4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
10 /** @file train_cmd.cpp Handling of trains. */
14 #include "articulated_vehicles.h"
15 #include "command_func.h"
16 #include "pathfinder/npf/npf_func.h"
17 #include "pathfinder/yapf/yapf.hpp"
18 #include "news_func.h"
19 #include "company_func.h"
20 #include "newgrf_sound.h"
21 #include "newgrf_text.h"
22 #include "strings_func.h"
23 #include "viewport_func.h"
24 #include "vehicle_func.h"
25 #include "sound_func.h"
27 #include "game/game.hpp"
28 #include "newgrf_station.h"
29 #include "effectvehicle_func.h"
30 #include "network/network.h"
31 #include "spritecache.h"
32 #include "core/random_func.hpp"
33 #include "company_base.h"
35 #include "order_backup.h"
36 #include "zoom_func.h"
37 #include "newgrf_debug.h"
38 #include "tracerestrict.h"
39 #include "logic_signals.h"
40 #include "tbtr_template_vehicle_func.h"
41 #include "autoreplace_func.h"
42 #include "bridge_signal_map.h"
43 #include "tunnelbridge.h"
45 #include "table/strings.h"
46 #include "table/train_cmd.h"
48 #include "engine_func.h"
50 #include "safeguards.h"
52 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
);
53 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
54 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
55 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
56 static void CheckIfTrainNeedsService(Train
*v
);
57 static void CheckNextTrainTile(Train
*v
);
59 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
60 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
63 bool IsValidImageIndex
<VEH_TRAIN
>(uint8 image_index
)
65 return image_index
< lengthof(_engine_sprite_base
);
69 * Determine the side in which the train will leave the tile
71 * @param direction vehicle direction
72 * @param track vehicle track bits
73 * @return side of tile the train will leave
75 static inline DiagDirection
TrainExitDir(Direction direction
, TrackBits track
)
77 static const TrackBits state_dir_table
[DIAGDIR_END
] = { TRACK_BIT_RIGHT
, TRACK_BIT_LOWER
, TRACK_BIT_LEFT
, TRACK_BIT_UPPER
};
79 DiagDirection diagdir
= DirToDiagDir(direction
);
81 /* Determine the diagonal direction in which we will exit this tile */
82 if (!HasBit(direction
, 0) && track
!= state_dir_table
[diagdir
]) {
83 diagdir
= ChangeDiagDir(diagdir
, DIAGDIRDIFF_90LEFT
);
91 * Return the cargo weight multiplier to use for a rail vehicle
92 * @param cargo Cargo type to get multiplier for
93 * @return Cargo weight multiplier
95 byte
FreightWagonMult(CargoID cargo
)
97 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
98 return _settings_game
.vehicle
.freight_trains
;
101 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
102 void CheckTrainsLengths()
108 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
109 for (const Train
*u
= v
, *w
= v
->Next(); w
!= NULL
; u
= w
, w
= w
->Next()) {
110 if (u
->track
!= TRACK_BIT_DEPOT
) {
111 if ((w
->track
!= TRACK_BIT_DEPOT
&&
112 max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
113 (w
->track
== TRACK_BIT_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
114 SetDParam(0, v
->index
);
115 SetDParam(1, v
->owner
);
116 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
118 if (!_networking
&& first
) {
120 DoCommandP(0, PM_PAUSED_ERROR
, 1, CMD_PAUSE
);
122 /* Break so we warn only once for each train. */
132 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
133 * to/removed from the chain, and when the game is loaded.
134 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
135 * @param allowed_changes Stuff that is allowed to change.
137 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
139 uint16 max_speed
= UINT16_MAX
;
141 assert(this->IsFrontEngine() || this->IsFreeWagon());
143 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
144 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
145 this->gcache
.cached_total_length
= 0;
146 this->compatible_railtypes
= RAILTYPES_NONE
;
148 bool train_can_tilt
= true;
150 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
151 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
153 /* Check the this->first cache. */
154 assert(u
->First() == this);
156 /* update the 'first engine' */
157 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
158 u
->railtype
= rvi_u
->railtype
;
160 if (u
->IsEngine()) first_engine
= u
->engine_type
;
162 /* Set user defined data to its default value */
163 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
164 this->InvalidateNewGRFCache();
165 u
->InvalidateNewGRFCache();
168 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
169 /* Update user defined data (must be done before other properties) */
170 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
171 this->InvalidateNewGRFCache();
172 u
->InvalidateNewGRFCache();
175 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
176 const Engine
*e_u
= u
->GetEngine();
177 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
179 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
181 /* Cache wagon override sprite group. NULL is returned if there is none */
182 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
184 /* Reset colour map */
185 u
->colourmap
= PAL_NONE
;
187 RailType rt
= u
->railtype
;
189 /* Update powered-wagon-status and visual effect */
190 u
->UpdateVisualEffect(true);
192 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
193 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
194 /* wagon is powered */
195 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
197 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
200 if (!u
->IsArticulatedPart()) {
201 /* Do not count powered wagons for the compatible railtypes, as wagons always
202 have railtype normal */
203 if (rvi_u
->power
> 0) {
204 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
207 /* Some electric engines can be allowed to run on normal rail. It happens to all
208 * existing electric engines when elrails are disabled and then re-enabled */
209 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
210 u
->railtype
= RAILTYPE_RAIL
;
211 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
214 /* max speed is the minimum of the speed limits of all vehicles in the consist */
215 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
216 uint16 speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
217 if (speed
!= 0) max_speed
= min(speed
, max_speed
);
221 uint16 new_cap
= e_u
->DetermineCapacity(u
);
222 if (allowed_changes
& CCF_CAPACITY
) {
223 /* Update vehicle capacity. */
224 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
225 u
->refit_cap
= min(new_cap
, u
->refit_cap
);
226 u
->cargo_cap
= new_cap
;
228 /* Verify capacity hasn't changed. */
229 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
231 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
233 /* check the vehicle length (callback) */
234 uint16 veh_len
= CALLBACK_FAILED
;
235 if (e_u
->GetGRF() != NULL
&& e_u
->GetGRF()->grf_version
>= 8) {
236 /* Use callback 36 */
237 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
239 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
240 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
242 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
243 /* Use callback 11 */
244 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
246 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
247 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
249 if (allowed_changes
& CCF_LENGTH
) {
250 /* Update vehicle length. */
251 u
->gcache
.cached_veh_length
= veh_len
;
253 /* Verify length hasn't changed. */
254 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
257 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
258 this->InvalidateNewGRFCache();
259 u
->InvalidateNewGRFCache();
262 /* store consist weight/max speed in cache */
263 this->vcache
.cached_max_speed
= max_speed
;
264 this->tcache
.cached_tilt
= train_can_tilt
;
265 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
267 /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
268 this->CargoChanged();
270 if (this->IsFrontEngine()) {
271 this->UpdateAcceleration();
272 if ( !HasBit(this->subtype
, GVSF_VIRTUAL
) ) SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
273 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
274 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
275 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
280 * Get the stop location of (the center) of the front vehicle of a train at
281 * a platform of a station.
282 * @param station_id the ID of the station where we're stopping
283 * @param tile the tile where the vehicle currently is
284 * @param v the vehicle to get the stop location of
285 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
286 * @param station_length 'return' the station length in 1/16th tiles
287 * @return the location, calculated from the begin of the station to stop at.
289 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
291 const Station
*st
= Station::Get(station_id
);
292 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
293 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
295 /* Default to the middle of the station for stations stops that are not in
296 * the order list like intermediate stations when non-stop is disabled */
297 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
298 if (v
->gcache
.cached_total_length
>= *station_length
) {
299 /* The train is longer than the station, make it stop at the far end of the platform */
300 osl
= OSL_PLATFORM_FAR_END
;
301 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
302 osl
= v
->current_order
.GetStopLocation();
305 /* The stop location of the FRONT! of the train */
308 default: NOT_REACHED();
310 case OSL_PLATFORM_NEAR_END
:
311 stop
= v
->gcache
.cached_total_length
;
314 case OSL_PLATFORM_MIDDLE
:
315 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
318 case OSL_PLATFORM_FAR_END
:
319 stop
= *station_length
;
323 /* Subtract half the front vehicle length of the train so we get the real
324 * stop location of the train. */
325 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
330 * Computes train speed limit caused by curves
331 * @return imposed speed limit
333 int Train::GetCurveSpeedLimit() const
335 assert(this->First() == this);
337 static const int absolute_max_speed
= UINT16_MAX
;
338 int max_speed
= absolute_max_speed
;
340 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
342 int curvecount
[2] = {0, 0};
344 /* first find the curve speed limit */
349 for (const Vehicle
*u
= this; u
->Next() != NULL
; u
= u
->Next(), pos
++) {
350 Direction this_dir
= u
->direction
;
351 Direction next_dir
= u
->Next()->direction
;
353 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
354 if (dirdiff
== DIRDIFF_SAME
) continue;
356 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
357 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
358 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
361 sum
+= pos
- lastpos
;
362 if (pos
- lastpos
== 1 && max_speed
> 88) {
369 /* if we have a 90 degree turn, fix the speed limit to 60 */
370 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
375 if (numcurve
> 0 && max_speed
> 88) {
376 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
377 max_speed
= absolute_max_speed
;
380 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
384 if (max_speed
!= absolute_max_speed
) {
385 /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
386 const RailtypeInfo
*rti
= GetRailTypeInfo(this->railtype
);
387 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
389 if (this->tcache
.cached_tilt
) {
390 /* Apply max_speed bonus of 20% for a tilting train */
391 max_speed
+= max_speed
/ 5;
401 * Calculates the maximum speed of the vehicle under its current conditions.
402 * @return Maximum speed of the vehicle.
404 int Train::GetCurrentMaxSpeed() const
406 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
407 this->gcache
.cached_max_track_speed
:
408 this->tcache
.cached_max_curve_speed
;
410 if (!(this->vehstatus
& VS_CRASHED
) && _settings_game
.vehicle
.train_speed_adaption
) {
411 int atc_speed
= max_speed
;
413 CFollowTrackRail
ft(this);
414 Trackdir old_td
= this->GetVehicleTrackdir();
416 if (ft
.Follow(this->tile
, this->GetVehicleTrackdir())) {
417 /* Basic idea: Follow the track for 20 tiles or 3 signals (i.e. at most two signal blocks) looking for other trains. */
418 /* If we find one (that meets certain restrictions), we limit the max speed to the speed of that train. */
423 old_td
= ft
.m_old_td
;
425 /* If we are on a depot or rail station tile stop searching */
426 if (IsDepotTile(ft
.m_new_tile
) || IsRailStationTile(ft
.m_new_tile
))
429 /* Increment signal counter if we're on a signal */
430 if (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && ///< Tile has rails
431 KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
&& ///< Tile has exactly *one* track
432 HasSignalOnTrack(ft
.m_new_tile
, TrackBitsToTrack(TrackdirBitsToTrackBits(ft
.m_new_td_bits
)))) { ///< Tile has signal
436 /* Check if tile has train/is reserved */
437 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
&& ///< Tile has exactly *one* track
438 HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) { ///< Tile is reserved
439 Train
* other_train
= GetTrainForReservation(ft
.m_new_tile
, TrackBitsToTrack(TrackdirBitsToTrackBits(ft
.m_new_td_bits
)));
442 if (other_train
!= nullptr &&
443 other_train
!= this && ///< Other train is not this train
444 other_train
->GetAccelerationStatus() != AS_BRAKE
) { ///< Other train is not braking
445 atc_speed
= other_train
->GetCurrentSpeed();
450 /* Decide what in direction to continue: reservation, straight or "first/only" direction. */
451 /* Abort if there's no reservation even though the tile contains multiple tracks. */
452 TrackdirBits reserved
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(ft
.m_new_tile
));
454 if (reserved
!= TRACKDIR_BIT_NONE
) {
455 // There is a reservation to follow.
456 old_td
= FindFirstTrackdir(reserved
);
458 else if (KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
459 // Tile has more than one track and we have no reservation. Bail out.
463 // There was no reservation but there is only one direction to follow, so follow it.
464 old_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
468 } while (num_tiles
< 20 && num_signals
< 3 && ft
.Follow(ft
.m_new_tile
, old_td
));
471 /* Check that the ATC speed is sufficiently large.
472 Avoids assertion error in UpdateSpeed(). */
473 max_speed
= max(25, min(max_speed
, atc_speed
));
476 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
477 StationID sid
= GetStationIndex(this->tile
);
478 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
481 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
483 /* The distance to go is whatever is still ahead of the train minus the
484 * distance from the train's stop location to the end of the platform */
485 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
487 if (distance_to_go
> 0) {
488 int st_max_speed
= 120;
490 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
491 if (max_speed
> (this->cur_speed
- delta_v
)) {
492 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
495 st_max_speed
= max(st_max_speed
, 25 * distance_to_go
);
496 max_speed
= min(max_speed
, st_max_speed
);
501 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
502 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->track
== TRACK_BIT_DEPOT
) {
503 max_speed
= min(max_speed
, 61);
507 /* Vehicle is on the middle part of a bridge. */
508 if (u
->track
== TRACK_BIT_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
509 max_speed
= min(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
);
513 max_speed
= min(max_speed
, this->current_order
.GetMaxSpeed());
514 return min(max_speed
, this->gcache
.cached_max_track_speed
);
517 /** Update acceleration of the train from the cached power and weight. */
518 void Train::UpdateAcceleration()
520 assert(this->IsFrontEngine() || this->IsFreeWagon());
522 uint power
= this->gcache
.cached_power
;
523 uint weight
= this->gcache
.cached_weight
;
525 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
529 * Get the width of a train vehicle image in the GUI.
530 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
531 * @return Width in pixels
533 int Train::GetDisplayImageWidth(Point
*offset
) const
535 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
536 int vehicle_pitch
= 0;
538 const Engine
*e
= this->GetEngine();
539 if (e
->GetGRF() != NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
540 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
541 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
544 if (offset
!= NULL
) {
545 offset
->x
= ScaleGUITrad(reference_width
) / 2;
546 offset
->y
= ScaleGUITrad(vehicle_pitch
);
548 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
551 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
553 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
554 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
558 * Get the sprite to display the train.
559 * @param direction Direction of view/travel.
560 * @param image_type Visualisation context.
561 * @return Sprite to display.
563 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
565 uint8 spritenum
= this->spritenum
;
567 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
569 if (is_custom_sprite(spritenum
)) {
570 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
571 if (result
->IsValid()) return;
573 spritenum
= this->GetEngine()->original_image_index
;
576 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
577 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
579 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
584 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
586 const Engine
*e
= Engine::Get(engine
);
587 Direction dir
= rear_head
? DIR_E
: DIR_W
;
588 uint8 spritenum
= e
->u
.rail
.image_index
;
590 if (is_custom_sprite(spritenum
)) {
591 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
592 if (result
->IsValid()) {
593 if (e
->GetGRF() != NULL
) {
594 y
+= ScaleGUITrad(e
->GetGRF()->traininfo_vehicle_pitch
);
599 spritenum
= Engine::Get(engine
)->original_image_index
;
602 if (rear_head
) spritenum
++;
604 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
607 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
609 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
613 VehicleSpriteSeq seqf
, seqr
;
614 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
615 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
617 Rect16 rectf
= seqf
.GetBounds();
618 Rect16 rectr
= seqr
.GetBounds();
620 preferred_x
= SoftClamp(preferred_x
,
621 left
- UnScaleGUI(rectf
.left
) + ScaleGUITrad(14),
622 right
- UnScaleGUI(rectr
.right
) - ScaleGUITrad(15));
624 seqf
.Draw(preferred_x
- ScaleGUITrad(14), yf
, pal
, pal
== PALETTE_CRASH
);
625 seqr
.Draw(preferred_x
+ ScaleGUITrad(15), yr
, pal
, pal
== PALETTE_CRASH
);
627 VehicleSpriteSeq seq
;
628 GetRailIcon(engine
, false, y
, image_type
, &seq
);
630 Rect16 rect
= seq
.GetBounds();
631 preferred_x
= Clamp(preferred_x
,
632 left
- UnScaleGUI(rect
.left
),
633 right
- UnScaleGUI(rect
.right
));
635 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
640 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
641 * @param engine The engine to get the sprite from.
642 * @param[out] width The width of the sprite.
643 * @param[out] height The height of the sprite.
644 * @param[out] xoffs Number of pixels to shift the sprite to the right.
645 * @param[out] yoffs Number of pixels to shift the sprite downwards.
646 * @param image_type Context the sprite is used in.
648 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
652 VehicleSpriteSeq seq
;
653 GetRailIcon(engine
, false, y
, image_type
, &seq
);
655 Rect16 rect
= seq
.GetBounds();
657 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
658 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
659 xoffs
= UnScaleGUI(rect
.left
);
660 yoffs
= UnScaleGUI(rect
.top
);
662 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
663 GetRailIcon(engine
, true, y
, image_type
, &seq
);
664 rect
= seq
.GetBounds();
666 /* Calculate values relative to an imaginary center between the two sprites. */
667 width
= ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
668 height
= max
<uint
>(height
, UnScaleGUI(rect
.bottom
- rect
.top
+ 1));
669 xoffs
= xoffs
- ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
670 yoffs
= min(yoffs
, UnScaleGUI(rect
.top
));
675 * Build a railroad wagon.
676 * @param tile tile of the depot where rail-vehicle is built.
677 * @param flags type of operation.
678 * @param e the engine to build.
679 * @param ret[out] the vehicle that has been built.
680 * @return the cost of this operation or an error.
682 static CommandCost
CmdBuildRailWagon(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, Vehicle
**ret
)
684 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
686 /* Check that the wagon can drive on the track in question */
687 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
689 if (flags
& DC_EXEC
) {
690 Train
*v
= new Train();
692 v
->spritenum
= rvi
->image_index
;
694 v
->engine_type
= e
->index
;
695 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
697 DiagDirection dir
= GetRailDepotDirection(tile
);
699 v
->direction
= DiagDirToDir(dir
);
702 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
703 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
707 v
->z_pos
= GetSlopePixelZ(x
, y
);
708 v
->owner
= _current_company
;
709 v
->track
= TRACK_BIT_DEPOT
;
710 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
711 v
->reverse_distance
= 0;
716 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
718 v
->cargo_type
= e
->GetDefaultCargoType();
719 v
->cargo_cap
= rvi
->capacity
;
722 v
->railtype
= rvi
->railtype
;
724 v
->date_of_last_service
= _date
;
725 v
->build_year
= _cur_year
;
726 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
727 v
->random_bits
= VehicleRandomBits();
729 v
->group_id
= DEFAULT_GROUP
;
731 AddArticulatedParts(v
);
733 _new_vehicle_id
= v
->index
;
736 v
->First()->ConsistChanged(CCF_ARRANGE
);
737 UpdateTrainGroupID(v
->First());
739 CheckConsistencyOfArticulatedVehicle(v
);
741 /* Try to connect the vehicle to one of free chains of wagons. */
744 if (w
->tile
== tile
&& ///< Same depot
745 w
->IsFreeWagon() && ///< A free wagon chain
746 w
->engine_type
== e
->index
&& ///< Same type
747 w
->First() != v
&& ///< Don't connect to ourself
748 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
749 DoCommand(0, v
->index
| 1 << 20, w
->Last()->index
, DC_EXEC
, CMD_MOVE_RAIL_VEHICLE
);
755 return CommandCost();
758 /** Move all free vehicles in the depot to the train */
759 static void NormalizeTrainVehInDepot(const Train
*u
)
763 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
764 v
->track
== TRACK_BIT_DEPOT
) {
765 if (DoCommand(0, v
->index
| 1 << 20, u
->index
, DC_EXEC
,
766 CMD_MOVE_RAIL_VEHICLE
).Failed())
772 static void AddRearEngineToMultiheadedTrain(Train
*v
)
774 Train
*u
= new Train();
777 u
->direction
= v
->direction
;
783 u
->track
= TRACK_BIT_DEPOT
;
784 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
785 u
->spritenum
= v
->spritenum
+ 1;
786 u
->cargo_type
= v
->cargo_type
;
787 u
->cargo_subtype
= v
->cargo_subtype
;
788 u
->cargo_cap
= v
->cargo_cap
;
789 u
->refit_cap
= v
->refit_cap
;
790 u
->railtype
= v
->railtype
;
791 u
->engine_type
= v
->engine_type
;
792 u
->date_of_last_service
= v
->date_of_last_service
;
793 u
->build_year
= v
->build_year
;
794 u
->sprite_seq
.Set(SPR_IMG_QUERY
);
795 u
->random_bits
= VehicleRandomBits();
801 /* Now we need to link the front and rear engines together */
802 v
->other_multiheaded_part
= u
;
803 u
->other_multiheaded_part
= v
;
807 * Build a railroad vehicle.
