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"
39 #include "table/strings.h"
40 #include "table/train_cmd.h"
42 #include "safeguards.h"
44 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
);
45 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
46 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
47 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
48 static void CheckIfTrainNeedsService(Train
*v
);
49 static void CheckNextTrainTile(Train
*v
);
51 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
52 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
55 bool IsValidImageIndex
<VEH_TRAIN
>(uint8 image_index
)
57 return image_index
< lengthof(_engine_sprite_base
);
61 * Determine the side in which the train will leave the tile
63 * @param direction vehicle direction
64 * @param track vehicle track bits
65 * @return side of tile the train will leave
67 static inline DiagDirection
TrainExitDir(Direction direction
, TrackBits track
)
69 static const TrackBits state_dir_table
[DIAGDIR_END
] = { TRACK_BIT_RIGHT
, TRACK_BIT_LOWER
, TRACK_BIT_LEFT
, TRACK_BIT_UPPER
};
71 DiagDirection diagdir
= DirToDiagDir(direction
);
73 /* Determine the diagonal direction in which we will exit this tile */
74 if (!HasBit(direction
, 0) && track
!= state_dir_table
[diagdir
]) {
75 diagdir
= ChangeDiagDir(diagdir
, DIAGDIRDIFF_90LEFT
);
83 * Return the cargo weight multiplier to use for a rail vehicle
84 * @param cargo Cargo type to get multiplier for
85 * @return Cargo weight multiplier
87 byte
FreightWagonMult(CargoID cargo
)
89 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
90 return _settings_game
.vehicle
.freight_trains
;
93 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
94 void CheckTrainsLengths()
100 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
101 for (const Train
*u
= v
, *w
= v
->Next(); w
!= NULL
; u
= w
, w
= w
->Next()) {
102 if (u
->track
!= TRACK_BIT_DEPOT
) {
103 if ((w
->track
!= TRACK_BIT_DEPOT
&&
104 max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
105 (w
->track
== TRACK_BIT_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
106 SetDParam(0, v
->index
);
107 SetDParam(1, v
->owner
);
108 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
110 if (!_networking
&& first
) {
112 DoCommandP(0, PM_PAUSED_ERROR
, 1, CMD_PAUSE
);
114 /* Break so we warn only once for each train. */
124 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
125 * to/removed from the chain, and when the game is loaded.
126 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
127 * @param allowed_changes Stuff that is allowed to change.
129 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
131 uint16 max_speed
= UINT16_MAX
;
133 assert(this->IsFrontEngine() || this->IsFreeWagon());
135 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
136 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
137 this->gcache
.cached_total_length
= 0;
138 this->compatible_railtypes
= RAILTYPES_NONE
;
140 bool train_can_tilt
= true;
142 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
143 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
145 /* Check the this->first cache. */
146 assert(u
->First() == this);
148 /* update the 'first engine' */
149 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
150 u
->railtype
= rvi_u
->railtype
;
152 if (u
->IsEngine()) first_engine
= u
->engine_type
;
154 /* Set user defined data to its default value */
155 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
156 this->InvalidateNewGRFCache();
157 u
->InvalidateNewGRFCache();
160 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
161 /* Update user defined data (must be done before other properties) */
162 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
163 this->InvalidateNewGRFCache();
164 u
->InvalidateNewGRFCache();
167 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
168 const Engine
*e_u
= u
->GetEngine();
169 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
171 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
173 /* Cache wagon override sprite group. NULL is returned if there is none */
174 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
176 /* Reset colour map */
177 u
->colourmap
= PAL_NONE
;
179 /* Update powered-wagon-status and visual effect */
180 u
->UpdateVisualEffect(true);
182 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
183 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
184 /* wagon is powered */
185 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
187 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
190 if (!u
->IsArticulatedPart()) {
191 /* Do not count powered wagons for the compatible railtypes, as wagons always
192 have railtype normal */
193 if (rvi_u
->power
> 0) {
194 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
197 /* Some electric engines can be allowed to run on normal rail. It happens to all
198 * existing electric engines when elrails are disabled and then re-enabled */
199 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
200 u
->railtype
= RAILTYPE_RAIL
;
201 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
204 /* max speed is the minimum of the speed limits of all vehicles in the consist */
205 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
206 uint16 speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
207 if (speed
!= 0) max_speed
= min(speed
, max_speed
);
211 uint16 new_cap
= e_u
->DetermineCapacity(u
);
212 if (allowed_changes
& CCF_CAPACITY
) {
213 /* Update vehicle capacity. */
214 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
215 u
->refit_cap
= min(new_cap
, u
->refit_cap
);
216 u
->cargo_cap
= new_cap
;
218 /* Verify capacity hasn't changed. */
219 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
221 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
223 /* check the vehicle length (callback) */
224 uint16 veh_len
= CALLBACK_FAILED
;
225 if (e_u
->GetGRF() != NULL
&& e_u
->GetGRF()->grf_version
>= 8) {
226 /* Use callback 36 */
227 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
229 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
230 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
232 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
233 /* Use callback 11 */
234 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
236 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
237 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
239 if (allowed_changes
& CCF_LENGTH
) {
240 /* Update vehicle length. */
241 u
->gcache
.cached_veh_length
= veh_len
;
243 /* Verify length hasn't changed. */
244 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
247 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
248 this->InvalidateNewGRFCache();
249 u
->InvalidateNewGRFCache();
252 /* store consist weight/max speed in cache */
253 this->vcache
.cached_max_speed
= max_speed
;
254 this->tcache
.cached_tilt
= train_can_tilt
;
255 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
257 /* 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) */
258 this->CargoChanged();
260 if (this->IsFrontEngine()) {
261 this->UpdateAcceleration();
262 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
263 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
264 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
265 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
270 * Get the stop location of (the center) of the front vehicle of a train at
271 * a platform of a station.
272 * @param station_id the ID of the station where we're stopping
273 * @param tile the tile where the vehicle currently is
274 * @param v the vehicle to get the stop location of
275 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
276 * @param station_length 'return' the station length in 1/16th tiles
277 * @return the location, calculated from the begin of the station to stop at.
