new_chain
);
5256 // point incoming to the newly created train so that starting/stopping from the calling function can be done
5257 incoming
= new_chain
;
5258 if (!stayInDepot
&& flags
== DC_EXEC
)
5259 new_chain
->vehstatus
&= ~VS_STOPPED
;
5261 if (remainder_chain
&& keepRemainders
&& flags
== DC_EXEC
)
5262 BreakUpRemainders(remainder_chain
);
5263 else if (remainder_chain
) {
5264 buy
.AddCost(DoCommand(tile
, remainder_chain
->index
| (1 << 20), 0, flags
, CMD_SELL_VEHICLE
));
5267 /* Redraw main gui for changed statistics */
5268 SetWindowClassesDirty(WC_TEMPLATEGUI_MAIN
);
5270 _new_vehicle_id
= new_chain
->index
;