808 * @param tile tile of the depot where rail-vehicle is built.
809 * @param flags type of operation.
810 * @param e the engine to build.
811 * @param data bit 0 prevents any free cars from being added to the train.
812 * @param ret[out] the vehicle that has been built.
813 * @return the cost of this operation or an error.
815 CommandCost
CmdBuildRailVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
817 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
819 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(tile
, flags
, e
, ret
);
821 /* Check if depot and new engine uses the same kind of tracks *
822 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
823 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
825 if (flags
& DC_EXEC
) {
826 DiagDirection dir
= GetRailDepotDirection(tile
);
827 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
828 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
830 Train
*v
= new Train();
832 v
->direction
= DiagDirToDir(dir
);
834 v
->owner
= _current_company
;
837 v
->z_pos
= GetSlopePixelZ(x
, y
);
838 v
->track
= TRACK_BIT_DEPOT
;
839 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
840 v
->spritenum
= rvi
->image_index
;
841 v
->cargo_type
= e
->GetDefaultCargoType();
842 v
->cargo_cap
= rvi
->capacity
;
844 v
->last_station_visited
= INVALID_STATION
;
845 v
->last_loading_station
= INVALID_STATION
;
846 v
->reverse_distance
= 0;
848 v
->engine_type
= e
->index
;
849 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
851 v
->reliability
= e
->reliability
;
852 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
853 v
->max_age
= e
->GetLifeLengthInDays();
855 v
->railtype
= rvi
->railtype
;
856 _new_vehicle_id
= v
->index
;
858 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
859 v
->date_of_last_service
= _date
;
860 v
->build_year
= _cur_year
;
861 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
862 v
->random_bits
= VehicleRandomBits();
864 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
865 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
867 v
->group_id
= DEFAULT_GROUP
;
874 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
875 AddRearEngineToMultiheadedTrain(v
);
877 AddArticulatedParts(v
);
880 v
->ConsistChanged(CCF_ARRANGE
);
881 UpdateTrainGroupID(v
);
883 if (!HasBit(data
, 0) && !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
884 NormalizeTrainVehInDepot(v
);
887 CheckConsistencyOfArticulatedVehicle(v
);
890 return CommandCost();
893 static Train
*FindGoodVehiclePos(const Train
*src
)
895 EngineID eng
= src
->engine_type
;
896 TileIndex tile
= src
->tile
;
899 FOR_ALL_TRAINS(dst
) {
900 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
901 /* check so all vehicles in the line have the same engine. */
903 while (t
->engine_type
== eng
) {
905 if (t
== NULL
) return dst
;
913 /** Helper type for lists/vectors of trains */
914 typedef SmallVector
<Train
*, 16> TrainList
;
917 * Make a backup of a train into a train list.
918 * @param list to make the backup in
919 * @param t the train to make the backup of
921 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
923 for (; t
!= NULL
; t
= t
->Next()) *list
.Append() = t
;
927 * Restore the train from the backup list.
928 * @param list the train to restore.
930 static void RestoreTrainBackup(TrainList
&list
)
932 /* No train, nothing to do. */
933 if (list
.Length() == 0) return;
936 /* Iterate over the list and rebuild it. */
937 for (Train
**iter
= list
.Begin(); iter
!= list
.End(); iter
++) {
941 } else if (t
->Previous() != NULL
) {
942 /* Make sure the head of the train is always the first in the chain. */
943 t
->Previous()->SetNext(NULL
);
950 * Remove the given wagon from its consist.
951 * @param part the part of the train to remove.
952 * @param chain whether to remove the whole chain.
954 static void RemoveFromConsist(Train
*part
, bool chain
= false)
956 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
958 /* Unlink at the front, but make it point to the next
959 * vehicle after the to be remove part. */
960 if (part
->Previous() != NULL
) part
->Previous()->SetNext(tail
->Next());
962 /* Unlink at the back */
967 * Inserts a chain into the train at dst.
968 * @param dst the place where to append after.
969 * @param chain the chain to actually add.
971 static void InsertInConsist(Train
*dst
, Train
*chain
)
973 /* We do not want to add something in the middle of an articulated part. */
974 assert(dst
->Next() == NULL
|| !dst
->Next()->IsArticulatedPart());
976 chain
->Last()->SetNext(dst
->Next());
981 * Normalise the dual heads in the train, i.e. if one is
982 * missing move that one to this train.
983 * @param t the train to normalise.
985 static void NormaliseDualHeads(Train
*t
)
987 for (; t
!= NULL
; t
= t
->GetNextVehicle()) {
988 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
990 /* Make sure that there are no free cars before next engine */
992 for (u
= t
; u
->Next() != NULL
&& !u
->Next()->IsEngine(); u
= u
->Next()) {}
994 if (u
== t
->other_multiheaded_part
) continue;
996 /* Remove the part from the 'wrong' train */
997 RemoveFromConsist(t
->other_multiheaded_part
);
998 /* And add it to the 'right' train */
999 InsertInConsist(u
, t
->other_multiheaded_part
);
1004 * Normalise the sub types of the parts in this chain.
1005 * @param chain the chain to normalise.
1007 static void NormaliseSubtypes(Train
*chain
)
1010 if (chain
== NULL
) return;
1012 /* We must be the first in the chain. */
1013 assert(chain
->Previous() == NULL
);
1015 /* Set the appropriate bits for the first in the chain. */
1016 if (chain
->IsWagon()) {
1017 chain
->SetFreeWagon();
1019 assert(chain
->IsEngine());
1020 chain
->SetFrontEngine();
1023 /* Now clear the bits for the rest of the chain */
1024 for (Train
*t
= chain
->Next(); t
!= NULL
; t
= t
->Next()) {
1025 t
->ClearFreeWagon();
1026 t
->ClearFrontEngine();
1031 * Check/validate whether we may actually build a new train.
1032 * @note All vehicles are/were 'heads' of their chains.
1033 * @param original_dst The original destination chain.
1034 * @param dst The destination chain after constructing the train.
1035 * @param original_dst The original source chain.
1036 * @param dst The source chain after constructing the train.
1037 * @return possible error of this command.
1039 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
1041 /* Just add 'new' engines and subtract the original ones.
1042 * If that's less than or equal to 0 we can be sure we did
1043 * not add any engines (read: trains) along the way. */
1044 if ((src
!= NULL
&& src
->IsEngine() ? 1 : 0) +
1045 (dst
!= NULL
&& dst
->IsEngine() ? 1 : 0) -
1046 (original_src
!= NULL
&& original_src
->IsEngine() ? 1 : 0) -
1047 (original_dst
!= NULL
&& original_dst
->IsEngine() ? 1 : 0) <= 0) {
1048 return CommandCost();
1051 /* Get a free unit number and check whether it's within the bounds.
1052 * There will always be a maximum of one new train. */
1053 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
1055 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
1059 * Check whether the train parts can be attached.
1060 * @param t the train to check
1061 * @return possible error of this command.
1063 static CommandCost
CheckTrainAttachment(Train
*t
)
1065 /* No multi-part train, no need to check. */
1066 if (t
== NULL
|| t
->Next() == NULL
|| !t
->IsEngine()) return CommandCost();
1068 /* The maximum length for a train. For each part we decrease this by one
1069 * and if the result is negative the train is simply too long. */
1070 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
1075 /* Break the prev -> t link so it always holds within the loop. */
1077 prev
->SetNext(NULL
);
1079 /* Make sure the cache is cleared. */
1080 head
->InvalidateNewGRFCache();
1083 allowed_len
-= t
->gcache
.cached_veh_length
;
1085 Train
*next
= t
->Next();
1087 /* Unlink the to-be-added piece; it is already unlinked from the previous
1088 * part due to the fact that the prev -> t link is broken. */
1091 /* Don't check callback for articulated or rear dual headed parts */
1092 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1093 /* Back up and clear the first_engine data to avoid using wagon override group */
1094 EngineID first_engine
= t
->gcache
.first_engine
;
1095 t
->gcache
.first_engine
= INVALID_ENGINE
;
1097 /* We don't want the cache to interfere. head's cache is cleared before
1098 * the loop and after each callback does not need to be cleared here. */
1099 t
->InvalidateNewGRFCache();
1101 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1103 /* Restore original first_engine data */
1104 t
->gcache
.first_engine
= first_engine
;
1106 /* We do not want to remember any cached variables from the test run */
1107 t
->InvalidateNewGRFCache();
1108 head
->InvalidateNewGRFCache();
1110 if (callback
!= CALLBACK_FAILED
) {
1111 /* A failing callback means everything is okay */
1112 StringID error
= STR_NULL
;
1114 if (head
->GetGRF()->grf_version
< 8) {
1115 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1116 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1117 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1119 if (callback
< 0x400) {
1120 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1123 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1124 case 0x401: // allow
1127 default: // unknown reason -> disallow
1128 case 0x402: // disallow attaching
1129 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1135 if (error
!= STR_NULL
) return_cmd_error(error
);
1139 /* And link it to the new part. */
1145 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1146 return CommandCost();
1150 * Validate whether we are going to create valid trains.
1151 * @note All vehicles are/were 'heads' of their chains.
1152 * @param original_dst The original destination chain.
1153 * @param dst The destination chain after constructing the train.
1154 * @param original_dst The original source chain.
1155 * @param dst The source chain after constructing the train.
1156 * @param check_limit Whether to check the vehicle limit.
1157 * @return possible error of this command.
1159 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1161 /* Check whether we may actually construct the trains. */
1162 CommandCost ret
= CheckTrainAttachment(src
);
1163 if (ret
.Failed()) return ret
;
1164 ret
= CheckTrainAttachment(dst
);
1165 if (ret
.Failed()) return ret
;
1167 /* Check whether we need to build a new train. */
1168 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1172 * Arrange the trains in the wanted way.
1173 * @param dst_head The destination chain of the to be moved vehicle.
1174 * @param dst The destination for the to be moved vehicle.
1175 * @param src_head The source chain of the to be moved vehicle.
1176 * @param src The to be moved vehicle.
1177 * @param move_chain Whether to move all vehicles after src or not.
1179 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1181 /* First determine the front of the two resulting trains */
1182 if (*src_head
== *dst_head
) {
1183 /* If we aren't moving part(s) to a new train, we are just moving the
1184 * front back and there is not destination head. */
1186 } else if (*dst_head
== NULL
) {
1187 /* If we are moving to a new train the head of the move train would become
1188 * the head of the new vehicle. */
1192 if (src
== *src_head
) {
1193 /* If we are moving the front of a train then we are, in effect, creating
1194 * a new head for the train. Point to that. Unless we are moving the whole
1195 * train in which case there is not 'source' train anymore.
1196 * In case we are a multiheaded part we want the complete thing to come
1197 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1198 * that is followed by a rear multihead we do not want to include that. */
1199 *src_head
= move_chain
? NULL
:
1200 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1203 /* Now it's just simply removing the part that we are going to move from the
1204 * source train and *if* the destination is a not a new train add the chain
1205 * at the destination location. */
1206 RemoveFromConsist(src
, move_chain
);
1207 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1209 /* Now normalise the dual heads, that is move the dual heads around in such
1210 * a way that the head and rear of a dual head are in the same train */
1211 NormaliseDualHeads(*src_head
);
1212 NormaliseDualHeads(*dst_head
);
1216 * Normalise the head of the train again, i.e. that is tell the world that
1217 * we have changed and update all kinds of variables.
1218 * @param head the train to update.
1220 static void NormaliseTrainHead(Train
*head
)
1222 /* Not much to do! */
1223 if (head
== NULL
) return;
1225 /* Tell the 'world' the train changed. */
1226 head
->ConsistChanged(CCF_ARRANGE
);
1227 UpdateTrainGroupID(head
);
1229 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1230 if (!head
->IsFrontEngine()) return;
1232 /* Update the refit button and window */
1233 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1234 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1236 /* If we don't have a unit number yet, set one. */
1237 if (head
->unitnumber
!= 0) return;
1238 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1242 * Move a rail vehicle around inside the depot.
1243 * @param tile unused
1244 * @param flags type of operation
1245 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1246 * @param p1 various bitstuffed elements
1247 * - p1 (bit 0 - 19) source vehicle index
1248 * - p1 (bit 20) move all vehicles following the source vehicle
1249 * - p1 (bit 21) this is a virtual vehicle (for creating TemplateVehicles)
1250 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1251 * @param text unused
1252 * @return the cost of this operation or an error
1254 CommandCost
CmdMoveRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1256 VehicleID s
= GB(p1
, 0, 20);
1257 VehicleID d
= GB(p2
, 0, 20);
1258 bool move_chain
= HasBit(p1
, 20);
1260 Train
*src
= Train::GetIfValid(s
);
1261 if (src
== NULL
) return CMD_ERROR
;
1263 CommandCost ret
= CheckOwnership(src
->owner
);
1264 if (ret
.Failed()) return ret
;
1266 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1267 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1269 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1271 if (d
== INVALID_VEHICLE
) {
1272 dst
= src
->IsEngine() ? NULL
: FindGoodVehiclePos(src
);
1274 dst
= Train::GetIfValid(d
);
1275 if (dst
== NULL
) return CMD_ERROR
;
1277 CommandCost ret
= CheckOwnership(dst
->owner
);
1278 if (ret
.Failed()) return ret
;
1280 /* Do not allow appending to crashed vehicles, too */
1281 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1284 /* if an articulated part is being handled, deal with its parent vehicle */
1285 src
= src
->GetFirstEnginePart();
1287 dst
= dst
->GetFirstEnginePart();
1288 assert(HasBit(dst
->subtype
, GVSF_VIRTUAL
) == HasBit(src
->subtype
, GVSF_VIRTUAL
));
1291 /* don't move the same vehicle.. */
1292 if (src
== dst
) return CommandCost();
1294 /* locate the head of the two chains */
1295 Train
*src_head
= src
->First();
1296 assert(HasBit(src_head
->subtype
, GVSF_VIRTUAL
) == HasBit(src
->subtype
, GVSF_VIRTUAL
));
1299 dst_head
= dst
->First();
1300 assert(HasBit(dst_head
->subtype
, GVSF_VIRTUAL
) == HasBit(dst
->subtype
, GVSF_VIRTUAL
));
1301 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1302 /* Now deal with articulated part of destination wagon */
1303 dst
= dst
->GetLastEnginePart();
1308 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1310 /* When moving all wagons, we can't have the same src_head and dst_head */
1311 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1313 /* When moving a multiheaded part to be place after itself, bail out. */
1314 if (!move_chain
&& dst
!= NULL
&& dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1316 /* Check if all vehicles in the source train are stopped inside a depot. */
1317 /* Do this check only if the vehicle to be moved is non-virtual */
1318 if ( !HasBit(p1
, 21) )
1319 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1321 /* Check if all vehicles in the destination train are stopped inside a depot. */
1322 /* Do this check only if the destination vehicle is non-virtual */
1323 if ( !HasBit(p1
, 21) )
1324 if (dst_head
!= NULL
&& !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1326 /* First make a backup of the order of the trains. That way we can do
1327 * whatever we want with the order and later on easily revert. */
1328 TrainList original_src
;
1329 TrainList original_dst
;
1331 MakeTrainBackup(original_src
, src_head
);
1332 MakeTrainBackup(original_dst
, dst_head
);
1334 /* Also make backup of the original heads as ArrangeTrains can change them.
1335 * For the destination head we do not care if it is the same as the source
1336 * head because in that case it's just a copy. */
1337 Train
*original_src_head
= src_head
;
1338 Train
*original_dst_head
= (dst_head
== src_head
? NULL
: dst_head
);
1340 /* We want this information from before the rearrangement, but execute this after the validation.
1341 * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1342 * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1343 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1344 bool original_dst_head_front_engine
= original_dst_head
!= NULL
&& original_dst_head
->IsFrontEngine();
1346 /* (Re)arrange the trains in the wanted arrangement. */
1347 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1349 if ((flags
& DC_AUTOREPLACE
) == 0) {
1350 /* If the autoreplace flag is set we do not need to test for the validity
1351 * because we are going to revert the train to its original state. As we
1352 * assume the original state was correct autoreplace can skip this. */
1353 CommandCost ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1355 /* Restore the train we had. */
1356 RestoreTrainBackup(original_src
);
1357 RestoreTrainBackup(original_dst
);
1363 if (flags
& DC_EXEC
) {
1364 /* Remove old heads from the statistics */
1365 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1366 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1368 /* First normalise the sub types of the chains. */
1369 NormaliseSubtypes(src_head
);
1370 NormaliseSubtypes(dst_head
);
1372 /* There are 14 different cases:
1373 * 1) front engine gets moved to a new train, it stays a front engine.
1374 * a) the 'next' part is a wagon that becomes a free wagon chain.
1375 * b) the 'next' part is an engine that becomes a front engine.
1376 * c) there is no 'next' part, nothing else happens
1377 * 2) front engine gets moved to another train, it is not a front engine anymore
1378 * a) the 'next' part is a wagon that becomes a free wagon chain.
1379 * b) the 'next' part is an engine that becomes a front engine.
1380 * c) there is no 'next' part, nothing else happens
1381 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1382 * a) the 'next' part is a wagon that becomes a free wagon chain.
1383 * b) the 'next' part is an engine that becomes a front engine.
1384 * 4) free wagon gets moved
1385 * a) the 'next' part is a wagon that becomes a free wagon chain.
1386 * b) the 'next' part is an engine that becomes a front engine.
1387 * c) there is no 'next' part, nothing else happens
1388 * 5) non front engine gets moved and becomes a new train, nothing else happens
1389 * 6) non front engine gets moved within a train / to another train, nothing hapens
1390 * 7) wagon gets moved, nothing happens
1392 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1393 /* Cases #2 and #3: the front engine gets trashed. */
1394 DeleteWindowById(WC_VEHICLE_VIEW
, src
->index
);
1395 DeleteWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1396 DeleteWindowById(WC_VEHICLE_REFIT
, src
->index
);
1397 DeleteWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1398 DeleteWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1399 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1400 SetWindowDirty(WC_COMPANY
, _current_company
);
1402 /* Delete orders, group stuff and the unit number as we're not the
1403 * front of any vehicle anymore. */
1404 DeleteVehicleOrders(src
);
1405 RemoveVehicleFromGroup(src
);
1406 src
->unitnumber
= 0;
1407 if (HasBit(src
->flags
, VRF_HAVE_SLOT
)) {
1408 TraceRestrictRemoveVehicleFromAllSlots(src
->index
);
1409 ClrBit(src
->flags
, VRF_HAVE_SLOT
);
1413 /* We weren't a front engine but are becoming one. So
1414 * we should be put in the default group. */
1415 if (original_src_head
!= src
&& dst_head
== src
) {
1416 SetTrainGroupID(src
, DEFAULT_GROUP
);
1417 SetWindowDirty(WC_COMPANY
, _current_company
);
1420 /* Add new heads to statistics */
1421 if (src_head
!= NULL
&& src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1422 if (dst_head
!= NULL
&& dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1424 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1425 NormaliseTrainHead(src_head
);
1426 NormaliseTrainHead(dst_head
);
1428 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1429 CheckCargoCapacity(src_head
);
1430 CheckCargoCapacity(dst_head
);
1433 if (src_head
!= NULL
) {
1434 src_head
->last_loading_station
= INVALID_STATION
;
1435 ClrBit(src_head
->vehicle_flags
, VF_LAST_LOAD_ST_SEP
);
1437 if (dst_head
!= NULL
) {
1438 dst_head
->last_loading_station
= INVALID_STATION
;
1439 ClrBit(dst_head
->vehicle_flags
, VF_LAST_LOAD_ST_SEP
);
1442 if (src_head
!= NULL
) src_head
->First()->MarkDirty();
1443 if (dst_head
!= NULL
) dst_head
->First()->MarkDirty();
1445 /* We are undoubtedly changing something in the depot and train list. */
1446 /* But only if the moved vehicle is not virtual */
1447 if ( !HasBit(src
->subtype
, GVSF_VIRTUAL
) ) {
1448 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1449 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1451 InvalidateWindowClassesData(WC_CREATE_TEMPLATE
);
1454 /* We don't want to execute what we're just tried. */
1455 RestoreTrainBackup(original_src
);
1456 RestoreTrainBackup(original_dst
);
1459 return CommandCost();
1463 * Sell a (single) train wagon/engine.