279 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
281 const Station
*st
= Station::Get(station_id
);
282 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
283 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
285 /* Default to the middle of the station for stations stops that are not in
286 * the order list like intermediate stations when non-stop is disabled */
287 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
288 if (v
->gcache
.cached_total_length
>= *station_length
) {
289 /* The train is longer than the station, make it stop at the far end of the platform */
290 osl
= OSL_PLATFORM_FAR_END
;
291 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
292 osl
= v
->current_order
.GetStopLocation();
295 /* The stop location of the FRONT! of the train */
298 default: NOT_REACHED();
300 case OSL_PLATFORM_NEAR_END
:
301 stop
= v
->gcache
.cached_total_length
;
304 case OSL_PLATFORM_MIDDLE
:
305 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
308 case OSL_PLATFORM_FAR_END
:
309 stop
= *station_length
;
313 /* Subtract half the front vehicle length of the train so we get the real
314 * stop location of the train. */
315 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
320 * Computes train speed limit caused by curves
321 * @return imposed speed limit
323 int Train::GetCurveSpeedLimit() const
325 assert(this->First() == this);
327 static const int absolute_max_speed
= UINT16_MAX
;
328 int max_speed
= absolute_max_speed
;
330 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
332 int curvecount
[2] = {0, 0};
334 /* first find the curve speed limit */
339 for (const Vehicle
*u
= this; u
->Next() != NULL
; u
= u
->Next(), pos
++) {
340 Direction this_dir
= u
->direction
;
341 Direction next_dir
= u
->Next()->direction
;
343 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
344 if (dirdiff
== DIRDIFF_SAME
) continue;
346 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
347 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
348 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
351 sum
+= pos
- lastpos
;
352 if (pos
- lastpos
== 1 && max_speed
> 88) {
359 /* if we have a 90 degree turn, fix the speed limit to 60 */
360 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
365 if (numcurve
> 0 && max_speed
> 88) {
366 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
367 max_speed
= absolute_max_speed
;
370 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
374 if (max_speed
!= absolute_max_speed
) {
375 /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
376 const RailtypeInfo
*rti
= GetRailTypeInfo(this->railtype
);
377 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
379 if (this->tcache
.cached_tilt
) {
380 /* Apply max_speed bonus of 20% for a tilting train */
381 max_speed
+= max_speed
/ 5;
389 * Calculates the maximum speed of the vehicle under its current conditions.
390 * @return Maximum speed of the vehicle.
392 int Train::GetCurrentMaxSpeed() const
394 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
395 this->gcache
.cached_max_track_speed
:
396 this->tcache
.cached_max_curve_speed
;
398 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
399 StationID sid
= GetStationIndex(this->tile
);
400 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
403 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
405 /* The distance to go is whatever is still ahead of the train minus the
406 * distance from the train's stop location to the end of the platform */
407 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
409 if (distance_to_go
> 0) {
410 int st_max_speed
= 120;
412 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
413 if (max_speed
> (this->cur_speed
- delta_v
)) {
414 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
417 st_max_speed
= max(st_max_speed
, 25 * distance_to_go
);
418 max_speed
= min(max_speed
, st_max_speed
);
423 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
424 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->track
== TRACK_BIT_DEPOT
) {
425 max_speed
= min(max_speed
, 61);
429 /* Vehicle is on the middle part of a bridge. */
430 if (u
->track
== TRACK_BIT_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
431 max_speed
= min(max_speed
, GetBridgeSpec(GetBridgeType(u
->tile
))->speed
);
435 max_speed
= min(max_speed
, this->current_order
.GetMaxSpeed());
436 return min(max_speed
, this->gcache
.cached_max_track_speed
);
439 /** Update acceleration of the train from the cached power and weight. */
440 void Train::UpdateAcceleration()
442 assert(this->IsFrontEngine() || this->IsFreeWagon());
444 uint power
= this->gcache
.cached_power
;
445 uint weight
= this->gcache
.cached_weight
;
447 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
451 * Get the width of a train vehicle image in the GUI.
452 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
453 * @return Width in pixels
455 int Train::GetDisplayImageWidth(Point
*offset
) const
457 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
458 int vehicle_pitch
= 0;
460 const Engine
*e
= this->GetEngine();
461 if (e
->GetGRF() != NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
462 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
463 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
466 if (offset
!= NULL
) {
467 offset
->x
= ScaleGUITrad(reference_width
) / 2;
468 offset
->y
= ScaleGUITrad(vehicle_pitch
);
470 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
473 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
475 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
476 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
480 * Get the sprite to display the train.
481 * @param direction Direction of view/travel.
482 * @param image_type Visualisation context.
483 * @return Sprite to display.
485 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
487 uint8 spritenum
= this->spritenum
;
489 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
491 if (is_custom_sprite(spritenum
)) {
492 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
493 if (result
->IsValid()) return;
495 spritenum
= this->GetEngine()->original_image_index
;
498 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
499 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
501 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
506 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
508 const Engine
*e
= Engine::Get(engine
);
509 Direction dir
= rear_head
? DIR_E
: DIR_W
;
510 uint8 spritenum
= e
->u
.rail
.image_index
;
512 if (is_custom_sprite(spritenum
)) {
513 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
514 if (result
->IsValid()) {
515 if (e
->GetGRF() != NULL
) {
516 y
+= ScaleGUITrad(e
->GetGRF()->traininfo_vehicle_pitch
);
521 spritenum
= Engine::Get(engine
)->original_image_index
;
524 if (rear_head
) spritenum
++;
526 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
529 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
531 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
535 VehicleSpriteSeq seqf
, seqr
;
536 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
537 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
540 seqf
.GetBounds(&rectf
);
541 seqr
.GetBounds(&rectr
);
543 preferred_x
= Clamp(preferred_x
,
544 left
- UnScaleGUI(rectf
.left
) + ScaleGUITrad(14),
545 right
- UnScaleGUI(rectr
.right
) - ScaleGUITrad(15));
547 seqf
.Draw(preferred_x
- ScaleGUITrad(14), yf
, pal
, pal
== PALETTE_CRASH
);
548 seqr
.Draw(preferred_x
+ ScaleGUITrad(15), yr
, pal
, pal
== PALETTE_CRASH
);
550 VehicleSpriteSeq seq
;
551 GetRailIcon(engine
, false, y
, image_type
, &seq
);
554 seq
.GetBounds(&rect
);
555 preferred_x
= Clamp(preferred_x
,
556 left
- UnScaleGUI(rect
.left
),
557 right
- UnScaleGUI(rect
.right
));
559 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
564 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
565 * @param engine The engine to get the sprite from.
566 * @param[out] width The width of the sprite.
567 * @param[out] height The height of the sprite.
568 * @param[out] xoffs Number of pixels to shift the sprite to the right.
569 * @param[out] yoffs Number of pixels to shift the sprite downwards.
570 * @param image_type Context the sprite is used in.
572 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
576 VehicleSpriteSeq seq
;
577 GetRailIcon(engine
, false, y
, image_type
, &seq
);
580 seq
.GetBounds(&rect
);
582 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
583 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
584 xoffs
= UnScaleGUI(rect
.left
);
585 yoffs
= UnScaleGUI(rect
.top
);
587 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
588 GetRailIcon(engine
, true, y
, image_type
, &seq
);
589 seq
.GetBounds(&rect
);
591 /* Calculate values relative to an imaginary center between the two sprites. */
592 width
= ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
593 height
= max
<uint
>(height
, UnScaleGUI(rect
.bottom
- rect
.top
+ 1));
594 xoffs
= xoffs
- ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
595 yoffs
= min(yoffs
, UnScaleGUI(rect
.top
));
600 * Build a railroad wagon.
601 * @param tile tile of the depot where rail-vehicle is built.
602 * @param flags type of operation.
603 * @param e the engine to build.
604 * @param ret[out] the vehicle that has been built.
605 * @return the cost of this operation or an error.
607 static CommandCost
CmdBuildRailWagon(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, Vehicle
**ret
)
609 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
611 /* Check that the wagon can drive on the track in question */
612 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
614 if (flags
& DC_EXEC
) {
615 Train
*v
= new Train();
617 v
->spritenum
= rvi
->image_index
;
619 v
->engine_type
= e
->index
;
620 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
622 DiagDirection dir
= GetRailDepotDirection(tile
);
624 v
->direction
= DiagDirToDir(dir
);
627 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
628 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
632 v
->z_pos
= GetSlopePixelZ(x
, y
);
633 v
->owner
= _current_company
;
634 v
->track
= TRACK_BIT_DEPOT
;
635 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
640 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
642 v
->cargo_type
= e
->GetDefaultCargoType();
643 v
->cargo_cap
= rvi
->capacity
;
646 v
->railtype
= rvi
->railtype
;
648 v
->date_of_last_service
= _date
;
649 v
->build_year
= _cur_year
;
650 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
651 v
->random_bits
= VehicleRandomBits();
653 v
->group_id
= DEFAULT_GROUP
;
655 AddArticulatedParts(v
);
657 _new_vehicle_id
= v
->index
;
660 v
->First()->ConsistChanged(CCF_ARRANGE
);
661 UpdateTrainGroupID(v
->First());
663 CheckConsistencyOfArticulatedVehicle(v
);
665 /* Try to connect the vehicle to one of free chains of wagons. */
668 if (w
->tile
== tile
&& ///< Same depot
669 w
->IsFreeWagon() && ///< A free wagon chain
670 w
->engine_type
== e
->index
&& ///< Same type
671 w
->First() != v
&& ///< Don't connect to ourself
672 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
673 DoCommand(0, v
->index
| 1 << 20, w
->Last()->index
, DC_EXEC
, CMD_MOVE_RAIL_VEHICLE
);
679 return CommandCost();
682 /** Move all free vehicles in the depot to the train */
683 static void NormalizeTrainVehInDepot(const Train
*u
)
687 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
688 v
->track
== TRACK_BIT_DEPOT
) {
689 if (DoCommand(0, v
->index
| 1 << 20, u
->index
, DC_EXEC
,
690 CMD_MOVE_RAIL_VEHICLE
).Failed())
696 static void AddRearEngineToMultiheadedTrain(Train
*v
)
698 Train
*u
= new Train();
701 u
->direction
= v
->direction
;
707 u
->track
= TRACK_BIT_DEPOT
;
708 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
709 u
->spritenum
= v
->spritenum
+ 1;
710 u
->cargo_type
= v
->cargo_type
;
711 u
->cargo_subtype
= v
->cargo_subtype
;
712 u
->cargo_cap
= v
->cargo_cap
;
713 u
->refit_cap
= v
->refit_cap
;
714 u
->railtype
= v
->railtype
;
715 u
->engine_type
= v
->engine_type
;
716 u
->date_of_last_service
= v
->date_of_last_service
;
717 u
->build_year
= v
->build_year
;
718 u
->sprite_seq
.Set(SPR_IMG_QUERY
);
719 u
->random_bits
= VehicleRandomBits();
725 /* Now we need to link the front and rear engines together */
726 v
->other_multiheaded_part
= u
;
727 u
->other_multiheaded_part
= v
;
731 * Build a railroad vehicle.
732 * @param tile tile of the depot where rail-vehicle is built.
733 * @param flags type of operation.
734 * @param e the engine to build.
735 * @param data bit 0 prevents any free cars from being added to the train.
736 * @param ret[out] the vehicle that has been built.
737 * @return the cost of this operation or an error.