1464 * @param flags type of operation
1465 * @param t the train wagon to sell
1466 * @param data the selling mode
1467 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1468 * - data = 1: sell the vehicle and all vehicles following it in the chain
1469 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1470 * @param user the user for the order backup.
1471 * @return the cost of this operation or an error
1473 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, uint16 data
, uint32 user
)
1475 /* Sell a chain of vehicles or not? */
1476 bool sell_chain
= HasBit(data
, 0);
1478 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1479 Train
*first
= v
->First();
1481 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1483 /* First make a backup of the order of the train. That way we can do
1484 * whatever we want with the order and later on easily revert. */
1486 MakeTrainBackup(original
, first
);
1488 /* We need to keep track of the new head and the head of what we're going to sell. */
1489 Train
*new_head
= first
;
1490 Train
*sell_head
= NULL
;
1492 /* Split the train in the wanted way. */
1493 ArrangeTrains(&sell_head
, NULL
, &new_head
, v
, sell_chain
);
1495 /* We don't need to validate the second train; it's going to be sold. */
1496 CommandCost ret
= ValidateTrains(NULL
, NULL
, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1498 /* Restore the train we had. */
1499 RestoreTrainBackup(original
);
1503 if (first
->orders
.list
== NULL
&& !OrderList::CanAllocateItem()) {
1504 /* Restore the train we had. */
1505 RestoreTrainBackup(original
);
1506 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1509 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1510 for (Train
*t
= sell_head
; t
!= NULL
; t
= t
->Next()) cost
.AddCost(-t
->value
);
1513 if (flags
& DC_EXEC
) {
1514 /* First normalise the sub types of the chain. */
1515 NormaliseSubtypes(new_head
);
1517 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= NULL
&& new_head
->IsFrontEngine()) {
1518 /* We are selling the front engine. In this case we want to
1519 * 'give' the order, unit number and such to the new head. */
1520 new_head
->orders
.list
= first
->orders
.list
;
1521 new_head
->AddToShared(first
);
1522 DeleteVehicleOrders(first
);
1524 /* Copy other important data from the front engine */
1525 new_head
->CopyVehicleConfigAndStatistics(first
);
1526 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1527 } else if (v
->IsPrimaryVehicle() && data
& (MAKE_ORDER_BACKUP_FLAG
>> 20)) {
1528 OrderBackup::Backup(v
, user
);
1531 /* We need to update the information about the train. */
1532 NormaliseTrainHead(new_head
);
1534 /* We are undoubtedly changing something in the depot and train list. */
1535 /* Unless its a virtual train */
1536 if ( !HasBit(v
->subtype
, GVSF_VIRTUAL
) ) {
1537 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1538 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1540 InvalidateWindowClassesData(WC_CREATE_TEMPLATE
);
1543 /* Actually delete the sold 'goods' */
1546 /* We don't want to execute what we're just tried. */
1547 RestoreTrainBackup(original
);
1553 void Train::UpdateDeltaXY(Direction direction
)
1555 /* Set common defaults. */
1561 this->x_bb_offs
= 0;
1562 this->y_bb_offs
= 0;
1564 if (!IsDiagonalDirection(direction
)) {
1565 static const int _sign_table
[] =
1574 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1576 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1577 this->x_offs
-= half_shorten
* _sign_table
[direction
];
1578 this->y_offs
-= half_shorten
* _sign_table
[direction
+ 1];
1579 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1580 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1582 switch (direction
) {
1583 /* Shorten southern corner of the bounding box according the vehicle length
1584 * and center the bounding box on the vehicle. */
1586 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1587 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1588 this->x_bb_offs
= -1;
1592 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1593 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1594 this->y_bb_offs
= -1;
1597 /* Move northern corner of the bounding box down according to vehicle length
1598 * and center the bounding box on the vehicle. */
1600 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1601 this->x_extent
= VEHICLE_LENGTH
- 1;
1602 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1606 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1607 this->y_extent
= VEHICLE_LENGTH
- 1;
1608 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1618 * Mark a train as stuck and stop it if it isn't stopped right now.
1619 * @param v %Train to mark as being stuck.
1621 static void MarkTrainAsStuck(Train
*v
, bool waiting_restriction
= false)
1623 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1624 /* It is the first time the problem occurred, set the "train stuck" flag. */
1625 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1626 SB(v
->flags
, VRF_WAITING_RESTRICTION
, 1, waiting_restriction
? 1 : 0);
1628 v
->wait_counter
= 0;
1635 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1636 } else if (waiting_restriction
!= HasBit(v
->flags
, VRF_WAITING_RESTRICTION
)) {
1637 ToggleBit(v
->flags
, VRF_WAITING_RESTRICTION
);
1638 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1643 * Swap the two up/down flags in two ways:
1644 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1645 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1646 * @param swap_flag1 [inout] First train flag.
1647 * @param swap_flag2 [inout] Second train flag.
1649 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1651 uint16 flag1
= *swap_flag1
;
1652 uint16 flag2
= *swap_flag2
;
1654 /* Clear the flags */
1655 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1656 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1657 ClrBit(*swap_flag1
, GVF_CHUNNEL_BIT
);
1658 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1659 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1660 ClrBit(*swap_flag2
, GVF_CHUNNEL_BIT
);
1662 /* Reverse the rail-flags (if needed) */
1663 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1664 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1665 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1666 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1669 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1670 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1671 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1672 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1675 if (HasBit(flag1
, GVF_CHUNNEL_BIT
)) {
1676 SetBit(*swap_flag2
, GVF_CHUNNEL_BIT
);
1679 if (HasBit(flag2
, GVF_CHUNNEL_BIT
)) {
1680 SetBit(*swap_flag1
, GVF_CHUNNEL_BIT
);
1685 * Updates some variables after swapping the vehicle.
1686 * @param v swapped vehicle
1688 static void UpdateStatusAfterSwap(Train
*v
)
1690 /* Reverse the direction. */
1691 if (v
->track
!= TRACK_BIT_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1693 /* Call the proper EnterTile function unless we are in a wormhole. */
1694 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
1695 VehicleEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1697 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1698 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1699 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1700 * when we shouldn't have. Check if this is the case. */
1701 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1702 if (IsTileType(vt
, MP_TUNNELBRIDGE
)) {
1703 VehicleEnterTile(v
, vt
, v
->x_pos
, v
->y_pos
);
1704 if (v
->track
!= TRACK_BIT_WORMHOLE
&& IsBridgeTile(v
->tile
)) {
1705 /* We have just left the wormhole, possibly set the
1706 * "goingdown" bit. UpdateInclination() can be used
1707 * because we are at the border of the tile. */
1708 v
->UpdatePosition();
1709 v
->UpdateInclination(true, true);
1715 v
->UpdatePosition();
1716 if (v
->track
== TRACK_BIT_WORMHOLE
) v
->UpdateInclination(false, false, true);
1717 v
->UpdateViewport(true, true);
1721 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1722 * @param v Consist to change.
1723 * @param l %Vehicle index in the consist of the first vehicle.
1724 * @param r %Vehicle index in the consist of the second vehicle.
1726 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1730 /* locate vehicles to swap */
1731 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1732 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1735 /* swap the hidden bits */
1737 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1738 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1742 Swap(a
->track
, b
->track
);
1743 Swap(a
->direction
, b
->direction
);
1744 Swap(a
->x_pos
, b
->x_pos
);
1745 Swap(a
->y_pos
, b
->y_pos
);
1746 Swap(a
->tile
, b
->tile
);
1747 Swap(a
->z_pos
, b
->z_pos
);
1749 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1751 UpdateStatusAfterSwap(a
);
1752 UpdateStatusAfterSwap(b
);
1754 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1755 * This is a little bit redundant way, a->gv_flags will
1756 * be (re)set twice, but it reduces code duplication */
1757 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1758 UpdateStatusAfterSwap(a
);
1764 * Check if the vehicle is a train
1765 * @param v vehicle on tile
1766 * @return v if it is a train, NULL otherwise
1768 static Vehicle
*TrainOnTileEnum(Vehicle
*v
, void *)
1770 return (v
->type
== VEH_TRAIN
) ? v
: NULL
;
1775 * Checks if a train is approaching a rail-road crossing
1776 * @param v vehicle on tile
1777 * @param data tile with crossing we are testing
1778 * @return v if it is approaching a crossing, NULL otherwise
1780 static Vehicle
*TrainApproachingCrossingEnum(Vehicle
*v
, void *data
)
1782 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return NULL
;
1784 Train
*t
= Train::From(v
);
1785 if (!t
->IsFrontEngine()) return NULL
;
1787 TileIndex tile
= *(TileIndex
*)data
;
1789 if (TrainApproachingCrossingTile(t
) != tile
) return NULL
;
1796 * Finds a vehicle approaching rail-road crossing
1797 * @param tile tile to test
1798 * @return true if a vehicle is approaching the crossing
1799 * @pre tile is a rail-road crossing
1801 static bool TrainApproachingCrossing(TileIndex tile
)
1803 assert(IsLevelCrossingTile(tile
));
1805 DiagDirection dir
= AxisToDiagDir(GetCrossingRailAxis(tile
));
1806 TileIndex tile_from
= tile
+ TileOffsByDiagDir(dir
);
1808 if (HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
)) return true;
1810 dir
= ReverseDiagDir(dir
);
1811 tile_from
= tile
+ TileOffsByDiagDir(dir
);
1813 return HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
);
1816 /** Check if the crossing should be closed
1817 * @return train on crossing || train approaching crossing || reserved
1819 static inline bool CheckLevelCrossing(TileIndex tile
)
1821 return HasCrossingReservation(tile
) || HasVehicleOnPos(tile
, NULL
, &TrainOnTileEnum
) || TrainApproachingCrossing(tile
);
1825 * Sets correct crossing state
1826 * @param tile tile to update
1827 * @param sound should we play sound?
1828 * @param is_forced force set the crossing state to that of forced_state
1829 * @param forced_state the crossing state to set when using is_forced
1830 * @pre tile is a rail-road crossing
1832 static void UpdateLevelCrossingTile(TileIndex tile
, bool sound
, bool is_forced
, bool forced_state
)
1834 assert(IsLevelCrossingTile(tile
));
1838 new_state
= forced_state
;
1840 new_state
= CheckLevelCrossing(tile
);
1843 if (new_state
!= IsCrossingBarred(tile
)) {
1844 if (new_state
&& sound
) {
1845 RailTypeLabel railTypeLabel
= GetRailTypeInfo(GetTileRailType(tile
))->label
;
1847 if (railTypeLabel
!= _planning_tracks_label
&&
1848 railTypeLabel
!= _pipeline_tracks_label
&&
1849 railTypeLabel
!= _wires_tracks_label
&&
1850 _settings_client
.sound
.ambient
) {
1851 SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1854 SetCrossingBarred(tile
, new_state
);
1855 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
1860 * Cycles the adjacent crossings and sets their state
1861 * @param tile tile to update
1862 * @param sound should we play sound?
1863 * @param force_close force close the crossing
1865 void UpdateLevelCrossing(TileIndex tile
, bool sound
, bool force_close
)
1867 bool forced_state
= force_close
;
1868 if (!IsLevelCrossingTile(tile
)) return;
1870 const Axis axis
= GetCrossingRoadAxis(tile
);
1871 const DiagDirection dir
= AxisToDiagDir(axis
);
1872 const DiagDirection reverse_dir
= ReverseDiagDir(dir
);
1874 for (TileIndex t
= tile
; !forced_state
&& IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, dir
)) {
1875 forced_state
|= CheckLevelCrossing(t
);
1877 for (TileIndex t
= TileAddByDiagDir(tile
, reverse_dir
); !forced_state
&& IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, reverse_dir
)) {
1878 forced_state
|= CheckLevelCrossing(t
);
1881 UpdateLevelCrossingTile(tile
, sound
, force_close
, forced_state
);
1882 for (TileIndex t
= TileAddByDiagDir(tile
, dir
); IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, dir
)) {
1883 UpdateLevelCrossingTile(t
, sound
, true, forced_state
);
1885 for (TileIndex t
= TileAddByDiagDir(tile
, reverse_dir
); IsLevelCrossingTile(t
) && GetCrossingRoadAxis(t
) == axis
; t
= TileAddByDiagDir(t
, reverse_dir
)) {
1886 UpdateLevelCrossingTile(t
, sound
, true, forced_state
);
1892 * Bars crossing and plays ding-ding sound if not barred already
1893 * @param tile tile with crossing
1894 * @pre tile is a rail-road crossing
1896 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1898 if (!IsCrossingBarred(tile
)) {
1899 UpdateLevelCrossing(tile
, true, true);
1905 * Advances wagons for train reversing, needed for variable length wagons.
1906 * This one is called before the train is reversed.
1907 * @param v First vehicle in chain
1909 static void AdvanceWagonsBeforeSwap(Train
*v
)
1912 Train
*first
= base
; // first vehicle to move
1913 Train
*last
= v
->Last(); // last vehicle to move
1914 uint length
= CountVehiclesInChain(v
);
1916 while (length
> 2) {
1917 last
= last
->Previous();
1918 first
= first
->Next();
1920 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1922 /* do not update images now
1923 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1924 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1926 base
= first
; // == base->Next()
1933 * Advances wagons for train reversing, needed for variable length wagons.
1934 * This one is called after the train is reversed.
1935 * @param v First vehicle in chain
1937 static void AdvanceWagonsAfterSwap(Train
*v
)
1939 /* first of all, fix the situation when the train was entering a depot */
1940 Train
*dep
= v
; // last vehicle in front of just left depot
1941 while (dep
->Next() != NULL
&& (dep
->track
== TRACK_BIT_DEPOT
|| dep
->Next()->track
!= TRACK_BIT_DEPOT
)) {
1942 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1945 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1947 if (leave
!= NULL
) {
1948 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1949 int d
= TicksToLeaveDepot(dep
);
1952 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1953 leave
->track
= TrackToTrackBits(GetRailDepotTrack(leave
->tile
));
1954 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, NULL
); // maybe move it, and maybe let another wagon leave
1957 dep
= NULL
; // no vehicle in a depot, so no vehicle leaving a depot
1961 Train
*first
= base
; // first vehicle to move
1962 Train
*last
= v
->Last(); // last vehicle to move
1963 uint length
= CountVehiclesInChain(v
);
1965 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1966 * they have already correct spacing, so we have to make sure they are moved how they should */
1967 bool nomove
= (dep
== NULL
); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1969 while (length
> 2) {
1970 /* we reached vehicle (originally) in front of a depot, stop now
1971 * (we would move wagons that are already moved with new wagon length). */
1972 if (base
== dep
) break;
1974 /* the last wagon was that one leaving a depot, so do not move it anymore */
1975 if (last
== dep
) nomove
= true;
1977 last
= last
->Previous();
1978 first
= first
->Next();
1980 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1982 /* do not update images now */
1983 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : NULL
));
1985 base
= first
; // == base->Next()
1991 * Turn a train around.
1992 * @param v %Train to turn around.
1994 void ReverseTrainDirection(Train
*v
)
1996 if (IsRailDepotTile(v
->tile
)) {
1997 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2000 v
->reverse_distance
= 0;
2002 /* Clear path reservation in front if train is not stuck. */
2003 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
2005 /* Check if we were approaching a rail/road-crossing */
2006 TileIndex crossing
= TrainApproachingCrossingTile(v
);
2008 /* count number of vehicles */
2009 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
2011 AdvanceWagonsBeforeSwap(v
);
2013 /* swap start<>end, start+1<>end-1, ... */
2016 ReverseTrainSwapVeh(v
, l
++, r
--);
2019 AdvanceWagonsAfterSwap(v
);
2021 if (IsRailDepotTile(v
->tile
)) {
2022 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2025 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
2027 ClrBit(v
->flags
, VRF_REVERSING
);
2029 /* recalculate cached data */
2030 v
->ConsistChanged(CCF_TRACK
);
2032 /* update all images */
2033 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) u
->UpdateViewport(false, false);
2035 /* update crossing we were approaching */
2036 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
2038 /* maybe we are approaching crossing now, after reversal */
2039 crossing
= TrainApproachingCrossingTile(v
);
2040 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
2042 /* If we are inside a depot after reversing, don't bother with path reserving. */
2043 if (v
->track
== TRACK_BIT_DEPOT
) {
2044 /* Can't be stuck here as inside a depot is always a safe tile. */
2045 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2046 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2050 /* We are inside tunnel/bidge with signals, reversing will close the entrance. */
2051 if (IsTunnelBridgeWithSignalSimulation(v
->tile
)) {
2052 /* Flip signal on tunnel entrance tile red. */
2053 SetTunnelBridgeSignalState(v
->tile
, SIGNAL_STATE_RED
);
2054 MarkTileDirtyByTile(v
->tile
);
2055 /* Clear counters. */
2056 v
->wait_counter
= 0;
2057 v
->load_unload_ticks
= 0;
2061 /* TrainExitDir does not always produce the desired dir for depots and
2062 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
2063 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
2064 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
2066 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
2067 /* If we are currently on a tile with conventional signals, we can't treat the
2068 * current tile as a safe tile or we would enter a PBS block without a reservation. */
2069 bool first_tile_okay
= !(IsTileType(v
->tile
, MP_RAILWAY
) &&
2070 HasSignalOnTrackdir(v
->tile
, v
->GetVehicleTrackdir()) &&
2071 !IsPbsSignal(GetSignalType(v
->tile
, FindFirstTrack(v
->track
))));
2073 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
2074 if (IsRailDepotTile(v
->tile
) && TrackdirToExitdir(v
->GetVehicleTrackdir()) == GetRailDepotDirection(v
->tile
)) first_tile_okay
= false;
2076 if (IsRailStationTile(v
->tile
)) SetRailStationPlatformReservation(v
->tile
, TrackdirToExitdir(v
->GetVehicleTrackdir()), true);
2077 if (TryPathReserve(v
, false, first_tile_okay
)) {
2078 /* Do a look-ahead now in case our current tile was already a safe tile. */
2079 CheckNextTrainTile(v
);
2080 } else if (v
->current_order
.GetType() != OT_LOADING
) {
2081 /* Do not wait for a way out when we're still loading */
2082 MarkTrainAsStuck(v
);
2084 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2085 /* A train not inside a PBS block can't be stuck. */
2086 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2087 v
->wait_counter
= 0;
2093 * @param tile unused
2094 * @param flags type of operation
2095 * @param p1 train to reverse
2096 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
2097 * @param text unused
2098 * @return the cost of this operation or an error
2100 CommandCost
CmdReverseTrainDirection(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2102 Train
*v
= Train::GetIfValid(p1
);
2103 if (v
== NULL
) return CMD_ERROR
;
2105 CommandCost ret
= CheckOwnership(v
->owner
);
2106 if (ret
.Failed()) return ret
;
2109 /* turn a single unit around */
2111 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
2112 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
2114 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
2116 Train
*front
= v
->First();
2117 /* make sure the vehicle is stopped in the depot */
2118 if (!front
->IsStoppedInDepot()) {
2119 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
2122 if (flags
& DC_EXEC
) {
2123 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
2125 front
->ConsistChanged(CCF_ARRANGE
);
2126 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
2127 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
2128 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
2129 SetWindowClassesDirty(WC_TRAINS_LIST
);
2132 /* turn the whole train around */
2133 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
2135 if (flags
& DC_EXEC
) {
2136 /* Properly leave the station if we are loading and won't be loading anymore */
2137 if (v
->current_order
.IsType(OT_LOADING
)) {
2138 const Vehicle
*last
= v
;
2139 while (last
->Next() != NULL
) last
= last
->Next();
2141 /* not a station || different station --> leave the station */
2142 if (!IsTileType(last
->tile
, MP_STATION
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
2147 /* We cancel any 'skip signal at dangers' here */
2148 v
->force_proceed
= TFP_NONE
;
2149 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2151 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
2152 ToggleBit(v
->flags
, VRF_REVERSING
);
2156 HideFillingPercent(&v
->fill_percent_te_id
);
2157 ReverseTrainDirection(v
);
2161 return CommandCost();
2165 * Force a train through a red signal
2166 * @param tile unused
2167 * @param flags type of operation
2168 * @param p1 train to ignore the red signal
2170 * @param text unused
2171 * @return the cost of this operation or an error
2173 CommandCost
CmdForceTrainProceed(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2175 Train
*t
= Train::GetIfValid(p1
);
2176 if (t
== NULL
) return CMD_ERROR
;
2178 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
2180 CommandCost ret
= CheckOwnership(t
->owner
);
2181 if (ret
.Failed()) return ret
;
2184 if (flags
& DC_EXEC
) {
2185 /* If we are forced to proceed, cancel that order.