739 CommandCost
CmdBuildRailVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
741 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
743 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(tile
, flags
, e
, ret
);
745 /* Check if depot and new engine uses the same kind of tracks *
746 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
747 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
749 if (flags
& DC_EXEC
) {
750 DiagDirection dir
= GetRailDepotDirection(tile
);
751 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
752 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
754 Train
*v
= new Train();
756 v
->direction
= DiagDirToDir(dir
);
758 v
->owner
= _current_company
;
761 v
->z_pos
= GetSlopePixelZ(x
, y
);
762 v
->track
= TRACK_BIT_DEPOT
;
763 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
764 v
->spritenum
= rvi
->image_index
;
765 v
->cargo_type
= e
->GetDefaultCargoType();
766 v
->cargo_cap
= rvi
->capacity
;
768 v
->last_station_visited
= INVALID_STATION
;
769 v
->last_loading_station
= INVALID_STATION
;
771 v
->engine_type
= e
->index
;
772 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
774 v
->reliability
= e
->reliability
;
775 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
776 v
->max_age
= e
->GetLifeLengthInDays();
778 v
->railtype
= rvi
->railtype
;
779 _new_vehicle_id
= v
->index
;
781 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
782 v
->date_of_last_service
= _date
;
783 v
->build_year
= _cur_year
;
784 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
785 v
->random_bits
= VehicleRandomBits();
787 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
788 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
790 v
->group_id
= DEFAULT_GROUP
;
797 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
798 AddRearEngineToMultiheadedTrain(v
);
800 AddArticulatedParts(v
);
803 v
->ConsistChanged(CCF_ARRANGE
);
804 UpdateTrainGroupID(v
);
806 if (!HasBit(data
, 0) && !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
807 NormalizeTrainVehInDepot(v
);
810 CheckConsistencyOfArticulatedVehicle(v
);
813 return CommandCost();
816 static Train
*FindGoodVehiclePos(const Train
*src
)
818 EngineID eng
= src
->engine_type
;
819 TileIndex tile
= src
->tile
;
822 FOR_ALL_TRAINS(dst
) {
823 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
824 /* check so all vehicles in the line have the same engine. */
826 while (t
->engine_type
== eng
) {
828 if (t
== NULL
) return dst
;
836 /** Helper type for lists/vectors of trains */
837 typedef SmallVector
<Train
*, 16> TrainList
;
840 * Make a backup of a train into a train list.
841 * @param list to make the backup in
842 * @param t the train to make the backup of
844 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
846 for (; t
!= NULL
; t
= t
->Next()) *list
.Append() = t
;
850 * Restore the train from the backup list.
851 * @param list the train to restore.
853 static void RestoreTrainBackup(TrainList
&list
)
855 /* No train, nothing to do. */
856 if (list
.Length() == 0) return;
859 /* Iterate over the list and rebuild it. */
860 for (Train
**iter
= list
.Begin(); iter
!= list
.End(); iter
++) {
864 } else if (t
->Previous() != NULL
) {
865 /* Make sure the head of the train is always the first in the chain. */
866 t
->Previous()->SetNext(NULL
);
873 * Remove the given wagon from its consist.
874 * @param part the part of the train to remove.
875 * @param chain whether to remove the whole chain.
877 static void RemoveFromConsist(Train
*part
, bool chain
= false)
879 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
881 /* Unlink at the front, but make it point to the next
882 * vehicle after the to be remove part. */
883 if (part
->Previous() != NULL
) part
->Previous()->SetNext(tail
->Next());
885 /* Unlink at the back */
890 * Inserts a chain into the train at dst.
891 * @param dst the place where to append after.
892 * @param chain the chain to actually add.
894 static void InsertInConsist(Train
*dst
, Train
*chain
)
896 /* We do not want to add something in the middle of an articulated part. */
897 assert(dst
->Next() == NULL
|| !dst
->Next()->IsArticulatedPart());
899 chain
->Last()->SetNext(dst
->Next());
904 * Normalise the dual heads in the train, i.e. if one is
905 * missing move that one to this train.
906 * @param t the train to normalise.
908 static void NormaliseDualHeads(Train
*t
)
910 for (; t
!= NULL
; t
= t
->GetNextVehicle()) {
911 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
913 /* Make sure that there are no free cars before next engine */
915 for (u
= t
; u
->Next() != NULL
&& !u
->Next()->IsEngine(); u
= u
->Next()) {}
917 if (u
== t
->other_multiheaded_part
) continue;
919 /* Remove the part from the 'wrong' train */
920 RemoveFromConsist(t
->other_multiheaded_part
);
921 /* And add it to the 'right' train */
922 InsertInConsist(u
, t
->other_multiheaded_part
);
927 * Normalise the sub types of the parts in this chain.
928 * @param chain the chain to normalise.
930 static void NormaliseSubtypes(Train
*chain
)
933 if (chain
== NULL
) return;
935 /* We must be the first in the chain. */
936 assert(chain
->Previous() == NULL
);
938 /* Set the appropriate bits for the first in the chain. */
939 if (chain
->IsWagon()) {
940 chain
->SetFreeWagon();
942 assert(chain
->IsEngine());
943 chain
->SetFrontEngine();
946 /* Now clear the bits for the rest of the chain */
947 for (Train
*t
= chain
->Next(); t
!= NULL
; t
= t
->Next()) {
949 t
->ClearFrontEngine();
954 * Check/validate whether we may actually build a new train.
955 * @note All vehicles are/were 'heads' of their chains.
956 * @param original_dst The original destination chain.
957 * @param dst The destination chain after constructing the train.
958 * @param original_dst The original source chain.
959 * @param dst The source chain after constructing the train.
960 * @return possible error of this command.
962 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
964 /* Just add 'new' engines and subtract the original ones.
965 * If that's less than or equal to 0 we can be sure we did
966 * not add any engines (read: trains) along the way. */
967 if ((src
!= NULL
&& src
->IsEngine() ? 1 : 0) +
968 (dst
!= NULL
&& dst
->IsEngine() ? 1 : 0) -
969 (original_src
!= NULL
&& original_src
->IsEngine() ? 1 : 0) -
970 (original_dst
!= NULL
&& original_dst
->IsEngine() ? 1 : 0) <= 0) {
971 return CommandCost();
974 /* Get a free unit number and check whether it's within the bounds.
975 * There will always be a maximum of one new train. */
976 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
978 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
982 * Check whether the train parts can be attached.
983 * @param t the train to check
984 * @return possible error of this command.