2186 * If we are marked stuck we would want to force the train
2187 * to proceed to the next signal. In the other cases we
2188 * would like to pass the signal at danger and run till the
2189 * next signal we encounter. */
2190 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2191 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2194 return CommandCost();
2198 * Try to find a depot nearby.
2199 * @param v %Train that wants a depot.
2200 * @param max_distance Maximal search distance.
2201 * @return Information where the closest train depot is located.
2202 * @pre The given vehicle must not be crashed!
2204 static FindDepotData
FindClosestTrainDepot(Train
*v
, int max_distance
)
2206 assert(!(v
->vehstatus
& VS_CRASHED
));
2208 if (IsRailDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
2210 PBSTileInfo origin
= FollowTrainReservation(v
);
2211 if (IsRailDepotTile(origin
.tile
)) return FindDepotData(origin
.tile
, 0);
2213 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2214 case VPF_NPF
: return NPFTrainFindNearestDepot(v
, max_distance
);
2215 case VPF_YAPF
: return YapfTrainFindNearestDepot(v
, max_distance
);
2217 default: NOT_REACHED();
2222 * Locate the closest depot for this consist, and return the information to the caller.
2223 * @param location [out] If not \c NULL and a depot is found, store its location in the given address.
2224 * @param destination [out] If not \c NULL and a depot is found, store its index in the given address.
2225 * @param reverse [out] If not \c NULL and a depot is found, store reversal information in the given address.
2226 * @return A depot has been found.
2228 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2230 FindDepotData tfdd
= FindClosestTrainDepot(this, 0);
2231 if (tfdd
.best_length
== UINT_MAX
) return false;
2233 if (location
!= NULL
) *location
= tfdd
.tile
;
2234 if (destination
!= NULL
) *destination
= GetDepotIndex(tfdd
.tile
);
2235 if (reverse
!= NULL
) *reverse
= tfdd
.reverse
;
2240 /** Play a sound for a train leaving the station. */
2241 void Train::PlayLeaveStationSound() const
2243 static const SoundFx sfx
[] = {
2251 if (PlayVehicleSound(this, VSE_START
)) return;
2253 EngineID engtype
= this->engine_type
;
2254 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2258 * Check if the train is on the last reserved tile and try to extend the path then.
2259 * @param v %Train that needs its path extended.
2261 static void CheckNextTrainTile(Train
*v
)
2263 /* Don't do any look-ahead if path_backoff_interval is 255. */
2264 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2266 /* Exit if we are inside a depot. */
2267 if (v
->track
== TRACK_BIT_DEPOT
) return;
2269 switch (v
->current_order
.GetType()) {
2270 /* Exit if we reached our destination depot. */
2272 if (v
->tile
== v
->dest_tile
) return;
2275 case OT_GOTO_WAYPOINT
:
2276 /* If we reached our waypoint, make sure we see that. */
2277 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2281 case OT_LEAVESTATION
:
2283 /* Exit if the current order doesn't have a destination, but the train has orders. */
2284 if (v
->GetNumOrders() > 0) return;
2290 /* Exit if we are on a station tile and are going to stop. */
2291 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2293 Trackdir td
= v
->GetVehicleTrackdir();
2295 /* On a tile with a red non-pbs signal, don't look ahead. */
2296 if (IsTileType(v
->tile
, MP_RAILWAY
) && HasSignalOnTrackdir(v
->tile
, td
) &&
2297 !IsPbsSignal(GetSignalType(v
->tile
, TrackdirToTrack(td
))) &&
2298 GetSignalStateByTrackdir(v
->tile
, td
) == SIGNAL_STATE_RED
) return;
2300 CFollowTrackRail
ft(v
);
2301 if (!ft
.Follow(v
->tile
, td
)) return;
2303 if (!HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) {
2304 /* Next tile is not reserved. */
2305 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2306 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) {
2307 /* If the next tile is a PBS signal, try to make a reservation. */
2308 TrackBits tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2309 if (_settings_game
.pf
.forbid_90_deg
) {
2310 tracks
&= ~TrackCrossesTracks(TrackdirToTrack(ft
.m_old_td
));
2312 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, tracks
, false, NULL
, false);
2319 * Will the train stay in the depot the next tick?
2320 * @param v %Train to check.
2321 * @return True if it stays in the depot, false otherwise.
2323 static bool CheckTrainStayInDepot(Train
*v
)
2325 /* bail out if not all wagons are in the same depot or not in a depot at all */
2326 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2327 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
2330 /* if the train got no power, then keep it in the depot */
2331 if (v
->gcache
.cached_power
== 0) {
2332 v
->vehstatus
|= VS_STOPPED
;
2333 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2337 if (v
->current_order
.IsWaitTimetabled())
2338 v
->HandleWaiting(false);
2339 if (v
->current_order
.IsType(OT_WAITING
))
2342 SigSegState seg_state
;
2344 if (v
->force_proceed
== TFP_NONE
) {
2345 /* force proceed was not pressed */
2346 if (++v
->wait_counter
< 37) {
2347 SetWindowClassesDirty(WC_TRAINS_LIST
);
2351 v
->wait_counter
= 0;
2353 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2354 if (seg_state
== SIGSEG_FULL
|| HasDepotReservation(v
->tile
)) {
2355 /* Full and no PBS signal in block or depot reserved, can't exit. */
2356 SetWindowClassesDirty(WC_TRAINS_LIST
);
2360 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2363 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2364 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2365 /* We need to have a reservation for this to work. */
2366 if (HasDepotReservation(v
->tile
)) return true;
2367 SetDepotReservation(v
->tile
, true);
2368 VehicleEnterDepot(v
);
2372 /* Only leave when we can reserve a path to our destination. */
2373 if (seg_state
== SIGSEG_PBS
&& !TryPathReserve(v
) && v
->force_proceed
== TFP_NONE
) {
2374 /* No path and no force proceed. */
2375 SetWindowClassesDirty(WC_TRAINS_LIST
);
2376 MarkTrainAsStuck(v
);
2380 SetDepotReservation(v
->tile
, true);
2381 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
, ZOOM_LVL_DRAW_MAP
);
2383 VehicleServiceInDepot(v
);
2384 SetWindowClassesDirty(WC_TRAINS_LIST
);
2385 v
->PlayLeaveStationSound();
2387 v
->track
= TRACK_BIT_X
;
2388 if (v
->direction
& 2) v
->track
= TRACK_BIT_Y
;
2390 v
->vehstatus
&= ~VS_HIDDEN
;
2393 v
->UpdateViewport(true, true);
2394 v
->UpdatePosition();
2395 UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2396 v
->UpdateAcceleration();
2397 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2402 static int GetAndClearLastBridgeEntranceSetSignalIndex(TileIndex bridge_entrance
)
2404 uint16 m
= _m
[bridge_entrance
].m2
;
2406 auto it
= _long_bridge_signal_sim_map
.find(bridge_entrance
);
2407 if (it
!= _long_bridge_signal_sim_map
.end()) {
2408 LongBridgeSignalStorage
&lbss
= it
->second
;
2409 size_t slot
= lbss
.signal_red_bits
.size();
2412 uint64
&slot_bits
= lbss
.signal_red_bits
[slot
];
2414 uint8 i
= FindLastBit(slot_bits
);
2415 ClrBit(slot_bits
, i
);
2416 return 1 + 15 + (64 * slot
) + i
;
2422 uint8 i
= FindLastBit(m
& 0x7FFF);
2423 ClrBit(_m
[bridge_entrance
].m2
, i
);
2430 static void HandleLastTunnelBridgeSignals(TileIndex tile
, TileIndex end
, DiagDirection dir
, bool free
)
2432 if (IsBridge(end
) && _m
[end
].m2
!= 0) {
2433 /* Clearing last bridge signal. */
2434 int signal_offset
= GetAndClearLastBridgeEntranceSetSignalIndex(end
);
2435 if (signal_offset
) {
2436 TileIndex last_signal_tile
= end
+ (TileOffsByDiagDir(dir
) * _settings_game
.construction
.simulated_wormhole_signals
* signal_offset
);
2437 MarkTileDirtyByTile(last_signal_tile
);
2439 MarkTileDirtyByTile(tile
);
2442 /* Open up the wormhole and clear m2. */
2443 if (IsBridge(end
)) {
2444 SetAllBridgeEntranceSimulatedSignalsGreen(end
);
2447 if (IsTunnelBridgeSignalSimulationEntrance(end
) && GetTunnelBridgeSignalState(end
) == SIGNAL_STATE_RED
) {
2448 SetTunnelBridgeSignalState(end
, SIGNAL_STATE_GREEN
);
2449 MarkTileDirtyByTile(end
);
2450 } else if (IsTunnelBridgeSignalSimulationEntrance(tile
) && GetTunnelBridgeSignalState(tile
) == SIGNAL_STATE_RED
) {
2451 SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_GREEN
);
2452 MarkTileDirtyByTile(tile
);
2457 static void UnreserveBridgeTunnelTile(TileIndex tile
)
2459 SetTunnelBridgeReservation(tile
, false);
2460 if (IsTunnelBridgeSignalSimulationExit(tile
) && IsTunnelBridgePBS(tile
)) SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_RED
);
2464 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2465 * @param v %Train owning the reservation.
2466 * @param tile Tile with reservation to clear.
2467 * @param track_dir Track direction to clear.
2469 static void ClearPathReservation(const Train
*v
, TileIndex tile
, Trackdir track_dir
)
2471 DiagDirection dir
= TrackdirToExitdir(track_dir
);
2473 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
2474 /* Are we just leaving a tunnel/bridge? */
2475 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
2476 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
2478 bool free
= TunnelBridgeIsFree(tile
, end
, v
).Succeeded();
2480 if (IsTunnelBridgeWithSignalSimulation(tile
)) {
2481 UnreserveBridgeTunnelTile(tile
);
2482 HandleLastTunnelBridgeSignals(tile
, end
, dir
, free
);
2483 if (_settings_client
.gui
.show_track_reservation
) {
2484 MarkTileDirtyByTile(tile
);
2488 /* Free the reservation only if no other train is on the tiles. */
2489 UnreserveBridgeTunnelTile(tile
);
2490 UnreserveBridgeTunnelTile(end
);
2492 if (_settings_client
.gui
.show_track_reservation
) {
2493 if (IsBridge(tile
)) {
2494 MarkBridgeDirty(tile
);
2497 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2498 MarkTileDirtyByTile(end
, ZOOM_LVL_DRAW_MAP
);
2502 else if (GetTunnelBridgeDirection(tile
) == dir
&& IsTunnelBridgeWithSignalSimulation(tile
)) {
2503 /* canceling reservation of entry ramp, due to reverse */
2504 UnreserveBridgeTunnelTile(tile
);
2505 if (_settings_client
.gui
.show_track_reservation
) {
2506 MarkTileDirtyByTile(tile
);
2510 } else if (IsRailStationTile(tile
)) {
2511 TileIndex new_tile
= TileAddByDiagDir(tile
, dir
);
2512 /* If the new tile is not a further tile of the same station, we
2513 * clear the reservation for the whole platform. */
2514 if (!IsCompatibleTrainStationTile(new_tile
, tile
)) {
2515 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), false);
2518 /* Any other tile */
2519 UnreserveRailTrack(tile
, TrackdirToTrack(track_dir
));
2524 * Free the reserved path in front of a vehicle.
2525 * @param v %Train owning the reserved path.
2526 * @param origin %Tile to start clearing (if #INVALID_TILE, use the current tile of \a v).
2527 * @param orig_td Track direction (if #INVALID_TRACKDIR, use the track direction of \a v).
2529 void FreeTrainTrackReservation(const Train
*v
, TileIndex origin
, Trackdir orig_td
)
2531 assert(v
->IsFrontEngine());
2533 TileIndex tile
= origin
!= INVALID_TILE
? origin
: v
->tile
;
2534 Trackdir td
= orig_td
!= INVALID_TRACKDIR
? orig_td
: v
->GetVehicleTrackdir();
2535 bool free_tile
= tile
!= v
->tile
|| !(IsRailStationTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
));
2536 StationID station_id
= IsRailStationTile(v
->tile
) ? GetStationIndex(v
->tile
) : INVALID_STATION
;
2538 /* Can't be holding a reservation if we enter a depot. */
2539 if (IsRailDepotTile(tile
) && TrackdirToExitdir(td
) != GetRailDepotDirection(tile
)) return;
2540 if (v
->track
== TRACK_BIT_DEPOT
) {
2541 /* Front engine is in a depot. We enter if some part is not in the depot. */
2542 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2543 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return;
2546 /* Don't free reservation if it's not ours. */
2547 if (TracksOverlap(GetReservedTrackbits(tile
) | TrackToTrackBits(TrackdirToTrack(td
)))) return;
2549 CFollowTrackRail
ft(v
, GetRailTypeInfo(v
->railtype
)->compatible_railtypes
);
2550 while (ft
.Follow(tile
, td
)) {
2551 tile
= ft
.m_new_tile
;
2552 TrackdirBits bits
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(tile
));
2553 td
= RemoveFirstTrackdir(&bits
);
2554 assert(bits
== TRACKDIR_BIT_NONE
);
2556 if (!IsValidTrackdir(td
)) break;
2558 if (IsTileType(tile
, MP_RAILWAY
)) {
2559 if (HasSignalOnTrackdir(tile
, td
) && !IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(td
)))) {
2560 /* Conventional signal along trackdir: remove reservation and stop. */
2561 UnreserveRailTrack(tile
, TrackdirToTrack(td
));
2564 if (HasPbsSignalOnTrackdir(tile
, td
)) {
2565 if (GetSignalStateByTrackdir(tile
, td
) == SIGNAL_STATE_RED
) {
2566 /* Red PBS signal? Can't be our reservation, would be green then. */
2569 /* Turn the signal back to red. */
2570 SetSignalStateByTrackdir(tile
, td
, SIGNAL_STATE_RED
);
2571 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2573 /* notify logic signals of the state change */
2574 SignalStateChanged(tile
, TrackdirToTrack(td
), 1);
2576 } else if (HasSignalOnTrackdir(tile
, ReverseTrackdir(td
)) && IsOnewaySignal(tile
, TrackdirToTrack(td
))) {
2581 /* Don't free first station/bridge/tunnel if we are on it. */
2582 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
);
2588 static const byte _initial_tile_subcoord
[6][4][3] = {
2589 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2590 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2591 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2592 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2593 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2594 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2598 * Perform pathfinding for a train.
2600 * @param v The train
2601 * @param tile The tile the train is about to enter
2602 * @param enterdir Diagonal direction the train is coming from
2603 * @param tracks Usable tracks on the new tile
2604 * @param path_found [out] Whether a path has been found or not.
2605 * @param do_track_reservation Path reservation is requested
2606 * @param dest [out] State and destination of the requested path
2607 * @return The best track the train should follow
2609 static Track
DoTrainPathfind(const Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool &path_found
, bool do_track_reservation
, PBSTileInfo
*dest
)
2611 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2612 case VPF_NPF
: return NPFTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2613 case VPF_YAPF
: return YapfTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2615 default: NOT_REACHED();
2620 * Extend a train path as far as possible. Stops on encountering a safe tile,
2621 * another reservation or a track choice.
2622 * @param v The train.
2623 * @param origin The tile from which the reservation have to be extended
2624 * @param new_tracks [out] Tracks to choose from when encountering a choice
2625 * @param enterdir [out] The direction from which the choice tile is to be entered
2626 * @return INVALID_TILE indicates that the reservation failed.
2628 static PBSTileInfo
ExtendTrainReservation(const Train
*v
, const PBSTileInfo
&origin
, TrackBits
*new_tracks
, DiagDirection
*enterdir
)
2630 CFollowTrackRail
ft(v
);
2632 TileIndex tile
= origin
.tile
;
2633 Trackdir cur_td
= origin
.trackdir
;
2634 while (ft
.Follow(tile
, cur_td
)) {
2635 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2636 /* Possible signal tile. */
2637 if (HasOnewaySignalBlockingTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) break;
2640 if (_settings_game
.pf
.forbid_90_deg
) {
2641 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2642 if (ft
.m_new_td_bits
== TRACKDIR_BIT_NONE
) break;
2645 /* Station, depot or waypoint are a possible target. */
2646 bool target_seen
= ft
.m_is_station
|| (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && !IsPlainRail(ft
.m_new_tile
));
2647 if (target_seen
|| KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2648 /* Choice found or possible target encountered.
2649 * On finding a possible target, we need to stop and let the pathfinder handle the
2650 * remaining path. This is because we don't know if this target is in one of our
2651 * orders, so we might cause pathfinding to fail later on if we find a choice.
2652 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2653 * a wrong path not leading to our next destination. */
2654 if (HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft
.m_old_td
)))) break;
2656 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2657 * actually starts its search at the first unreserved tile. */
2658 if (ft
.m_tiles_skipped
!= 0) ft
.m_new_tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2660 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2661 if (new_tracks
!= NULL
) *new_tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2662 if (enterdir
!= NULL
) *enterdir
= ft
.m_exitdir
;
2663 return PBSTileInfo(ft
.m_new_tile
, ft
.m_old_td
, false);
2666 tile
= ft
.m_new_tile
;
2667 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2669 if (IsSafeWaitingPosition(v
, tile
, cur_td
, true, _settings_game
.pf
.forbid_90_deg
)) {
2670 bool wp_free
= IsWaitingPositionFree(v
, tile
, cur_td
, _settings_game
.pf
.forbid_90_deg
);
2671 if (!(wp_free
&& TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
)))) break;
2672 /* Safe position is all good, path valid and okay. */
2673 return PBSTileInfo(tile
, cur_td
, true);
2676 if (!TryReserveRailTrackdir(tile
, cur_td
)) break;
2679 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2680 /* End of line, path valid and okay. */
2681 return PBSTileInfo(ft
.m_old_tile
, ft
.m_old_td
, true);
2684 /* Sorry, can't reserve path, back out. */
2686 cur_td
= origin
.trackdir
;
2687 TileIndex stopped
= ft
.m_old_tile
;
2688 Trackdir stopped_td
= ft
.m_old_td
;
2689 while (tile
!= stopped
|| cur_td
!= stopped_td
) {
2690 if (!ft
.Follow(tile
, cur_td
)) break;
2692 if (_settings_game
.pf
.forbid_90_deg
) {
2693 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2694 assert(ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
);
2696 assert(KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
);
2698 tile
= ft
.m_new_tile
;
2699 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2701 UnreserveRailTrackdir(tile
, cur_td
);
2705 return PBSTileInfo();
2709 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2710 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2712 * @param v The vehicle.
2713 * @param tile The tile the search should start from.
2714 * @param td The trackdir the search should start from.
2715 * @param override_railtype Whether all physically compatible railtypes should be followed.
2716 * @return True if a path to a safe stopping tile could be reserved.
2718 static bool TryReserveSafeTrack(const Train
*v
, TileIndex tile
, Trackdir td
, bool override_tailtype
)
2720 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2721 case VPF_NPF
: return NPFTrainFindNearestSafeTile(v
, tile
, td
, override_tailtype
);
2722 case VPF_YAPF
: return YapfTrainFindNearestSafeTile(v
, tile
, td
, override_tailtype
);
2724 default: NOT_REACHED();
2728 /** This class will save the current order of a vehicle and restore it on destruction. */
2729 class VehicleOrderSaver
{
2733 TileIndex old_dest_tile
;
2734 StationID old_last_station_visited
;
2735 VehicleOrderID index
;
2736 bool suppress_implicit_orders
;
2739 VehicleOrderSaver(Train
*_v
) :
2741 old_order(_v
->current_order
),
2742 old_dest_tile(_v
->dest_tile
),
2743 old_last_station_visited(_v
->last_station_visited
),
2744 index(_v
->cur_real_order_index
),
2745 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
))
2749 ~VehicleOrderSaver()
2751 this->v
->current_order
= this->old_order
;
2752 this->v
->dest_tile
= this->old_dest_tile
;
2753 this->v
->last_station_visited
= this->old_last_station_visited
;
2754 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2758 * Set the current vehicle order to the next order in the order list.