986 static CommandCost
CheckTrainAttachment(Train
*t
)
988 /* No multi-part train, no need to check. */
989 if (t
== NULL
|| t
->Next() == NULL
|| !t
->IsEngine()) return CommandCost();
991 /* The maximum length for a train. For each part we decrease this by one
992 * and if the result is negative the train is simply too long. */
993 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
998 /* Break the prev -> t link so it always holds within the loop. */
1000 prev
->SetNext(NULL
);
1002 /* Make sure the cache is cleared. */
1003 head
->InvalidateNewGRFCache();
1006 allowed_len
-= t
->gcache
.cached_veh_length
;
1008 Train
*next
= t
->Next();
1010 /* Unlink the to-be-added piece; it is already unlinked from the previous
1011 * part due to the fact that the prev -> t link is broken. */
1014 /* Don't check callback for articulated or rear dual headed parts */
1015 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1016 /* Back up and clear the first_engine data to avoid using wagon override group */
1017 EngineID first_engine
= t
->gcache
.first_engine
;
1018 t
->gcache
.first_engine
= INVALID_ENGINE
;
1020 /* We don't want the cache to interfere. head's cache is cleared before
1021 * the loop and after each callback does not need to be cleared here. */
1022 t
->InvalidateNewGRFCache();
1024 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1026 /* Restore original first_engine data */
1027 t
->gcache
.first_engine
= first_engine
;
1029 /* We do not want to remember any cached variables from the test run */
1030 t
->InvalidateNewGRFCache();
1031 head
->InvalidateNewGRFCache();
1033 if (callback
!= CALLBACK_FAILED
) {
1034 /* A failing callback means everything is okay */
1035 StringID error
= STR_NULL
;
1037 if (head
->GetGRF()->grf_version
< 8) {
1038 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1039 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1040 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1042 if (callback
< 0x400) {
1043 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1046 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1047 case 0x401: // allow
1050 default: // unknown reason -> disallow
1051 case 0x402: // disallow attaching
1052 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1058 if (error
!= STR_NULL
) return_cmd_error(error
);
1062 /* And link it to the new part. */
1068 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1069 return CommandCost();
1073 * Validate whether we are going to create valid trains.
1074 * @note All vehicles are/were 'heads' of their chains.
1075 * @param original_dst The original destination chain.
1076 * @param dst The destination chain after constructing the train.
1077 * @param original_dst The original source chain.
1078 * @param dst The source chain after constructing the train.
1079 * @param check_limit Whether to check the vehicle limit.
1080 * @return possible error of this command.
1082 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1084 /* Check whether we may actually construct the trains. */
1085 CommandCost ret
= CheckTrainAttachment(src
);
1086 if (ret
.Failed()) return ret
;
1087 ret
= CheckTrainAttachment(dst
);
1088 if (ret
.Failed()) return ret
;
1090 /* Check whether we need to build a new train. */
1091 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1095 * Arrange the trains in the wanted way.
1096 * @param dst_head The destination chain of the to be moved vehicle.
1097 * @param dst The destination for the to be moved vehicle.
1098 * @param src_head The source chain of the to be moved vehicle.
1099 * @param src The to be moved vehicle.
1100 * @param move_chain Whether to move all vehicles after src or not.
1102 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1104 /* First determine the front of the two resulting trains */
1105 if (*src_head
== *dst_head
) {
1106 /* If we aren't moving part(s) to a new train, we are just moving the
1107 * front back and there is not destination head. */
1109 } else if (*dst_head
== NULL
) {
1110 /* If we are moving to a new train the head of the move train would become
1111 * the head of the new vehicle. */
1115 if (src
== *src_head
) {
1116 /* If we are moving the front of a train then we are, in effect, creating
1117 * a new head for the train. Point to that. Unless we are moving the whole
1118 * train in which case there is not 'source' train anymore.
1119 * In case we are a multiheaded part we want the complete thing to come
1120 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1121 * that is followed by a rear multihead we do not want to include that. */
1122 *src_head
= move_chain
? NULL
:
1123 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1126 /* Now it's just simply removing the part that we are going to move from the
1127 * source train and *if* the destination is a not a new train add the chain
1128 * at the destination location. */
1129 RemoveFromConsist(src
, move_chain
);
1130 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1132 /* Now normalise the dual heads, that is move the dual heads around in such
1133 * a way that the head and rear of a dual head are in the same train */
1134 NormaliseDualHeads(*src_head
);
1135 NormaliseDualHeads(*dst_head
);
1139 * Normalise the head of the train again, i.e. that is tell the world that
1140 * we have changed and update all kinds of variables.
1141 * @param head the train to update.
1143 static void NormaliseTrainHead(Train
*head
)
1145 /* Not much to do! */
1146 if (head
== NULL
) return;
1148 /* Tell the 'world' the train changed. */
1149 head
->ConsistChanged(CCF_ARRANGE
);
1150 UpdateTrainGroupID(head
);
1152 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1153 if (!head
->IsFrontEngine()) return;
1155 /* Update the refit button and window */
1156 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1157 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1159 /* If we don't have a unit number yet, set one. */
1160 if (head
->unitnumber
!= 0) return;
1161 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1165 * Move a rail vehicle around inside the depot.
1166 * @param tile unused
1167 * @param flags type of operation
1168 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1169 * @param p1 various bitstuffed elements
1170 * - p1 (bit 0 - 19) source vehicle index
1171 * - p1 (bit 20) move all vehicles following the source vehicle
1172 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1173 * @param text unused
1174 * @return the cost of this operation or an error
1176 CommandCost
CmdMoveRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1178 VehicleID s
= GB(p1
, 0, 20);
1179 VehicleID d
= GB(p2
, 0, 20);
1180 bool move_chain
= HasBit(p1
, 20);
1182 Train
*src
= Train::GetIfValid(s
);
1183 if (src
== NULL
) return CMD_ERROR
;
1185 CommandCost ret
= CheckOwnership(src
->owner
);
1186 if (ret
.Failed()) return ret
;
1188 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1189 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1191 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1193 if (d
== INVALID_VEHICLE
) {
1194 dst
= src
->IsEngine() ? NULL
: FindGoodVehiclePos(src
);
1196 dst
= Train::GetIfValid(d
);
1197 if (dst
== NULL
) return CMD_ERROR
;
1199 CommandCost ret
= CheckOwnership(dst
->owner
);
1200 if (ret
.Failed()) return ret
;
1202 /* Do not allow appending to crashed vehicles, too */
1203 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1206 /* if an articulated part is being handled, deal with its parent vehicle */
1207 src
= src
->GetFirstEnginePart();
1209 dst
= dst
->GetFirstEnginePart();
1212 /* don't move the same vehicle.. */
1213 if (src
== dst
) return CommandCost();
1215 /* locate the head of the two chains */
1216 Train
*src_head
= src
->First();
1219 dst_head
= dst
->First();
1220 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1221 /* Now deal with articulated part of destination wagon */
1222 dst
= dst
->GetLastEnginePart();
1227 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1229 /* When moving all wagons, we can't have the same src_head and dst_head */
1230 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1232 /* When moving a multiheaded part to be place after itself, bail out. */
1233 if (!move_chain
&& dst
!= NULL
&& dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1235 /* Check if all vehicles in the source train are stopped inside a depot. */
1236 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1238 /* Check if all vehicles in the destination train are stopped inside a depot. */
1239 if (dst_head
!= NULL
&& !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1241 /* First make a backup of the order of the trains. That way we can do
1242 * whatever we want with the order and later on easily revert. */
1243 TrainList original_src
;
1244 TrainList original_dst
;
1246 MakeTrainBackup(original_src
, src_head
);
1247 MakeTrainBackup(original_dst
, dst_head
);
1249 /* Also make backup of the original heads as ArrangeTrains can change them.
1250 * For the destination head we do not care if it is the same as the source
1251 * head because in that case it's just a copy. */
1252 Train
*original_src_head
= src_head
;
1253 Train
*original_dst_head
= (dst_head
== src_head
? NULL
: dst_head
);
1255 /* We want this information from before the rearrangement, but execute this after the validation.
1256 * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1257 * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1258 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1259 bool original_dst_head_front_engine
= original_dst_head
!= NULL
&& original_dst_head
->IsFrontEngine();
1261 /* (Re)arrange the trains in the wanted arrangement. */
1262 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1264 if ((flags
& DC_AUTOREPLACE
) == 0) {
1265 /* If the autoreplace flag is set we do not need to test for the validity
1266 * because we are going to revert the train to its original state. As we
1267 * assume the original state was correct autoreplace can skip this. */
1268 CommandCost ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1270 /* Restore the train we had. */
1271 RestoreTrainBackup(original_src
);
1272 RestoreTrainBackup(original_dst
);
1278 if (flags
& DC_EXEC
) {
1279 /* Remove old heads from the statistics */
1280 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1281 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1283 /* First normalise the sub types of the chains. */
1284 NormaliseSubtypes(src_head
);
1285 NormaliseSubtypes(dst_head
);
1287 /* There are 14 different cases:
1288 * 1) front engine gets moved to a new train, it stays a front engine.
1289 * a) the 'next' part is a wagon that becomes a free wagon chain.
1290 * b) the 'next' part is an engine that becomes a front engine.
1291 * c) there is no 'next' part, nothing else happens
1292 * 2) front engine gets moved to another train, it is not a front engine anymore
1293 * a) the 'next' part is a wagon that becomes a free wagon chain.
1294 * b) the 'next' part is an engine that becomes a front engine.
1295 * c) there is no 'next' part, nothing else happens
1296 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1297 * a) the 'next' part is a wagon that becomes a free wagon chain.
1298 * b) the 'next' part is an engine that becomes a front engine.
1299 * 4) free wagon gets moved
1300 * a) the 'next' part is a wagon that becomes a free wagon chain.
1301 * b) the 'next' part is an engine that becomes a front engine.
1302 * c) there is no 'next' part, nothing else happens
1303 * 5) non front engine gets moved and becomes a new train, nothing else happens
1304 * 6) non front engine gets moved within a train / to another train, nothing hapens
1305 * 7) wagon gets moved, nothing happens
1307 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1308 /* Cases #2 and #3: the front engine gets trashed. */
1309 DeleteWindowById(WC_VEHICLE_VIEW
, src
->index
);
1310 DeleteWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1311 DeleteWindowById(WC_VEHICLE_REFIT
, src
->index
);
1312 DeleteWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1313 DeleteWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1314 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1315 SetWindowDirty(WC_COMPANY
, _current_company
);
1317 /* Delete orders, group stuff and the unit number as we're not the
1318 * front of any vehicle anymore. */
1319 DeleteVehicleOrders(src
);
1320 RemoveVehicleFromGroup(src
);
1321 src
->unitnumber
= 0;
1324 /* We weren't a front engine but are becoming one. So
1325 * we should be put in the default group. */
1326 if (original_src_head
!= src
&& dst_head
== src
) {
1327 SetTrainGroupID(src
, DEFAULT_GROUP
);
1328 SetWindowDirty(WC_COMPANY
, _current_company
);
1331 /* Add new heads to statistics */
1332 if (src_head
!= NULL
&& src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1333 if (dst_head
!= NULL
&& dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1335 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1336 NormaliseTrainHead(src_head
);
1337 NormaliseTrainHead(dst_head
);
1339 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1340 CheckCargoCapacity(src_head
);
1341 CheckCargoCapacity(dst_head
);
1344 if (src_head
!= NULL
) src_head
->First()->MarkDirty();
1345 if (dst_head
!= NULL
) dst_head
->First()->MarkDirty();
1347 /* We are undoubtedly changing something in the depot and train list. */
1348 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1349 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1351 /* We don't want to execute what we're just tried. */
1352 RestoreTrainBackup(original_src
);
1353 RestoreTrainBackup(original_dst
);
1356 return CommandCost();
1360 * Sell a (single) train wagon/engine.
1361 * @param flags type of operation
1362 * @param t the train wagon to sell
1363 * @param data the selling mode
1364 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1365 * - data = 1: sell the vehicle and all vehicles following it in the chain
1366 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1367 * @param user the user for the order backup.