2759 * @param skip_first Shall the first (i.e. active) order be skipped?
2760 * @return True if a suitable next order could be found.
2762 bool SwitchToNextOrder(bool skip_first
)
2764 if (this->v
->GetNumOrders() == 0) return false;
2766 if (skip_first
) ++this->index
;
2769 bool has_manual_depot_order
= (HasBit(v
->vehicle_flags
, VF_SHOULD_GOTO_DEPOT
) || HasBit(v
->vehicle_flags
, VF_SHOULD_SERVICE_AT_DEPOT
));
2773 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2775 Order
*order
= this->v
->GetOrder(this->index
);
2776 assert(order
!= NULL
);
2778 switch (order
->GetType()) {
2780 /* Skip service in depot orders when the train doesn't need service. */
2781 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !(this->v
->NeedsServicing() || has_manual_depot_order
)) break;
2783 case OT_GOTO_STATION
:
2784 case OT_GOTO_WAYPOINT
:
2785 this->v
->current_order
= *order
;
2786 return UpdateOrderDest(this->v
, order
, 0, true);
2787 case OT_CONDITIONAL
: {
2788 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2789 if (next
!= INVALID_VEH_ORDER_ID
) {
2792 /* Don't increment next, so no break here. */
2800 /* Don't increment inside the while because otherwise conditional
2801 * orders can lead to an infinite loop. */
2804 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2811 * This is called to retrieve the previous signal, as required
2812 * This is not run all the time as it is somewhat expensive and most restrictions will not test for the previous signal
2814 static TileIndex
ChooseTrainTrackTraceRestrictPreviousSignalCallback(const Train
*v
, const void *)
2816 // scan forwards from vehicle position, for the case that train is waiting at/approaching PBS signal
2818 TileIndex tile
= v
->tile
;
2819 Trackdir trackdir
= v
->GetVehicleTrackdir();
2821 CFollowTrackRail
ft(v
);
2824 if (IsTileType(tile
, MP_RAILWAY
) && HasSignalOnTrackdir(tile
, trackdir
)) {
2825 if (HasPbsSignalOnTrackdir(tile
, trackdir
)) {
2829 // wrong type of signal
2830 return INVALID_TILE
;
2834 // advance to next tile
2835 if (!ft
.Follow(tile
, trackdir
)) {
2837 return INVALID_TILE
;
2840 if (KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2841 // reached a junction tile
2842 return INVALID_TILE
;
2845 tile
= ft
.m_new_tile
;
2846 trackdir
= FindFirstTrackdir(ft
.m_new_td_bits
);
2850 static bool HasLongReservePbsSignalOnTrackdir(Train
* v
, TileIndex tile
, Trackdir trackdir
)
2852 if (HasPbsSignalOnTrackdir(tile
, trackdir
)) {
2853 if (IsRestrictedSignal(tile
)) {
2854 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(tile
, TrackdirToTrack(trackdir
));
2855 if (prog
&& prog
->actions_used_flags
& TRPAUF_LONG_RESERVE
) {
2856 TraceRestrictProgramResult out
;
2857 prog
->Execute(v
, TraceRestrictProgramInput(tile
, trackdir
, &ChooseTrainTrackTraceRestrictPreviousSignalCallback
, nullptr), out
);
2858 if (out
.flags
& TRPRF_LONG_RESERVE
) {
2869 * Choose a track and reserve if necessary
2871 * @param v The vehicle
2872 * @param tile The tile from which to start
2875 * @param force_res Force a reservation to be made
2876 * @param p_got_reservation [out] If the train has a reservation
2877 * @param mark_stuck The train has to be marked as stuck when needed
2878 * @return The track the train should take.
2880 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *p_got_reservation
, bool mark_stuck
)
2882 Track best_track
= INVALID_TRACK
;
2883 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2884 bool changed_signal
= false;
2885 bool got_reservation
= false;
2886 if (p_got_reservation
!= NULL
) *p_got_reservation
= got_reservation
;
2888 assert((tracks
& ~TRACK_BIT_MASK
) == 0);
2890 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2891 TrackBits res_tracks
= (TrackBits
)(GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
));
2892 /* Do we have a suitable reserved track? */
2893 if (res_tracks
!= TRACK_BIT_NONE
) return FindFirstTrack(res_tracks
);
2895 /* Quick return in case only one possible track is available */
2896 if (KillFirstBit(tracks
) == TRACK_BIT_NONE
) {
2897 Track track
= FindFirstTrack(tracks
);
2898 /* We need to check for signals only here, as a junction tile can't have signals. */
2899 if (track
!= INVALID_TRACK
&& HasPbsSignalOnTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
))) {
2900 if (IsRestrictedSignal(tile
) && v
->force_proceed
!= TFP_SIGNAL
) {
2901 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(tile
, track
);
2902 if (prog
&& prog
->actions_used_flags
& (TRPAUF_WAIT_AT_PBS
| TRPAUF_SLOT_ACQUIRE
)) {
2903 TraceRestrictProgramResult out
;
2904 TraceRestrictProgramInput
input(tile
, TrackEnterdirToTrackdir(track
, enterdir
), NULL
, NULL
);
2905 input
.permitted_slot_operations
= TRPISP_ACQUIRE
;
2906 prog
->Execute(v
, input
, out
);
2907 if (out
.flags
& TRPRF_WAIT_AT_PBS
) {
2908 if (mark_stuck
) MarkTrainAsStuck(v
, true);
2913 ClrBit(v
->flags
, VRF_WAITING_RESTRICTION
);
2915 do_track_reservation
= true;
2916 changed_signal
= true;
2917 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
), SIGNAL_STATE_GREEN
);
2919 /* notify logic signals of the state change */
2920 SignalStateChanged(tile
, TrackdirToTrack(TrackEnterdirToTrackdir(track
, enterdir
)), 1);
2921 } else if (!do_track_reservation
) {
2927 PBSTileInfo origin
= FollowTrainReservation(v
);
2928 PBSTileInfo
res_dest(tile
, INVALID_TRACKDIR
, false);
2929 DiagDirection dest_enterdir
= enterdir
;
2930 if (do_track_reservation
) {
2931 res_dest
= ExtendTrainReservation(v
, origin
, &tracks
, &dest_enterdir
);
2932 if (res_dest
.tile
== INVALID_TILE
) {
2933 /* Reservation failed? */
2934 if (mark_stuck
) MarkTrainAsStuck(v
);
2935 if (changed_signal
) {
2936 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(best_track
, enterdir
), SIGNAL_STATE_RED
);
2938 /* notify logic signals of the state change */
2939 SignalStateChanged(tile
, TrackdirToTrack(TrackEnterdirToTrackdir(best_track
, enterdir
)), 1);
2941 return FindFirstTrack(tracks
);
2944 if (res_dest
.okay
) {
2945 CFollowTrackRail
ft(v
);
2946 if (ft
.Follow(res_dest
.tile
, res_dest
.trackdir
)) {
2947 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2949 if (!HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
2950 /* Got a valid reservation that ends at a safe target, quick exit. */
2951 if (p_got_reservation
!= NULL
) *p_got_reservation
= true;
2952 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
2953 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2959 /* Check if the train needs service here, so it has a chance to always find a depot.
2960 * Also check if the current order is a service order so we don't reserve a path to
2961 * the destination but instead to the next one if service isn't needed. */
2962 CheckIfTrainNeedsService(v
);
2963 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2966 /* Save the current train order. The destructor will restore the old order on function exit. */
2967 VehicleOrderSaver
orders(v
);
2969 /* If the current tile is the destination of the current order and
2970 * a reservation was requested, advance to the next order.
2971 * Don't advance on a depot order as depots are always safe end points
2972 * for a path and no look-ahead is necessary. This also avoids a
2973 * problem with depot orders not part of the order list when the
2974 * order list itself is empty. */
2975 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2976 orders
.SwitchToNextOrder(false);
2977 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2978 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2979 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2980 v
->tile
== v
->dest_tile
))) {
2981 orders
.SwitchToNextOrder(true);
2984 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2985 /* Pathfinders are able to tell that route was only 'guessed'. */
2986 bool path_found
= true;
2987 TileIndex new_tile
= res_dest
.tile
;
2989 Track next_track
= DoTrainPathfind(v
, new_tile
, dest_enterdir
, tracks
, path_found
, do_track_reservation
, &res_dest
);
2990 if (new_tile
== tile
) best_track
= next_track
;
2991 v
->HandlePathfindingResult(path_found
);
2994 /* No track reservation requested -> finished. */
2995 if (!do_track_reservation
) return best_track
;
2997 /* A path was found, but could not be reserved. */
2998 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2999 if (mark_stuck
) MarkTrainAsStuck(v
);
3000 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3004 /* No possible reservation target found, we are probably lost. */
3005 if (res_dest
.tile
== INVALID_TILE
) {
3006 /* Try to find any safe destination. */
3007 PBSTileInfo path_end
= FollowTrainReservation(v
);
3008 if (TryReserveSafeTrack(v
, path_end
.tile
, path_end
.trackdir
, false)) {
3009 TrackBits res
= GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
);
3010 best_track
= FindFirstTrack(res
);
3011 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
3012 // Use p_got_reservation because were going to return
3013 if (p_got_reservation
!= NULL
) *p_got_reservation
= true;
3014 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
3016 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3017 if (mark_stuck
) MarkTrainAsStuck(v
);
3022 got_reservation
= true;
3024 /* Reservation target found and free, check if it is safe. */
3025 while (!IsSafeWaitingPosition(v
, res_dest
.tile
, res_dest
.trackdir
, true, _settings_game
.pf
.forbid_90_deg
)) {
3026 /* Extend reservation until we have found a safe position. */
3027 DiagDirection exitdir
= TrackdirToExitdir(res_dest
.trackdir
);
3028 TileIndex next_tile
= TileAddByDiagDir(res_dest
.tile
, exitdir
);
3029 TrackBits reachable
= TrackdirBitsToTrackBits((TrackdirBits
)(GetTileTrackStatus(next_tile
, TRANSPORT_RAIL
, 0))) & DiagdirReachesTracks(exitdir
);
3030 if (_settings_game
.pf
.forbid_90_deg
) {
3031 reachable
&= ~TrackCrossesTracks(TrackdirToTrack(res_dest
.trackdir
));
3034 /* Get next order with destination. */
3035 if (orders
.SwitchToNextOrder(true)) {
3036 PBSTileInfo cur_dest
;
3038 DoTrainPathfind(v
, next_tile
, exitdir
, reachable
, path_found
, true, &cur_dest
);
3039 if (cur_dest
.tile
!= INVALID_TILE
) {
3040 res_dest
= cur_dest
;
3041 if (res_dest
.okay
) continue;
3042 /* Path found, but could not be reserved. */
3043 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3044 if (mark_stuck
) MarkTrainAsStuck(v
);
3045 got_reservation
= false;
3046 changed_signal
= false;
3050 /* No order or no safe position found, try any position. */
3051 if (!TryReserveSafeTrack(v
, res_dest
.tile
, res_dest
.trackdir
, true)) {
3052 FreeTrainTrackReservation(v
, origin
.tile
, origin
.trackdir
);
3053 if (mark_stuck
) MarkTrainAsStuck(v
);
3054 got_reservation
= false;
3055 changed_signal
= false;
3060 if (got_reservation
) {
3061 CFollowTrackRail
ft(v
);
3062 if (ft
.Follow(res_dest
.tile
, res_dest
.trackdir
)) {
3063 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
3065 if (HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
3066 // We reserved up to a LR signal, reserve past it as well. recursion
3067 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
), force_res
, NULL
, mark_stuck
);
3072 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
3074 if (changed_signal
) MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
3075 if (p_got_reservation
!= NULL
) *p_got_reservation
= got_reservation
;
3081 * Try to reserve a path to a safe position.
3083 * @param v The vehicle
3084 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
3085 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
3086 * @return True if a path could be reserved.
3088 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
3090 assert(v
->IsFrontEngine());
3092 /* We have to handle depots specially as the track follower won't look
3093 * at the depot tile itself but starts from the next tile. If we are still
3094 * inside the depot, a depot reservation can never be ours. */
3095 if (v
->track
== TRACK_BIT_DEPOT
) {
3096 if (HasDepotReservation(v
->tile
)) {
3097 if (mark_as_stuck
) MarkTrainAsStuck(v
);
3100 /* Depot not reserved, but the next tile might be. */
3101 TileIndex next_tile
= TileAddByDiagDir(v
->tile
, GetRailDepotDirection(v
->tile
));
3102 if (HasReservedTracks(next_tile
, DiagdirReachesTracks(GetRailDepotDirection(v
->tile
)))) return false;
3106 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
) && IsTunnelBridgeSignalSimulationExit(v
->tile
) &&
3107 DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
)) == v
->track
) {
3108 // prevent any attempt to reserve the wrong way onto a tunnel/bridge exit
3112 Vehicle
*other_train
= NULL
;
3113 PBSTileInfo origin
= FollowTrainReservation(v
, &other_train
);
3114 /* The path we are driving on is already blocked by some other train.
3115 * This can only happen in certain situations when mixing path and
3116 * block signals or when changing tracks and/or signals.
3117 * Exit here as doing any further reservations will probably just
3118 * make matters worse. */
3119 if (other_train
!= NULL
&& other_train
->index
!= v
->index
) {
3120 if (mark_as_stuck
) MarkTrainAsStuck(v
);
3123 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
3124 if (origin
.okay
&& (v
->tile
!= origin
.tile
|| first_tile_okay
)) {
3125 /* Can't be stuck then. */
3126 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3127 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3131 /* If we are in a depot, tentatively reserve the depot. */
3132 if (v
->track
== TRACK_BIT_DEPOT
&& v
->tile
== origin
.tile
) {
3133 SetDepotReservation(v
->tile
, true);
3134 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
, ZOOM_LVL_DRAW_MAP
);
3137 DiagDirection exitdir
= TrackdirToExitdir(origin
.trackdir
);
3138 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
3139 TrackBits reachable
= TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile
, TRANSPORT_RAIL
, 0)) & DiagdirReachesTrackdirs(exitdir
));
3141 if (_settings_game
.pf
.forbid_90_deg
) reachable
&= ~TrackCrossesTracks(TrackdirToTrack(origin
.trackdir
));
3143 bool res_made
= false;
3144 ChooseTrainTrack(v
, new_tile
, exitdir
, reachable
, true, &res_made
, mark_as_stuck
);
3147 /* Free the depot reservation as well. */
3148 if (v
->track
== TRACK_BIT_DEPOT
&& v
->tile
== origin
.tile
) SetDepotReservation(v
->tile
, false);
3152 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
3153 v
->wait_counter
= 0;
3154 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3156 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3161 static bool CheckReverseTrain(const Train
*v
)
3163 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
3164 v
->track
== TRACK_BIT_DEPOT
|| v
->track
== TRACK_BIT_WORMHOLE
||
3165 !(v
->direction
& 1)) {
3169 assert(v
->track
!= TRACK_BIT_NONE
);
3171 switch (_settings_game
.pf
.pathfinder_for_trains
) {
3172 case VPF_NPF
: return NPFTrainCheckReverse(v
);
3173 case VPF_YAPF
: return YapfTrainCheckReverse(v
);
3175 default: NOT_REACHED();
3180 * Get the location of the next station to visit.
3181 * @param station Next station to visit.
3182 * @return Location of the new station.
3184 TileIndex
Train::GetOrderStationLocation(StationID station
)
3186 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
3188 const Station
*st
= Station::Get(station
);
3189 if (!(st
->facilities
& FACIL_TRAIN
)) {
3190 /* The destination station has no trainstation tiles. */
3191 this->IncrementRealOrderIndex();
3198 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
3199 void Train::MarkDirty()
3203 v
->colourmap
= PAL_NONE
;
3204 v
->UpdateViewport(true, false);
3205 } while ((v
= v
->Next()) != NULL
);
3207 /* need to update acceleration and cached values since the goods on the train changed. */
3208 this->CargoChanged();
3209 this->UpdateAcceleration();
3213 * This function looks at the vehicle and updates its speed (cur_speed
3214 * and subspeed) variables. Furthermore, it returns the distance that
3215 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
3216 * the distance to drive before moving a step on the map.
3217 * @return distance to drive.
3219 int Train::UpdateSpeed()
3221 switch (_settings_game
.vehicle
.train_acceleration_model
) {
3222 default: NOT_REACHED();
3224 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
3227 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
3232 * Trains enters a station, send out a news item if it is the first train, and start loading.
3233 * @param v Train that entered the station.
3234 * @param station Station visited.
3236 static void TrainEnterStation(Train
*v
, StationID station
)
3238 v
->last_station_visited
= station
;
3240 /* check if a train ever visited this station before */
3241 Station
*st
= Station::Get(station
);
3242 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
3243 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
3244 SetDParam(0, st
->index
);
3246 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
3247 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
3251 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
3252 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
3255 v
->force_proceed
= TFP_NONE
;
3256 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3260 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
3261 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
3264 /* Check if the vehicle is compatible with the specified tile */
3265 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
)
3267 return IsTileOwner(tile
, v
->owner
) &&
3268 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
)));
3271 /** Data structure for storing engine speed changes of an acceleration type. */
3272 struct AccelerationSlowdownParams
{
3273 byte small_turn
; ///< Speed change due to a small turn.
3274 byte large_turn
; ///< Speed change due to a large turn.
3275 byte z_up
; ///< Fraction to remove when moving up.
3276 byte z_down
; ///< Fraction to add when moving down.
3279 /** Speed update fractions for each acceleration type. */
3280 static const AccelerationSlowdownParams _accel_slowdown
[] = {
3282 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
3283 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
3284 {0, 256 / 2, 256 / 4, 2}, ///< maglev
3288 * Modify the speed of the vehicle due to a change in altitude.
3289 * @param v %Train to update.
3290 * @param old_z Previous height.
3292 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
3294 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
3296 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3298 if (old_z
< v
->z_pos
) {
3299 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
3301 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
3302 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
3306 enum TrainMovedChangeSignalEnum
{
3307 CHANGED_NOTHING
, ///< No special signals were changed
3308 CHANGED_NORMAL_TO_PBS_BLOCK
, ///< A PBS block with a non-PBS signal facing us
3309 CHANGED_LR_PBS
///< A long reserve PBS signal
3312 static TrainMovedChangeSignalEnum
TrainMovedChangeSignal(Train
* v
, TileIndex tile
, DiagDirection dir
)
3314 if (IsTileType(tile
, MP_RAILWAY
) &&
3315 GetRailTileType(tile
) == RAIL_TILE_SIGNALS
) {
3316 TrackdirBits tracks
= TrackBitsToTrackdirBits(GetTrackBits(tile
)) & DiagdirReachesTrackdirs(dir
);
3317 Trackdir trackdir
= FindFirstTrackdir(tracks
);
3318 if (UpdateSignalsOnSegment(tile
, TrackdirToExitdir(trackdir
), GetTileOwner(tile
)) == SIGSEG_PBS
&& HasSignalOnTrackdir(tile
, trackdir
)) {
3319 /* A PBS block with a non-PBS signal facing us? */
3320 if (!IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(trackdir
)))) return CHANGED_NORMAL_TO_PBS_BLOCK
;
3322 if (HasLongReservePbsSignalOnTrackdir(v
, tile
, trackdir
)) return CHANGED_LR_PBS
;
3326 if (IsTileType(tile
, MP_TUNNELBRIDGE
) && IsTunnelBridgeSignalSimulationExit(tile
) && GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
3327 if (UpdateSignalsOnSegment(tile
, dir
, GetTileOwner(tile
)) == SIGSEG_PBS
) {
3328 return CHANGED_NORMAL_TO_PBS_BLOCK
;
3332 return CHANGED_NOTHING
;
3335 /** Tries to reserve track under whole train consist. */
3336 void Train::ReserveTrackUnderConsist() const
3338 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
3340 case TRACK_BIT_WORMHOLE
:
3341 TryReserveRailTrack(u
->tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(u
->tile
)));
3343 case TRACK_BIT_DEPOT
:
3346 TryReserveRailTrack(u
->tile
, TrackBitsToTrack(u
->track
));
3353 * The train vehicle crashed!
3354 * Update its status and other parts around it.
3355 * @param flooded Crash was caused by flooding.
3356 * @return Number of people killed.
3358 uint
Train::Crash(bool flooded
)
3361 if (this->IsFrontEngine()) {
3362 pass
+= 2; // driver
3364 /* Remove the reserved path in front of the train if it is not stuck.
3365 * Also clear all reserved tracks the train is currently on. */
3366 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
3367 for (const Train
*v
= this; v
!= NULL
; v
= v
->Next()) {
3368 ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3369 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) {
3370 /* ClearPathReservation will not free the wormhole exit
3371 * if the train has just entered the wormhole. */
3372 UnreserveBridgeTunnelTile(GetOtherTunnelBridgeEnd(v
->tile
));
3376 /* we may need to update crossing we were approaching,
3377 * but must be updated after the train has been marked crashed */
3378 TileIndex crossing
= TrainApproachingCrossingTile(this);
3379 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
3381 /* Remove the loading indicators (if any) */
3382 HideFillingPercent(&this->fill_percent_te_id
);
3385 pass
+= this->GroundVehicleBase::Crash(flooded
);
3387 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
3392 * Marks train as crashed and creates an AI event.
3393 * Doesn't do anything if the train is crashed already.
3394 * @param v first vehicle of chain
3395 * @return number of victims (including 2 drivers; zero if train was already crashed)
3397 static uint
TrainCrashed(Train
*v
)
3401 /* do not crash train twice */
3402 if (!(v
->vehstatus
& VS_CRASHED
)) {
3404 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3405 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3408 /* Try to re-reserve track under already crashed train too.
3409 * Crash() clears the reservation! */
3410 v
->ReserveTrackUnderConsist();
3415 /** Temporary data storage for testing collisions. */
3416 struct TrainCollideChecker
{
3417 Train
*v
; ///< %Vehicle we are testing for collision.
3418 uint num
; ///< Total number of victims if train collided.
3422 * Collision test function.
3423 * @param v %Train vehicle to test collision with.
3424 * @param data %Train being examined.
3425 * @return \c NULL (always continue search)
3427 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3429 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3431 /* not a train or in depot */
3432 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->track
== TRACK_BIT_DEPOT
) return NULL
;
3434 /* do not crash into trains of another company. */
3435 if (v
->owner
!= tcc
->v
->owner
) return NULL
;
3437 /* get first vehicle now to make most usual checks faster */
3438 Train
*coll
= Train::From(v
)->First();
3440 /* can't collide with own wagons */
3441 if (coll
== tcc
->v
) return NULL
;
3443 int x_diff
= v
->x_pos
- tcc
->v
->x_pos
;
3444 int y_diff
= v
->y_pos
- tcc
->v
->y_pos
;
3446 /* Do fast calculation to check whether trains are not in close vicinity
3447 * and quickly reject trains distant enough for any collision.
3448 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3449 * Differences are then ORed and then we check for any higher bits */
3450 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3451 if (hash
& ~15) return NULL
;
3453 /* Slower check using multiplication */
3454 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->v
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3455 if (x_diff
* x_diff
+ y_diff
* y_diff
>= min_diff
* min_diff
) return NULL
;
3457 /* Happens when there is a train under bridge next to bridge head */
3458 if (abs(v
->z_pos
- tcc
->v
->z_pos
) > 5) return NULL
;
3460 /* crash both trains */
3461 tcc
->num
+= TrainCrashed(tcc
->v
);
3462 tcc
->num
+= TrainCrashed(coll
);
3464 return NULL
; // continue searching
3468 * Checks whether the specified train has a collision with another vehicle. If
3469 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3470 * Reports the incident in a flashy news item, modifies station ratings and
3472 * @param v %Train to test.
3474 static bool CheckTrainCollision(Train
*v
)
3476 /* can't collide in depot */
3477 if (v
->track
== TRACK_BIT_DEPOT
) return false;
3479 assert(v
->track
== TRACK_BIT_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3481 TrainCollideChecker tcc
;
3485 /* find colliding vehicles */
3486 if (v
->track
== TRACK_BIT_WORMHOLE
) {
3487 FindVehicleOnPos(v
->tile
, &tcc
, FindTrainCollideEnum
);
3488 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &tcc
, FindTrainCollideEnum
);
3490 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3493 /* any dead -> no crash */
3494 if (tcc
.num
== 0) return false;
3496 SetDParam(0, tcc
.num
);
3497 AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->index
);
3499 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3500 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_BIG_CRASH
, v
);
3504 static Vehicle
*CheckTrainAtSignal(Vehicle
*v
, void *data
)
3506 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return NULL
;
3508 Train
*t
= Train::From(v
);
3509 DiagDirection exitdir
= *(DiagDirection
*)data
;
3511 /* not front engine of a train, inside wormhole or depot, crashed */
3512 if (!t
->IsFrontEngine() || !(t
->track
& TRACK_BIT_MASK
)) return NULL
;
3514 if (t
->cur_speed
> 5 || TrainExitDir(t
->direction
, t
->track
) != exitdir
) return NULL
;
3519 /** Find train in front and keep distance between trains in tunnel/bridge. */
3520 static Vehicle
*FindSpaceBetweenTrainsEnum(Vehicle
*v
, void *data
)
3522 /* Don't look at wagons between front and back of train. */
3523 if (v
->type
!= VEH_TRAIN
|| (v
->Previous() != NULL
&& v
->Next() != NULL
)) return NULL
;
3525 const Vehicle
*u
= (Vehicle
*)data
;
3528 switch (u
->direction
) {
3529 default: NOT_REACHED();
3530 case DIR_NE
: a
= u
->x_pos
; b
= v
->x_pos
; break;
3531 case DIR_SE
: a
= v
->y_pos
; b
= u
->y_pos
; break;
3532 case DIR_SW
: a
= v
->x_pos
; b
= u
->x_pos
; break;
3533 case DIR_NW
: a
= u
->y_pos
; b
= v
->y_pos
; break;
3536 if (a
> b
&& a
<= (b
+ (int)(Train::From(u
)->wait_counter
)) + (int)(TILE_SIZE
)) return v
;
3540 static bool IsToCloseBehindTrain(Vehicle
*v
, TileIndex tile
, bool check_endtile
)
3542 Train
*t
= (Train
*)v
;
3544 if (t
->force_proceed
!= 0) return false;
3546 if (HasVehicleOnPos(t
->tile
, v
, &FindSpaceBetweenTrainsEnum
)) {
3547 /* Revert train if not going with tunnel direction. */
3548 if (DirToDiagDir(t
->direction
) != GetTunnelBridgeDirection(t
->tile
)) {
3550 ToggleBit(t
->flags
, VRF_REVERSING
);
3554 /* Cover blind spot at end of tunnel bridge. */
3556 if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t
->tile
), v
, &FindSpaceBetweenTrainsEnum
)) {
3557 /* Revert train if not going with tunnel direction. */
3558 if (DirToDiagDir(t
->direction
) != GetTunnelBridgeDirection(t
->tile
)) {
3560 ToggleBit(t
->flags
, VRF_REVERSING
);
3569 static bool CheckTrainStayInWormHolePathReserve(Train
*t
, TileIndex tile
)
3571 TileIndex veh_orig
= t
->tile
;
3573 CFollowTrackRail
ft(GetTileOwner(tile
), GetRailTypeInfo(t
->railtype
)->compatible_railtypes
);
3574 if (ft
.Follow(tile
, DiagDirToDiagTrackdir(ReverseDiagDir(GetTunnelBridgeDirection(tile
))))) {
3575 TrackdirBits reserved
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(ft
.m_new_tile
));
3576 if (reserved
== TRACKDIR_BIT_NONE
) {
3577 /* next tile is not reserved, so reserve the exit tile */
3578 SetTunnelBridgeReservation(tile
, true);
3581 bool ok
= TryPathReserve(t
);
3583 if (ok
&& IsTunnelBridgePBS(tile
)) SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_GREEN
);
3587 /** Simulate signals in tunnel - bridge. */
3588 static bool CheckTrainStayInWormHole(Train
*t
, TileIndex tile
)
3590 if (t
->force_proceed
!= 0) return false;
3592 /* When not exit reverse train. */
3593 if (!IsTunnelBridgeSignalSimulationExit(tile
)) {
3595 ToggleBit(t
->flags
, VRF_REVERSING
);
3598 SigSegState seg_state
= (_settings_game
.pf
.reserve_paths
|| IsTunnelBridgePBS(tile
)) ? SIGSEG_PBS
: UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, t
->owner
);
3599 if (seg_state
!= SIGSEG_PBS
) {
3600 CFollowTrackRail
ft(GetTileOwner(tile
), GetRailTypeInfo(t
->railtype
)->compatible_railtypes
);
3601 if (ft
.Follow(tile
, DiagDirToDiagTrackdir(ReverseDiagDir(GetTunnelBridgeDirection(tile
))))) {
3602 if (ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
&& KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
3603 Trackdir td
= FindFirstTrackdir(ft
.m_new_td_bits
);
3604 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, td
)) {
3605 /* immediately after the exit, there is a PBS signal, switch to PBS mode */
3606 seg_state
= SIGSEG_PBS
;
3611 if (seg_state
== SIGSEG_FULL
|| (seg_state
== SIGSEG_PBS
&& !CheckTrainStayInWormHolePathReserve(t
, tile
))) {
3612 t
->vehstatus
|= VS_TRAIN_SLOWING
;
3620 static void HandleSignalBehindTrain(Train
*v
, int signal_number
)
3623 switch (v
->direction
) {
3624 default: NOT_REACHED();
3625 case DIR_NE
: tile
= TileVirtXY(v
->x_pos
+ (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
), v
->y_pos
); break;
3626 case DIR_SE
: tile
= TileVirtXY(v
->x_pos
, v
->y_pos
- (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) ); break;
3627 case DIR_SW
: tile
= TileVirtXY(v
->x_pos
- (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
), v
->y_pos
); break;
3628 case DIR_NW
: tile
= TileVirtXY(v
->x_pos
, v
->y_pos
+ (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
)); break;
3631 if(tile
== v
->tile
) {
3632 /* Flip signal on ramp. */
3633 if (IsTunnelBridgeSignalSimulationEntrance(tile
) && GetTunnelBridgeSignalState(tile
) == SIGNAL_STATE_RED
) {
3634 SetTunnelBridgeSignalState(tile
, SIGNAL_STATE_GREEN
);
3635 MarkTileDirtyByTile(tile
);
3637 } else if (IsBridge(v
->tile
) && signal_number
>= 0) {
3638 SetBridgeEntranceSimulatedSignalState(v
->tile
, signal_number
, SIGNAL_STATE_GREEN
);
3639 MarkTileDirtyByTile(tile
);
3643 static inline void IncreaseTrackUsage(TileIndex ti
, Track track_piece
)
3645 if (!IsTileType(ti
, MP_RAILWAY
))
3647 if (!IsPlainRailTile(ti
))
3650 /* ignore track_piece, 1 state per tile */
3651 byte age
= GetRailAge(ti
);
3653 static byte train_clean_strength
= 32;
3655 if (age
<= train_clean_strength
)
3658 age
-= train_clean_strength
;
3660 byte old_growth
= GetTrackGrowthPhase(ti
);
3662 SetRailAge(ti
, age
);
3664 /* If rounded growth amount changes, redraw */
3665 if (GetTrackGrowthPhase(ti
) != old_growth
)
3666 MarkTileDirtyByTile(ti
);
3669 uint16
ReversingDistanceTargetSpeed(const Train
*v
)
3672 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
) {
3673 target_speed
= ((v
->reverse_distance
- 1) * 5) / 2;
3676 target_speed
= (v
->reverse_distance
- 1) * 10 - 5;
3678 return max(0, target_speed
);
3682 * Move a vehicle chain one movement stop forwards.
3683 * @param v First vehicle to move.
3684 * @param nomove Stop moving this and all following vehicles.
3685 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3686 * @return True if the vehicle could be moved forward, false otherwise.
3688 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3690 Train
*first
= v
->First();
3692 bool direction_changed
= false; // has direction of any part changed?
3694 if (reverse
&& v
->reverse_distance
== 1) {
3695 goto reverse_train_direction
;
3698 if (v
->reverse_distance
> 1) {
3699 uint16 spd
= ReversingDistanceTargetSpeed(v
);
3700 if (spd
< v
->cur_speed
) v
->cur_speed
= spd
;
3703 /* For every vehicle after and including the given vehicle */
3704 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3705 DiagDirection enterdir
= DIAGDIR_BEGIN
;
3706 bool update_signals_crossing
= false; // will we update signals or crossing state?
3708 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
3709 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3710 /* Not inside tunnel */
3711 if (gp
.old_tile
== gp
.new_tile
) {
3712 /* Staying in the old tile */
3713 if (v
->track
== TRACK_BIT_DEPOT
) {
3717 v
->reverse_distance
= 0;
3719 /* Not inside depot */
3721 /* Reverse when we are at the end of the track already, do not move to the new position */
3722 if (v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3724 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3725 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3728 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3729 /* The new position is the end of the platform */
3730 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3734 /* A new tile is about to be entered. */
3736 /* Determine what direction we're entering the new tile from */
3737 enterdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
3738 assert(IsValidDiagDirection(enterdir
));
3740 /* Get the status of the tracks in the new tile and mask
3741 * away the bits that aren't reachable. */
3742 TrackStatus ts
= GetTileTrackStatus(gp
.new_tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(enterdir
));
3743 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3745 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3746 TrackBits red_signals
= TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts
) & reachable_trackdirs
);
3748 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3749 if (_settings_game
.pf
.forbid_90_deg
&& prev
== NULL
) {
3750 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3751 * can be switched on halfway a turn */
3752 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3755 if (bits
== TRACK_BIT_NONE
)
3758 /* Check if the new tile constrains tracks that are compatible
3759 * with the current train, if not, bail out. */
3760 if (!CheckCompatibleRail(v
, gp
.new_tile
))
3763 TrackBits chosen_track
;
3765 /* Currently the locomotive is active. Determine which one of the
3766 * available tracks to choos/// e */
3767 Track chosen_track_num
= ChooseTrainTrack(v
, gp
.new_tile
, enterdir
, bits
, false, NULL
, true);
3768 chosen_track
= TrackToTrackBits(chosen_track_num
);
3769 assert(chosen_track
& (bits
| GetReservedTrackbits(gp
.new_tile
)));
3771 if (v
->force_proceed
!= TFP_NONE
&& IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
)) {
3772 /* For each signal we find decrease the counter by one.
3773 * We start at two, so the first signal we pass decreases
3774 * this to one, then if we reach the next signal it is
3775 * decreased to zero and we won't pass that new signal. */
3776 Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3777 if (HasSignalOnTrackdir(gp
.new_tile
, dir
) ||
3778 (HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(dir
)) &&
3779 GetSignalType(gp
.new_tile
, TrackdirToTrack(dir
)) != SIGTYPE_PBS
)) {
3780 /* However, we do not want to be stopped by PBS signals
3781 * entered via the back. */
3782 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3783 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3787 /* Check if it's a red signal and that force proceed is not clicked. */
3788 if ((red_signals
& chosen_track
) && v
->force_proceed
== TFP_NONE
) {
3789 /* In front of a red signal */
3790 Trackdir i
= FindFirstTrackdir(trackdirbits
);
3792 /* Don't handle stuck trains here. */
3793 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return false;
3795 if (!HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(i
))) {
3798 v
->progress
= 255 - 100;
3799 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* 20) return false;
3800 } else if (HasSignalOnTrackdir(gp
.new_tile
, i
)) {
3803 v
->progress
= 255 - 10;
3804 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* 73) {
3805 DiagDirection exitdir
= TrackdirToExitdir(i
);
3806 TileIndex o_tile
= TileAddByDiagDir(gp
.new_tile
, exitdir
);
3808 exitdir
= ReverseDiagDir(exitdir
);
3810 /* check if a train is waiting on the other side */
3811 if (!HasVehicleOnPos(o_tile
, &exitdir
, &CheckTrainAtSignal
)) return false;
3815 /* If we would reverse but are currently in a PBS block and
3816 * reversing of stuck trains is disabled, don't reverse.
3817 * This does not apply if the reason for reversing is a one-way
3818 * signal blocking us, because a train would then be stuck forever. */
3819 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(gp
.new_tile
, i
) &&
3820 UpdateSignalsOnSegment(v
->tile
, enterdir
, v
->owner
) == SIGSEG_PBS
) {
3821 v
->wait_counter
= 0;
3824 goto reverse_train_direction
;
3826 TryReserveRailTrack(gp
.new_tile
, TrackBitsToTrack(chosen_track
), false);
3828 if (IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
) && IsRestrictedSignal(gp
.new_tile
)) {
3829 const Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3830 if (HasSignalOnTrack(gp
.new_tile
, TrackdirToTrack(dir
))) {
3831 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(gp
.new_tile
, TrackdirToTrack(dir
));
3832 if (prog
&& prog
->actions_used_flags
& (TRPAUF_SLOT_ACQUIRE
| TRPAUF_SLOT_RELEASE_FRONT
)) {
3833 TraceRestrictProgramResult out
;
3834 TraceRestrictProgramInput
input(gp
.new_tile
, dir
, NULL
, NULL
);
3835 input
.permitted_slot_operations
= TRPISP_ACQUIRE
| TRPISP_RELEASE_FRONT
;
3836 prog
->Execute(v
, input
, out
);
3841 IncreaseTrackUsage(gp
.new_tile
, chosen_track_num
);
3843 /* The wagon is active, simply follow the prev vehicle. */
3844 if (prev
->tile
== gp
.new_tile
) {
3845 /* Choose the same track as prev */
3846 if (prev
->track
== TRACK_BIT_WORMHOLE
) {
3847 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3848 * However, just choose the track into the wormhole. */
3849 assert(IsTunnel(prev
->tile
));
3850 chosen_track
= bits
;
3852 chosen_track
= prev
->track
;
3855 /* Choose the track that leads to the tile where prev is.