1368 * @return the cost of this operation or an error
1370 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, uint16 data
, uint32 user
)
1372 /* Sell a chain of vehicles or not? */
1373 bool sell_chain
= HasBit(data
, 0);
1375 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1376 Train
*first
= v
->First();
1378 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1380 /* First make a backup of the order of the train. That way we can do
1381 * whatever we want with the order and later on easily revert. */
1383 MakeTrainBackup(original
, first
);
1385 /* We need to keep track of the new head and the head of what we're going to sell. */
1386 Train
*new_head
= first
;
1387 Train
*sell_head
= NULL
;
1389 /* Split the train in the wanted way. */
1390 ArrangeTrains(&sell_head
, NULL
, &new_head
, v
, sell_chain
);
1392 /* We don't need to validate the second train; it's going to be sold. */
1393 CommandCost ret
= ValidateTrains(NULL
, NULL
, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1395 /* Restore the train we had. */
1396 RestoreTrainBackup(original
);
1400 if (first
->orders
.list
== NULL
&& !OrderList::CanAllocateItem()) {
1401 /* Restore the train we had. */
1402 RestoreTrainBackup(original
);
1403 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1406 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1407 for (Train
*t
= sell_head
; t
!= NULL
; t
= t
->Next()) cost
.AddCost(-t
->value
);
1410 if (flags
& DC_EXEC
) {
1411 /* First normalise the sub types of the chain. */
1412 NormaliseSubtypes(new_head
);
1414 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= NULL
&& new_head
->IsFrontEngine()) {
1415 /* We are selling the front engine. In this case we want to
1416 * 'give' the order, unit number and such to the new head. */
1417 new_head
->orders
.list
= first
->orders
.list
;
1418 new_head
->AddToShared(first
);
1419 DeleteVehicleOrders(first
);
1421 /* Copy other important data from the front engine */
1422 new_head
->CopyVehicleConfigAndStatistics(first
);
1423 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1424 } else if (v
->IsPrimaryVehicle() && data
& (MAKE_ORDER_BACKUP_FLAG
>> 20)) {
1425 OrderBackup::Backup(v
, user
);
1428 /* We need to update the information about the train. */
1429 NormaliseTrainHead(new_head
);
1431 /* We are undoubtedly changing something in the depot and train list. */
1432 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1433 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1435 /* Actually delete the sold 'goods' */
1438 /* We don't want to execute what we're just tried. */
1439 RestoreTrainBackup(original
);
1445 void Train::UpdateDeltaXY(Direction direction
)
1447 /* Set common defaults. */
1453 this->x_bb_offs
= 0;
1454 this->y_bb_offs
= 0;
1456 if (!IsDiagonalDirection(direction
)) {
1457 static const int _sign_table
[] =
1466 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1468 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1469 this->x_offs
-= half_shorten
* _sign_table
[direction
];
1470 this->y_offs
-= half_shorten
* _sign_table
[direction
+ 1];
1471 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1472 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1474 switch (direction
) {
1475 /* Shorten southern corner of the bounding box according the vehicle length
1476 * and center the bounding box on the vehicle. */
1478 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1479 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1480 this->x_bb_offs
= -1;
1484 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1485 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1486 this->y_bb_offs
= -1;
1489 /* Move northern corner of the bounding box down according to vehicle length
1490 * and center the bounding box on the vehicle. */
1492 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1493 this->x_extent
= VEHICLE_LENGTH
- 1;
1494 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1498 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1499 this->y_extent
= VEHICLE_LENGTH
- 1;
1500 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1510 * Mark a train as stuck and stop it if it isn't stopped right now.
1511 * @param v %Train to mark as being stuck.
1513 static void MarkTrainAsStuck(Train
*v
)
1515 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1516 /* It is the first time the problem occurred, set the "train stuck" flag. */
1517 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1519 v
->wait_counter
= 0;
1526 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1531 * Swap the two up/down flags in two ways:
1532 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1533 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1534 * @param swap_flag1 [inout] First train flag.
1535 * @param swap_flag2 [inout] Second train flag.
1537 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1539 uint16 flag1
= *swap_flag1
;
1540 uint16 flag2
= *swap_flag2
;
1542 /* Clear the flags */
1543 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1544 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1545 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1546 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1548 /* Reverse the rail-flags (if needed) */
1549 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1550 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1551 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1552 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1554 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1555 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1556 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1557 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1562 * Updates some variables after swapping the vehicle.
1563 * @param v swapped vehicle
1565 static void UpdateStatusAfterSwap(Train
*v
)
1567 /* Reverse the direction. */
1568 if (v
->track
!= TRACK_BIT_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1570 /* Call the proper EnterTile function unless we are in a wormhole. */
1571 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
1572 VehicleEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1574 /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1575 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1576 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1577 * when we shouldn't have. Check if this is the case. */
1578 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1579 if (IsTileType(vt
, MP_TUNNELBRIDGE
)) {
1580 VehicleEnterTile(v
, vt
, v
->x_pos
, v
->y_pos
);
1581 if (v
->track
!= TRACK_BIT_WORMHOLE
&& IsBridgeTile(v
->tile
)) {
1582 /* We have just left the wormhole, possibly set the
1583 * "goingdown" bit. UpdateInclination() can be used
1584 * because we are at the border of the tile. */
1585 v
->UpdatePosition();
1586 v
->UpdateInclination(true, true);
1592 v
->UpdatePosition();
1593 v
->UpdateViewport(true, true);
1597 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1598 * @param v Consist to change.
1599 * @param l %Vehicle index in the consist of the first vehicle.
1600 * @param r %Vehicle index in the consist of the second vehicle.