3856 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3857 * I.e. when the tile between them has only space for a single vehicle like
3858 * 1) horizontal/vertical track tiles and
3859 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3860 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3862 static const TrackBits _connecting_track
[DIAGDIR_END
][DIAGDIR_END
] = {
3863 {TRACK_BIT_X
, TRACK_BIT_LOWER
, TRACK_BIT_NONE
, TRACK_BIT_LEFT
},
3864 {TRACK_BIT_UPPER
, TRACK_BIT_Y
, TRACK_BIT_LEFT
, TRACK_BIT_NONE
},
3865 {TRACK_BIT_NONE
, TRACK_BIT_RIGHT
, TRACK_BIT_X
, TRACK_BIT_UPPER
},
3866 {TRACK_BIT_RIGHT
, TRACK_BIT_NONE
, TRACK_BIT_LOWER
, TRACK_BIT_Y
}
3868 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3869 assert(IsValidDiagDirection(exitdir
));
3870 chosen_track
= _connecting_track
[enterdir
][exitdir
];
3872 chosen_track
&= bits
;
3875 /* Make sure chosen track is a valid track */
3877 chosen_track
== TRACK_BIT_X
|| chosen_track
== TRACK_BIT_Y
||
3878 chosen_track
== TRACK_BIT_UPPER
|| chosen_track
== TRACK_BIT_LOWER
||
3879 chosen_track
== TRACK_BIT_LEFT
|| chosen_track
== TRACK_BIT_RIGHT
);
3881 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3882 const byte
*b
= _initial_tile_subcoord
[FIND_FIRST_BIT(chosen_track
)][enterdir
];
3883 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3884 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3885 Direction chosen_dir
= (Direction
)b
[2];
3887 /* Call the landscape function and tell it that the vehicle entered the tile */
3888 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3889 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3893 if (IsTunnelBridgeWithSignalSimulation(gp
.new_tile
)) {
3894 /* If red signal stop. */
3895 if (v
->IsFrontEngine() && v
->force_proceed
== 0) {
3896 if (IsTunnelBridgeSignalSimulationEntrance(gp
.new_tile
) && GetTunnelBridgeSignalState(gp
.new_tile
) == SIGNAL_STATE_RED
) {
3898 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3901 if (IsTunnelBridgeSignalSimulationExit(gp
.new_tile
)) {
3905 /* Flip signal on tunnel entrance tile red. */
3906 SetTunnelBridgeSignalState(gp
.new_tile
, SIGNAL_STATE_RED
);
3907 MarkTileDirtyByTile(gp
.new_tile
);
3911 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
3912 Track track
= FindFirstTrack(chosen_track
);
3913 Trackdir tdir
= TrackDirectionToTrackdir(track
, chosen_dir
);
3914 if (v
->IsFrontEngine() && HasPbsSignalOnTrackdir(gp
.new_tile
, tdir
)) {
3915 SetSignalStateByTrackdir(gp
.new_tile
, tdir
, SIGNAL_STATE_RED
);
3916 MarkTileDirtyByTile(gp
.new_tile
);
3918 /* notify logic signals of the state change */
3919 SignalStateChanged(gp
.new_tile
, TrackdirToTrack(tdir
), 1);
3922 /* Clear any track reservation when the last vehicle leaves the tile */
3923 if (v
->Next() == NULL
) ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3925 v
->tile
= gp
.new_tile
;
3927 if (GetTileRailType(gp
.new_tile
) != GetTileRailType(gp
.old_tile
)) {
3928 v
->First()->ConsistChanged(CCF_TRACK
);
3931 v
->track
= chosen_track
;
3935 /* We need to update signal status, but after the vehicle position hash
3936 * has been updated by UpdateInclination() */
3937 update_signals_crossing
= true;
3939 if (chosen_dir
!= v
->direction
) {
3940 if (prev
== NULL
&& _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3941 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3942 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3943 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3945 direction_changed
= true;
3946 v
->direction
= chosen_dir
;
3949 if (v
->IsFrontEngine()) {
3950 v
->wait_counter
= 0;
3952 /* If we are approaching a crossing that is reserved, play the sound now. */
3953 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3955 if (crossing
!= INVALID_TILE
)
3957 RailTypeLabel railTypeLabel
= GetRailTypeInfo(GetTileRailType(crossing
))->label
;
3958 bool is_no_sound_rail_type
= (railTypeLabel
== _planning_tracks_label
|| railTypeLabel
== _pipeline_tracks_label
|| railTypeLabel
== _wires_tracks_label
);
3960 if (HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
&& !is_no_sound_rail_type
)
3961 SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3964 /* Always try to extend the reservation when entering a tile. */
3965 CheckNextTrainTile(v
);
3968 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3969 /* The new position is the location where we want to stop */
3970 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3974 /* Handle signal simulation on tunnel/bridge. */
3975 TileIndex old_tile
= TileVirtXY(v
->x_pos
, v
->y_pos
);
3976 if (old_tile
!= gp
.new_tile
&& IsTunnelBridgeWithSignalSimulation(v
->tile
) && (v
->IsFrontEngine() || v
->Next() == NULL
)) {
3977 if (old_tile
== v
->tile
) {
3978 if (v
->IsFrontEngine() && v
->force_proceed
== 0 && IsTunnelBridgeSignalSimulationExit(v
->tile
))
3980 /* Entered wormhole set counters. */
3981 v
->wait_counter
= (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) - TILE_SIZE
;
3982 v
->load_unload_ticks
= 0;
3985 uint distance
= v
->wait_counter
;
3986 bool leaving
= false;
3987 if (distance
== 0) v
->wait_counter
= (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
);
3989 if (v
->IsFrontEngine()) {
3990 /* Check if track in front is free and see if we can leave wormhole. */
3991 int z
= GetSlopePixelZ(gp
.x
, gp
.y
) - v
->z_pos
;
3992 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && !(abs(z
) > 2)) {
3993 if (CheckTrainStayInWormHole(v
, gp
.new_tile
)) return false;
3996 if (IsToCloseBehindTrain(v
, gp
.new_tile
, distance
== 0)) {
3997 if (distance
== 0) v
->wait_counter
= 0;
3999 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4002 /* flip signal in front to red on bridges*/
4003 if (distance
== 0 && IsBridge(v
->tile
)) {
4004 SetBridgeEntranceSimulatedSignalState(v
->tile
, v
->load_unload_ticks
, SIGNAL_STATE_RED
);
4005 MarkTileDirtyByTile(gp
.new_tile
);
4009 if (v
->Next() == NULL
) {
4010 if (v
->load_unload_ticks
> 0 && distance
== (TILE_SIZE
* _settings_game
.construction
.simulated_wormhole_signals
) - TILE_SIZE
) HandleSignalBehindTrain(v
, v
->load_unload_ticks
- 2);
4011 if (old_tile
== v
->tile
) {
4012 /* We left ramp into wormhole. */
4015 UpdateSignalsOnSegment(old_tile
, INVALID_DIAGDIR
, v
->owner
);
4016 UnreserveBridgeTunnelTile(old_tile
);
4019 if (distance
== 0) v
->load_unload_ticks
++;
4020 v
->wait_counter
-= TILE_SIZE
;
4022 if (leaving
) { // Reset counters.
4023 v
->force_proceed
= 0;
4024 v
->wait_counter
= 0;
4025 v
->load_unload_ticks
= 0;
4028 v
->UpdatePosition();
4029 v
->UpdateViewport(false, false);
4030 UpdateSignalsOnSegment(gp
.new_tile
, INVALID_DIAGDIR
, v
->owner
);
4035 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
4036 /* Perform look-ahead on tunnel exit. */
4037 if (v
->IsFrontEngine()) {
4038 TryReserveRailTrack(gp
.new_tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp
.new_tile
)));
4039 CheckNextTrainTile(v
);
4041 /* Prevent v->UpdateInclination() being called with wrong parameters.
4042 * This could happen if the train was reversed inside the tunnel/bridge. */
4043 if (gp
.old_tile
== gp
.new_tile
) {
4044 gp
.old_tile
= GetOtherTunnelBridgeEnd(gp
.old_tile
);
4049 v
->UpdatePosition();
4050 if (HasBit(v
->gv_flags
, GVF_CHUNNEL_BIT
)) {
4051 /* update the Z position of the vehicle */
4052 int old_z
= v
->UpdateInclination(false, false, true);
4055 /* This is the first vehicle in the train */
4056 AffectSpeedByZChange(v
, old_z
);
4059 if (v
->IsDrawn()) v
->Vehicle::UpdateViewport(true);
4064 /* update image of train, as well as delta XY */
4065 v
->UpdateDeltaXY(v
->direction
);
4069 v
->UpdatePosition();
4070 if (v
->reverse_distance
> 1) {
4071 v
->reverse_distance
--;
4074 /* update the Z position of the vehicle */
4075 int old_z
= v
->UpdateInclination(gp
.new_tile
!= gp
.old_tile
, false, v
->track
== TRACK_BIT_WORMHOLE
);
4078 /* This is the first vehicle in the train */
4079 AffectSpeedByZChange(v
, old_z
);
4082 if (update_signals_crossing
) {
4083 if (v
->IsFrontEngine()) {
4084 switch(TrainMovedChangeSignal(v
, gp
.new_tile
, enterdir
)) {
4085 case CHANGED_NORMAL_TO_PBS_BLOCK
:
4086 /* We are entering a block with PBS signals right now, but
4087 * not through a PBS signal. This means we don't have a
4088 * reservation right now. As a conventional signal will only
4089 * ever be green if no other train is in the block, getting
4090 * a path should always be possible. If the player built
4091 * such a strange network that it is not possible, the train
4092 * will be marked as stuck and the player has to deal with
4094 if ((!HasReservedTracks(gp
.new_tile
, v
->track
) &&
4095 !TryReserveRailTrack(gp
.new_tile
, FindFirstTrack(v
->track
))) ||
4096 !TryPathReserve(v
)) {
4097 MarkTrainAsStuck(v
);
4101 case CHANGED_LR_PBS
:
4103 /* We went past a long reserve PBS signal. Try to extend the
4104 * reservation if reserving failed at another LR signal. */
4105 PBSTileInfo origin
= FollowTrainReservation(v
);
4106 CFollowTrackRail
ft(v
);
4108 if (ft
.Follow(origin
.tile
, origin
.trackdir
)) {
4109 Trackdir new_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
4111 if (HasLongReservePbsSignalOnTrackdir(v
, ft
.m_new_tile
, new_td
)) {
4112 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
), true, NULL
, false);
4122 /* Signals can only change when the first
4123 * (above) or the last vehicle moves. */
4124 if (v
->Next() == NULL
) {
4125 TrainMovedChangeSignal(v
, gp
.old_tile
, ReverseDiagDir(enterdir
));
4126 if (IsLevelCrossingTile(gp
.old_tile
)) UpdateLevelCrossing(gp
.old_tile
);
4128 if (IsTileType(gp
.old_tile
, MP_RAILWAY
) && HasSignals(gp
.old_tile
) && IsRestrictedSignal(gp
.old_tile
)) {
4129 const TrackdirBits rev_tracks
= TrackBitsToTrackdirBits(GetTrackBits(gp
.old_tile
)) & DiagdirReachesTrackdirs(ReverseDiagDir(enterdir
));
4130 const Trackdir rev_trackdir
= FindFirstTrackdir(rev_tracks
);
4131 const Track track
= TrackdirToTrack(rev_trackdir
);
4132 if (HasSignalOnTrack(gp
.old_tile
, track
)) {
4133 const TraceRestrictProgram
*prog
= GetExistingTraceRestrictProgram(gp
.old_tile
, track
);
4134 if (prog
&& prog
->actions_used_flags
& TRPAUF_SLOT_RELEASE_BACK
) {
4135 TraceRestrictProgramResult out
;
4136 TraceRestrictProgramInput
input(gp
.old_tile
, ReverseTrackdir(rev_trackdir
), NULL
, NULL
);
4137 input
.permitted_slot_operations
= TRPISP_RELEASE_BACK
;
4138 prog
->Execute(first
, input
, out
);
4145 /* Do not check on every tick to save some computing time. */
4146 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) CheckNextTrainTile(v
);
4149 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
4154 /* We've reached end of line?? */
4155 if (prev
!= NULL
) error("Disconnecting train");
4157 reverse_train_direction
:
4159 v
->wait_counter
= 0;
4162 ReverseTrainDirection(v
);
4169 * Collect trackbits of all crashed train vehicles on a tile
4170 * @param v Vehicle passed from Find/HasVehicleOnPos()
4171 * @param data trackdirbits for the result
4172 * @return NULL to iterate over all vehicles on the tile.
4174 static Vehicle
*CollectTrackbitsFromCrashedVehiclesEnum(Vehicle
*v
, void *data
)
4176 TrackBits
*trackbits
= (TrackBits
*)data
;
4178 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
4179 TrackBits train_tbits
= Train::From(v
)->track
;
4180 if (train_tbits
== TRACK_BIT_WORMHOLE
) {
4181 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
4182 *trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
4183 } else if (train_tbits
!= TRACK_BIT_DEPOT
) {
4184 *trackbits
|= train_tbits
;
4192 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
4193 * train, then goes to the last wagon and deletes that. Each call to this function
4194 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
4195 * or inside a tunnel/bridge, recalculate the signals as they might need updating
4196 * @param v the Vehicle of which last wagon is to be removed
4198 static void DeleteLastWagon(Train
*v
)
4200 Train
*first
= v
->First();
4202 /* Go to the last wagon and delete the link pointing there
4203 * *u is then the one-before-last wagon, and *v the last
4204 * one which will physically be removed */
4206 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
4210 /* Recalculate cached train properties */
4211 first
->ConsistChanged(CCF_ARRANGE
);
4212 /* Update the depot window if the first vehicle is in depot -
4213 * if v == first, then it is updated in PreDestructor() */
4214 if (first
->track
== TRACK_BIT_DEPOT
) {
4215 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
4217 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
4220 /* 'v' shouldn't be accessed after it has been deleted */
4221 TrackBits trackbits
= v
->track
;
4222 TileIndex tile
= v
->tile
;
4223 Owner owner
= v
->owner
;
4226 v
= NULL
; // make sure nobody will try to read 'v' anymore
4228 if (trackbits
== TRACK_BIT_WORMHOLE
) {
4229 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
4230 trackbits
= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile
));
4233 Track track
= TrackBitsToTrack(trackbits
);
4234 if (HasReservedTracks(tile
, trackbits
)) {
4235 UnreserveRailTrack(tile
, track
);
4237 /* If there are still crashed vehicles on the tile, give the track reservation to them */
4238 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
4239 FindVehicleOnPos(tile
, &remaining_trackbits
, CollectTrackbitsFromCrashedVehiclesEnum
);
4241 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
4242 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
4244 FOR_EACH_SET_TRACK(t
, remaining_trackbits
) TryReserveRailTrack(tile
, t
);
4247 /* check if the wagon was on a road/rail-crossing */
4248 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
4250 /* Update signals */
4251 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
4252 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
4253 if (IsTunnelBridgeWithSignalSimulation(tile
)) {
4254 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
4255 UpdateSignalsOnSegment(end
, INVALID_DIAGDIR
, owner
);
4256 bool is_entrance
= IsTunnelBridgeSignalSimulationEntrance(tile
);
4257 TileIndex entrance
= is_entrance
? tile
: end
;
4258 if (TunnelBridgeIsFree(tile
, end
, nullptr).Succeeded()) {
4259 if (IsBridge(entrance
)) {
4260 SetAllBridgeEntranceSimulatedSignalsGreen(entrance
);
4261 MarkBridgeDirty(entrance
, ZOOM_LVL_DRAW_MAP
);
4263 if (IsTunnelBridgeSignalSimulationEntrance(entrance
) && GetTunnelBridgeSignalState(entrance
) == SIGNAL_STATE_RED
) {
4264 SetTunnelBridgeSignalState(entrance
, SIGNAL_STATE_GREEN
);
4265 MarkTileDirtyByTile(entrance
);
4269 } else if (IsRailDepotTile(tile
)) {
4270 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
4272 SetSignalsOnBothDir(tile
, track
, owner
);
4277 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
4278 * @param v First crashed vehicle.
4280 static void ChangeTrainDirRandomly(Train
*v
)
4282 static const DirDiff delta
[] = {
4283 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
4287 /* We don't need to twist around vehicles if they're not visible */
4288 if (!(v
->vehstatus
& VS_HIDDEN
)) {
4289 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
4290 /* Refrain from updating the z position of the vehicle when on
4291 * a bridge, because UpdateInclination() will put the vehicle under
4292 * the bridge in that case */
4293 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
4294 v
->UpdatePosition();
4295 v
->UpdateInclination(false, true);
4297 v
->UpdateViewport(false, true);
4300 } while ((v
= v
->Next()) != NULL
);
4304 * Handle a crashed train.
4305 * @param v First train vehicle.
4306 * @return %Vehicle chain still exists.
4308 static bool HandleCrashedTrain(Train
*v
)
4310 int state
= ++v
->crash_anim_pos
;
4312 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
4313 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
4317 if (state
<= 200 && Chance16R(1, 7, r
)) {
4318 int index
= (r
* 10 >> 16);
4325 CreateEffectVehicleRel(u
,
4329 EV_EXPLOSION_SMALL
);
4332 } while ((u
= u
->Next()) != NULL
);
4335 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
4337 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
4338 bool ret
= v
->Next() != NULL
;
4346 /** Maximum speeds for train that is broken down or approaching line end */
4347 static const uint16 _breakdown_speeds
[16] = {
4348 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
4353 * Train is approaching line end, slow down and possibly reverse
4355 * @param v front train engine
4356 * @param signal not line end, just a red signal
4357 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4358 * @return true iff we did NOT have to reverse
4360 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
4362 /* Calc position within the current tile */
4363 uint x
= v
->x_pos
& 0xF;
4364 uint y
= v
->y_pos
& 0xF;
4366 /* for diagonal directions, 'x' will be 0..15 -
4367 * for other directions, it will be 1, 3, 5, ..., 15 */
4368 switch (v
->direction
) {
4369 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
4370 case DIR_NW
: x
= y
; FALLTHROUGH
;
4371 case DIR_NE
: x
= ~x
+ 16; break;
4372 case DIR_E
: x
= ~x
+ y
+ 9; break;
4373 case DIR_SE
: x
= y
; break;
4374 case DIR_S
: x
= x
+ y
- 7; break;
4375 case DIR_W
: x
= ~y
+ x
+ 9; break;
4379 /* Do not reverse when approaching red signal. Make sure the vehicle's front
4380 * does not cross the tile boundary when we do reverse, but as the vehicle's
4381 * location is based on their center, use half a vehicle's length as offset.
4382 * Multiply the half-length by two for straight directions to compensate that
4383 * we only get odd x offsets there. */
4384 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
4385 /* we are too near the tile end, reverse now */
4387 if (reverse
) ReverseTrainDirection(v
);
4392 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4393 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
4394 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4401 * Determines whether train would like to leave the tile
4402 * @param v train to test
4403 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
4405 static bool TrainCanLeaveTile(const Train
*v
)
4407 /* Exit if inside a tunnel/bridge or a depot */
4408 if (v
->track
== TRACK_BIT_WORMHOLE
|| v
->track
== TRACK_BIT_DEPOT
) return false;
4410 TileIndex tile
= v
->tile
;
4412 /* entering a tunnel/bridge? */
4413 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
4414 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
4415 if (DiagDirToDir(dir
) == v
->direction
) return false;
4418 /* entering a depot? */
4419 if (IsRailDepotTile(tile
)) {
4420 DiagDirection dir
= ReverseDiagDir(GetRailDepotDirection(tile
));
4421 if (DiagDirToDir(dir
) == v
->direction
) return false;
4429 * Determines whether train is approaching a rail-road crossing
4430 * (thus making it barred)
4431 * @param v front engine of train
4432 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
4433 * @pre v in non-crashed front engine
4435 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
4437 assert(v
->IsFrontEngine());
4438 assert(!(v
->vehstatus
& VS_CRASHED
));
4440 if (!TrainCanLeaveTile(v
)) return INVALID_TILE
;
4442 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4443 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4445 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
4446 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
4447 !CheckCompatibleRail(v
, tile
)) {
4448 return INVALID_TILE
;
4456 * Checks for line end. Also, bars crossing at next tile if needed
4458 * @param v vehicle we are checking
4459 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4460 * @return true iff we did NOT have to reverse
4462 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
4464 /* First, handle broken down train */
4466 int t
= v
->breakdown_ctr
;
4468 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4470 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
4471 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4473 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
4476 if (!TrainCanLeaveTile(v
)) return true;
4478 /* Determine the non-diagonal direction in which we will exit this tile */
4479 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4480 /* Calculate next tile */
4481 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4483 /* Determine the track status on the next tile */
4484 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(dir
));
4485 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
4487 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
4488 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
4490 /* We are sure the train is not entering a depot, it is detected above */
4492 /* mask unreachable track bits if we are forbidden to do 90deg turns */
4493 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
4494 if (_settings_game
.pf
.forbid_90_deg
) {
4495 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
4498 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
4499 if (bits
== TRACK_BIT_NONE
|| !CheckCompatibleRail(v
, tile
)) {
4500 return TrainApproachingLineEnd(v
, false, reverse
);
4503 /* approaching red signal */
4504 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
4506 /* approaching a rail/road crossing? then make it red */
4507 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
4512 /* Calculate the summed up value of all parts of a train */
4513 Money
Train::CalculateCurrentOverallValue() const
4515 Money ovr_value
= 0;
4516 const Train
*v
= this;
4518 ovr_value
+= v
->value
;
4519 } while ( (v
=v
->GetNextVehicle()) != NULL
);
4523 static bool TrainLocoHandler(Train
*v
, bool mode
)
4525 /* train has crashed? */
4526 if (v
->vehstatus
& VS_CRASHED
) {
4527 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
4530 if (v
->force_proceed
!= TFP_NONE
) {
4531 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4532 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4535 /* train is broken down? */
4536 if (v
->HandleBreakdown()) return true;
4538 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
4539 ReverseTrainDirection(v
);
4542 /* exit if train is stopped */
4543 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
4545 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
4546 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
4547 v
->wait_counter
= 0;
4550 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4551 ReverseTrainDirection(v
);
4553 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
4554 /* Try to reserve a path when leaving the station as we
4555 * might not be marked as wanting a reservation, e.g.
4556 * when an overlength train gets turned around in a station. */
4557 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
4558 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
4560 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
4561 TryPathReserve(v
, true, true);
4563 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4566 v
->HandleLoading(mode
);
4568 if (v
->current_order
.IsType(OT_LOADING
)) return true;
4570 if (CheckTrainStayInDepot(v
)) return true;
4572 if (!mode
) v
->ShowVisualEffect();
4574 /* We had no order but have an order now, do look ahead. */
4575 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
4576 CheckNextTrainTile(v
);
4579 /* Handle stuck trains. */
4580 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
4583 /* Should we try reversing this tick if still stuck? */
4584 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
4586 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
4587 if (!TryPathReserve(v
)) {
4589 if (turn_around
) ReverseTrainDirection(v
);
4591 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
4592 /* Show message to player. */
4593 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
4594 SetDParam(0, v
->index
);
4595 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
4597 v
->wait_counter
= 0;
4599 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4600 if (v
->force_proceed
== TFP_NONE
) return true;
4601 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4602 v
->wait_counter
= 0;
4603 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4607 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
4608 v
->current_order
.Free();
4609 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4613 int j
= v
->UpdateSpeed();
4615 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4616 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
4617 /* If we manually stopped, we're not force-proceeding anymore. */
4618 v
->force_proceed
= TFP_NONE
;
4619 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
4622 int adv_spd
= v
->GetAdvanceDistance();
4624 /* if the vehicle has speed 0, update the last_speed field. */
4625 if (v
->cur_speed
== 0) v
->SetLastSpeed();
4627 TrainCheckIfLineEnds(v
);
4628 /* Loop until the train has finished moving. */
4631 TrainController(v
, NULL
);
4632 /* Don't continue to move if the train crashed. */
4633 if (CheckTrainCollision(v
)) break;
4634 /* Determine distance to next map position */
4635 adv_spd
= v
->GetAdvanceDistance();
4637 /* No more moving this tick */
4638 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
4640 OrderType order_type
= v
->current_order
.GetType();
4641 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4642 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
4643 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
4644 IsTileType(v
->tile
, MP_STATION
) &&
4645 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
4652 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
4653 if (!(u
->IsDrawn())) continue;
4655 u
->UpdateViewport(false, false);
4658 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
4664 * Get running cost for the train consist.
4665 * @return Yearly running costs.
4667 Money
Train::GetRunningCost() const
4670 const Train
*v
= this;
4673 const Engine
*e
= v
->GetEngine();
4674 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
4676 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
4677 if (cost_factor
== 0) continue;
4679 /* Halve running cost for multiheaded parts */
4680 if (v
->IsMultiheaded()) cost_factor
/= 2;
4682 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
4683 } while ((v
= v
->GetNextVehicle()) != NULL
);
4689 * Update train vehicle data for a tick.
4690 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
4694 this->tick_counter
++;
4696 if (this->IsFrontEngine()) {
4697 if (!((this->vehstatus
& VS_STOPPED
) || this->IsChainInDepot()) || this->cur_speed
> 0) this->running_ticks
++;
4699 this->current_order_time
++;
4701 if (!TrainLocoHandler(this, false)) return false;
4703 return TrainLocoHandler(this, true);
4704 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
4705 /* Delete flooded standalone wagon chain */
4706 if (++this->crash_anim_pos
>= 4400) {
4716 * Check whether a train needs service, and if so, find a depot or service it.
4717 * @return v %Train to check.
4719 static void CheckIfTrainNeedsService(Train
*v
)
4721 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
4722 if (v
->IsChainInDepot()) {
4723 VehicleServiceInDepot(v
);
4728 switch (_settings_game
.pf
.pathfinder_for_trains
) {
4729 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
4730 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
4731 default: NOT_REACHED();
4734 FindDepotData tfdd
= FindClosestTrainDepot(v
, max_penalty
);
4735 /* Only go to the depot if it is not too far out of our way. */
4736 if (tfdd
.best_length
== UINT_MAX
|| tfdd
.best_length
> max_penalty
) {
4737 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
4738 /* If we were already heading for a depot but it has
4739 * suddenly moved farther away, we continue our normal
4741 v
->current_order
.MakeDummy();
4742 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4747 DepotID depot
= GetDepotIndex(tfdd
.tile
);
4749 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
4750 v
->current_order
.GetDestination() != depot
&&
4755 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
4756 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
4757 v
->dest_tile
= tfdd
.tile
;
4758 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4761 /** Update day counters of the train vehicle. */
4762 void Train::OnNewDay()
4766 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
4768 if (this->IsFrontEngine()) {
4769 CheckVehicleBreakdown(this);
4771 CheckIfTrainNeedsService(this);
4775 /* update destination */
4776 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4777 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4778 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4781 if (this->running_ticks
!= 0) {
4783 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4785 this->profit_this_year
-= cost
.GetCost();
4786 this->running_ticks
= 0;
4788 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4790 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4791 SetWindowClassesDirty(WC_TRAINS_LIST
);
4797 * Get the tracks of the train vehicle.
4798 * @return Current tracks of the vehicle.
4800 Trackdir
Train::GetVehicleTrackdir() const
4802 if (this->vehstatus
& VS_CRASHED
)
4803 return INVALID_TRACKDIR
;
4805 if (this->track
== TRACK_BIT_DEPOT
) {
4806 /* We'll assume the train is facing outwards */
4807 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile
)); // Train in depot
4810 if (this->track
== TRACK_BIT_WORMHOLE
) {
4811 /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4812 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
4815 return TrackDirectionToTrackdir(FindFirstTrack(this->track
), this->direction
);
4819 /* Get the pixel-width of the image that is used for the train vehicle
4820 * @return: the image width number in pixel
4822 int GetDisplayImageWidth(Train
*t
, Point
*offset
)
4824 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
4825 int vehicle_pitch
= 0;
4827 const Engine
*e
= Engine::Get(t
->engine_type
);
4828 if (e
->grf_prop
.grffile
!= NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
4829 reference_width
= e
->grf_prop
.grffile
->traininfo_vehicle_width
;
4830 vehicle_pitch
= e
->grf_prop
.grffile
->traininfo_vehicle_pitch
;
4833 if (offset
!= NULL
) {
4834 offset
->x
= reference_width
/ 2;
4835 offset
->y
= vehicle_pitch
;
4837 //printf(" refwid:%d gdiw.cachedvehlen(%d):%d ", reference_width, this->engine_type, this->gcache.cached_veh_length);
4838 return t
->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
;
4841 Train
* CmdBuildVirtualRailWagon(const Engine
*e
)
4843 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
4845 Train
*v
= new Train();
4850 v
->spritenum
= rvi
->image_index
;
4852 v
->engine_type
= e
->index
;
4853 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
4855 v
->direction
= DIR_W
;
4856 v
->tile
= 0;//INVALID_TILE;
4858 v
->owner
= _current_company
;
4859 v
->track
= TRACK_BIT_DEPOT
;
4860 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
4865 v
->cargo_type
= e
->GetDefaultCargoType();
4866 v
->cargo_cap
= rvi
->capacity
;
4868 v
->railtype
= rvi
->railtype
;
4870 v
->build_year
= _cur_year
;
4871 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
4872 v
->random_bits
= VehicleRandomBits();
4874 v
->group_id
= DEFAULT_GROUP
;
4876 AddArticulatedParts(v
);
4878 // Make sure we set EVERYTHING to virtual, even articulated parts.
4879 for (Train
* train_part
= v
; train_part
!= NULL
; train_part
= train_part
->Next()) {
4880 train_part
->SetVirtual();
4883 _new_vehicle_id
= v
->index
;
4885 v
->UpdateViewport(true, false);
4887 v
->First()->ConsistChanged(CCF_ARRANGE
);
4889 CheckConsistencyOfArticulatedVehicle(v
);
4894 Train
* CmdBuildVirtualRailVehicle(EngineID eid
, bool lax_engine_check
, StringID
&error
)
4896 if (lax_engine_check
) {
4897 const Engine
*e
= Engine::GetIfValid(eid
);
4898 if (e
== NULL
|| e
->type
!= VEH_TRAIN
) {
4899 error
= STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
;
4904 if (!IsEngineBuildable(eid
, VEH_TRAIN
, _current_company
)) {
4905 error
= STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
;
4910 const Engine
* e
= Engine::Get(eid
);
4911 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
4913 int num_vehicles
= (e
->u
.rail
.railveh_type
== RAILVEH_MULTIHEAD
? 2 : 1) + CountArticulatedParts(eid
, false);
4914 if (!Train::CanAllocateItem(num_vehicles
)) {
4915 error
= STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
;
4919 if (rvi
->railveh_type
== RAILVEH_WAGON
)
4920 return CmdBuildVirtualRailWagon(e
);
4922 Train
*v
= new Train();
4927 v
->direction
= DIR_W
;
4928 v
->tile
= 0;//INVALID_TILE;
4929 v
->owner
= _current_company
;
4930 v
->track
= TRACK_BIT_DEPOT
;
4931 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
4932 v
->spritenum
= rvi
->image_index
;
4933 v
->cargo_type
= e
->GetDefaultCargoType();
4934 v
->cargo_cap
= rvi
->capacity
;
4935 v
->last_station_visited
= INVALID_STATION
;
4937 v
->engine_type
= e
->index
;
4938 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
4940 v
->reliability
= e
->reliability
;
4941 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
4942 v
->max_age
= e
->GetLifeLengthInDays();
4944 v
->railtype
= rvi
->railtype
;
4945 _new_vehicle_id
= v
->index
;
4947 v
->build_year
= _cur_year
;
4948 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
4949 v
->random_bits
= VehicleRandomBits();
4951 v
->group_id
= DEFAULT_GROUP
;
4953 v
->SetFrontEngine();
4956 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
4957 AddRearEngineToMultiheadedTrain(v
);
4959 AddArticulatedParts(v
);
4962 // Make sure we set EVERYTHING to virtual, even articulated parts.
4963 for (Train
* train_part
= v
; train_part
!= NULL
; train_part
= train_part
->Next()) {
4964 train_part
->SetVirtual();
4967 v
->UpdateViewport(true, false);
4969 v
->ConsistChanged(CCF_ARRANGE
);
4971 CheckConsistencyOfArticulatedVehicle(v
);
4977 * Build a virtual train vehicle.
4978 * @param tile unused
4979 * @param flags type of operation
4980 * @param p1 the engine ID to build
4982 * @param text unused
4983 * @return the cost of this operation or an error
4985 CommandCost
CmdBuildVirtualRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
4989 if (!IsEngineBuildable(eid
, VEH_TRAIN
, _current_company
)) {
4990 return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE
+ VEH_TRAIN
);
4993 bool should_execute
= (flags
& DC_EXEC
) != 0;
4995 if (should_execute
) {
4996 StringID err
= INVALID_STRING_ID
;
4997 Train
* train
= CmdBuildVirtualRailVehicle(eid
, false, err
);
4999 if (train
== nullptr) {
5000 return_cmd_error(err
);
5004 return CommandCost();
5008 * Replace a vehicle based on a template replacement order.
5009 * @param tile unused
5010 * @param flags type of operation
5011 * @param p1 the ID of the vehicle to replace.
5012 * @param p2 whether the vehicle should stay in the depot.
5013 * @param text unused
5014 * @return the cost of this operation or an error
5016 CommandCost
CmdTemplateReplaceVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
5018 VehicleID vehicle_id
= p1
;
5020 Vehicle
* vehicle
= Vehicle::GetIfValid(vehicle_id
);
5022 if (vehicle
== nullptr || vehicle
->type
!= VEH_TRAIN
)
5025 bool should_execute
= (flags
& DC_EXEC
) != 0;
5027 if (!should_execute
)
5028 return CommandCost();
5030 Train
* incoming
= Train::From(vehicle
);
5031 bool stayInDepot
= p2
!= 0;
5033 Train
*new_chain
= 0,
5034 *remainder_chain
= 0,
5036 TemplateVehicle
*tv
= GetTemplateVehicleByGroupID(incoming
->group_id
);
5037 if (tv
== nullptr) {
5041 CommandCost
buy(EXPENSES_NEW_VEHICLES
);
5042 CommandCost
move_cost(EXPENSES_NEW_VEHICLES
);
5043 CommandCost
tmp_result(EXPENSES_NEW_VEHICLES
);
5046 /* first some tests on necessity and sanity */
5050 EngineID eid
= tv
->engine_type
;
5052 _new_vehicle_id
= p1
;
5054 bool need_replacement
= !TrainMatchesTemplate(incoming
, tv
);
5055 bool need_refit
= !TrainMatchesTemplateRefit(incoming
, tv
);
5056 bool use_refit
= tv
->refit_as_template
;
5058 CargoID store_refit_ct
= CT_INVALID
;
5059 short store_refit_csubt
= 0;
5060 // if a train shall keep its old refit, store the refit setting of its first vehicle
5062 for (Train
*getc
= incoming
; getc
!= NULL
; getc
= getc
->GetNextUnit()) {
5063 if (getc
->cargo_type
!= CT_INVALID
) {
5064 store_refit_ct
= getc
->cargo_type
;
5070 // TODO: set result status to success/no success before returning
5071 if (!need_replacement
) {
5072 if (!need_refit
|| !use_refit
) {
5073 /* before returning, release incoming train first if 2nd param says so */
5074 if (!stayInDepot
) incoming
->vehstatus
&= ~VS_STOPPED
;
5079 CommandCost buyCost
= TestBuyAllTemplateVehiclesInChain(tv
, tile
);
5080 if (!buyCost
.Succeeded() || !CheckCompanyHasMoney(buyCost
)) {
5081 if (!stayInDepot
) incoming
->vehstatus
&= ~VS_STOPPED
;
5083 if (!buyCost
.Succeeded() && buyCost
.GetErrorMessage() != INVALID_STRING_ID
) {
5086 return_cmd_error(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY
);
5091 /* define replacement behavior */
5092 bool reuseDepot
= tv
->IsSetReuseDepotVehicles();
5093 bool keepRemainders
= tv
->IsSetKeepRemainingVehicles();
5095 if (need_replacement
) {
5096 /// step 1: generate primary for newchain and generate remainder_chain
5097 // 1. primary of incoming might already fit the template
5098 // leave incoming's primary as is and move the rest to a free chain = remainder_chain
5099 // 2. needed primary might be one of incoming's member vehicles
5100 // 3. primary might be available as orphan vehicle in the depot
5101 // 4. we need to buy a new engine for the primary
5102 // all options other than 1. need to make sure to copy incoming's primary's status
5103 if (eid
== incoming
->engine_type
) { // 1
5104 new_chain
= incoming
;
5105 remainder_chain
= incoming
->GetNextUnit();
5106 if (remainder_chain
)
5107 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, remainder_chain
->index
| (1 << 20), INVALID_VEHICLE
, 0));
5109 else if ((tmp_chain
= ChainContainsEngine(eid
, incoming
)) && tmp_chain
!= NULL
) { // 2
5110 // new_chain is the needed engine, move it to an empty spot in the depot
5111 new_chain
= tmp_chain
;
5112 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5113 remainder_chain
= incoming
;
5115 else if (reuseDepot
&& (tmp_chain
= DepotContainsEngine(tile
, eid
, incoming
)) && tmp_chain
!= NULL
) { // 3
5116 new_chain
= tmp_chain
;
5117 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5118 remainder_chain
= incoming
;
5121 tmp_result
= DoCommand(tile
, eid
, 0, flags
, CMD_BUILD_VEHICLE
);
5122 /* break up in case buying the vehicle didn't succeed */
5123 if (!tmp_result
.Succeeded())
5125 buy
.AddCost(tmp_result
);
5126 new_chain
= Train::Get(_new_vehicle_id
);
5127 /* make sure the newly built engine is not attached to any free wagons inside the depot */
5128 move_cost
.AddCost(DoCommand(tile
, new_chain
->index
, INVALID_VEHICLE
, flags
, CMD_MOVE_RAIL_VEHICLE
));
5129 /* prepare the remainder chain */
5130 remainder_chain
= incoming
;
5132 // If we bought a new engine or reused one from the depot, copy some parameters from the incoming primary engine
5133 if (incoming
!= new_chain
&& flags
== DC_EXEC
) {
5134 CopyHeadSpecificThings(incoming
, new_chain
, flags
);
5135 NeutralizeStatus(incoming
);
5138 // additionally, if we don't want to use the template refit, refit as incoming
5139 // the template refit will be set further down, if we use it at all
5141 uint32 cb
= GetCmdRefitVeh(new_chain
);
5142 DoCommand(new_chain
->tile
, new_chain
->index
, store_refit_ct
| store_refit_csubt
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5147 /// step 2: fill up newchain according to the template
5148 // foreach member of template (after primary):
5149 // 1. needed engine might be within remainder_chain already
5150 // 2. needed engine might be orphaned within the depot (copy status)
5151 // 3. we need to buy (again) (copy status)
5152 TemplateVehicle
*cur_tmpl
= tv
->GetNextUnit();
5153 Train
*last_veh
= new_chain
;
5155 // 1. engine contained in remainder chain
5156 if ((tmp_chain
= ChainContainsEngine(cur_tmpl
->engine_type
, remainder_chain
)) && tmp_chain
!= NULL
) {
5157 // advance remainder_chain (if necessary) to not lose track of it
5158 if (tmp_chain
== remainder_chain
)
5159 remainder_chain
= remainder_chain
->GetNextUnit();
5160 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5162 // 2. engine contained somewhere else in the depot
5163 else if (reuseDepot
&& (tmp_chain
= DepotContainsEngine(tile
, cur_tmpl
->engine_type
, new_chain
)) && tmp_chain
!= NULL
) {
5164 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5166 // 3. must buy new engine
5168 tmp_result
= DoCommand(tile
, cur_tmpl
->engine_type
, 0, flags
, CMD_BUILD_VEHICLE
);
5169 if (!tmp_result
.Succeeded()) {
5172 buy
.AddCost(tmp_result
);
5173 tmp_chain
= Train::Get(_new_vehicle_id
);
5174 move_cost
.AddCost(CmdMoveRailVehicle(tile
, flags
, tmp_chain
->index
, last_veh
->index
, 0));
5176 // TODO: is this enough ? might it be that we bought a new wagon here and it now has std refit ?
5177 if (need_refit
&& flags
== DC_EXEC
) {
5179 uint32 cb
= GetCmdRefitVeh(tmp_chain
);
5180 DoCommand(tmp_chain
->tile
, tmp_chain
->index
, cur_tmpl
->cargo_type
| cur_tmpl
->cargo_subtype
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5182 // CopyWagonStatus(cur_tmpl, tmp_chain);
5184 uint32 cb
= GetCmdRefitVeh(tmp_chain
);
5185 DoCommand(tmp_chain
->tile
, tmp_chain
->index
, store_refit_ct
| store_refit_csubt
<< 8 | 1 << 16 | (1 << 5), flags
, cb
);
5188 cur_tmpl
= cur_tmpl
->GetNextUnit();
5189 last_veh
= tmp_chain
;
5192 /* no replacement done */
5194 new_chain
= incoming
;
5196 /// step 3: reorder and neutralize the remaining vehicles from incoming
5197 // wagons remaining from remainder_chain should be filled up in as few freewagonchains as possible
5198 // each locos might be left as singular in the depot
5199 // neutralize each remaining engine's status
5201 // refit, only if the template option is set so
5202 if (use_refit
&& (need_refit
|| need_replacement
)) {
5203 CmdRefitTrainFromTemplate(new_chain
, tv
, flags
);
5206 if (new_chain
&& remainder_chain
)
5207 for (Train
*ct
= remainder_chain
; ct
; ct
= ct
->GetNextUnit())
5208 TransferCargoForTrain(ct
, new_chain
);
5210 // point incoming to the newly created train so that starting/stopping from the calling function can be done
5211 incoming
= new_chain
;
5212 if (!stayInDepot
&& flags
== DC_EXEC
)
5213 new_chain
->vehstatus
&= ~VS_STOPPED
;
5215 if (remainder_chain
&& keepRemainders
&& flags
== DC_EXEC
)
5216 BreakUpRemainders(remainder_chain
);
5217 else if (remainder_chain
) {
5218 buy
.AddCost(DoCommand(tile
, remainder_chain
->index
| (1 << 20), 0, flags
, CMD_SELL_VEHICLE
));
5221 /* Redraw main gui for changed statistics */
5222 SetWindowClassesDirty(WC_TEMPLATEGUI_MAIN
);
5224 _new_vehicle_id
= new_chain
->index
;