1602 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1606 /* locate vehicles to swap */
1607 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1608 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1611 /* swap the hidden bits */
1613 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1614 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1618 Swap(a
->track
, b
->track
);
1619 Swap(a
->direction
, b
->direction
);
1620 Swap(a
->x_pos
, b
->x_pos
);
1621 Swap(a
->y_pos
, b
->y_pos
);
1622 Swap(a
->tile
, b
->tile
);
1623 Swap(a
->z_pos
, b
->z_pos
);
1625 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1627 UpdateStatusAfterSwap(a
);
1628 UpdateStatusAfterSwap(b
);
1630 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1631 * This is a little bit redundant way, a->gv_flags will
1632 * be (re)set twice, but it reduces code duplication */
1633 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1634 UpdateStatusAfterSwap(a
);
1640 * Check if the vehicle is a train
1641 * @param v vehicle on tile
1642 * @return v if it is a train, NULL otherwise
1644 static Vehicle
*TrainOnTileEnum(Vehicle
*v
, void *)
1646 return (v
->type
== VEH_TRAIN
) ? v
: NULL
;
1651 * Checks if a train is approaching a rail-road crossing
1652 * @param v vehicle on tile
1653 * @param data tile with crossing we are testing
1654 * @return v if it is approaching a crossing, NULL otherwise
1656 static Vehicle
*TrainApproachingCrossingEnum(Vehicle
*v
, void *data
)
1658 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return NULL
;
1660 Train
*t
= Train::From(v
);
1661 if (!t
->IsFrontEngine()) return NULL
;
1663 TileIndex tile
= *(TileIndex
*)data
;
1665 if (TrainApproachingCrossingTile(t
) != tile
) return NULL
;
1672 * Finds a vehicle approaching rail-road crossing
1673 * @param tile tile to test
1674 * @return true if a vehicle is approaching the crossing
1675 * @pre tile is a rail-road crossing
1677 static bool TrainApproachingCrossing(TileIndex tile
)
1679 assert(IsLevelCrossingTile(tile
));
1681 DiagDirection dir
= AxisToDiagDir(GetCrossingRailAxis(tile
));
1682 TileIndex tile_from
= tile
+ TileOffsByDiagDir(dir
);
1684 if (HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
)) return true;
1686 dir
= ReverseDiagDir(dir
);
1687 tile_from
= tile
+ TileOffsByDiagDir(dir
);
1689 return HasVehicleOnPos(tile_from
, &tile
, &TrainApproachingCrossingEnum
);
1694 * Sets correct crossing state
1695 * @param tile tile to update
1696 * @param sound should we play sound?
1697 * @pre tile is a rail-road crossing
1699 void UpdateLevelCrossing(TileIndex tile
, bool sound
)
1701 assert(IsLevelCrossingTile(tile
));
1703 /* train on crossing || train approaching crossing || reserved */
1704 bool new_state
= HasVehicleOnPos(tile
, NULL
, &TrainOnTileEnum
) || TrainApproachingCrossing(tile
) || HasCrossingReservation(tile
);
1706 if (new_state
!= IsCrossingBarred(tile
)) {
1707 if (new_state
&& sound
) {
1708 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1710 SetCrossingBarred(tile
, new_state
);
1711 MarkTileDirtyByTile(tile
);
1717 * Bars crossing and plays ding-ding sound if not barred already
1718 * @param tile tile with crossing
1719 * @pre tile is a rail-road crossing
1721 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1723 if (!IsCrossingBarred(tile
)) {
1725 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1726 MarkTileDirtyByTile(tile
);
1732 * Advances wagons for train reversing, needed for variable length wagons.
1733 * This one is called before the train is reversed.
1734 * @param v First vehicle in chain
1736 static void AdvanceWagonsBeforeSwap(Train
*v
)
1739 Train
*first
= base
; // first vehicle to move
1740 Train
*last
= v
->Last(); // last vehicle to move
1741 uint length
= CountVehiclesInChain(v
);
1743 while (length
> 2) {
1744 last
= last
->Previous();
1745 first
= first
->Next();
1747 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1749 /* do not update images now
1750 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1751 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1753 base
= first
; // == base->Next()
1760 * Advances wagons for train reversing, needed for variable length wagons.
1761 * This one is called after the train is reversed.
1762 * @param v First vehicle in chain
1764 static void AdvanceWagonsAfterSwap(Train
*v
)
1766 /* first of all, fix the situation when the train was entering a depot */
1767 Train
*dep
= v
; // last vehicle in front of just left depot
1768 while (dep
->Next() != NULL
&& (dep
->track
== TRACK_BIT_DEPOT
|| dep
->Next()->track
!= TRACK_BIT_DEPOT
)) {
1769 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1772 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1774 if (leave
!= NULL
) {
1775 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1776 int d
= TicksToLeaveDepot(dep
);
1779 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1780 leave
->track
= TrackToTrackBits(GetRailDepotTrack(leave
->tile
));
1781 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, NULL
); // maybe move it, and maybe let another wagon leave
1784 dep
= NULL
; // no vehicle in a depot, so no vehicle leaving a depot
1788 Train
*first
= base
; // first vehicle to move
1789 Train
*last
= v
->Last(); // last vehicle to move
1790 uint length
= CountVehiclesInChain(v
);
1792 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1793 * they have already correct spacing, so we have to make sure they are moved how they should */
1794 bool nomove
= (dep
== NULL
); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1796 while (length
> 2) {
1797 /* we reached vehicle (originally) in front of a depot, stop now
1798 * (we would move wagons that are already moved with new wagon length). */
1799 if (base
== dep
) break;
1801 /* the last wagon was that one leaving a depot, so do not move it anymore */
1802 if (last
== dep
) nomove
= true;
1804 last
= last
->Previous();
1805 first
= first
->Next();
1807 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1809 /* do not update images now */
1810 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : NULL
));
1812 base
= first
; // == base->Next()
1818 * Turn a train around.
1819 * @param v %Train to turn around.
1821 void ReverseTrainDirection(Train
*v
)
1823 if (IsRailDepotTile(v
->tile
)) {
1824 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1827 /* Clear path reservation in front if train is not stuck. */
1828 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
1830 /* Check if we were approaching a rail/road-crossing */
1831 TileIndex crossing
= TrainApproachingCrossingTile(v
);
1833 /* count number of vehicles */
1834 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
1836 AdvanceWagonsBeforeSwap(v
);
1838 /* swap start<>end, start+1<>end-1, ... */
1841 ReverseTrainSwapVeh(v
, l
++, r
--);
1844 AdvanceWagonsAfterSwap(v
);
1846 if (IsRailDepotTile(v
->tile
)) {
1847 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1850 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
1852 ClrBit(v
->flags
, VRF_REVERSING
);
1854 /* recalculate cached data */
1855 v
->ConsistChanged(CCF_TRACK
);
1857 /* update all images */
1858 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) u
->UpdateViewport(false, false);
1860 /* update crossing we were approaching */
1861 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
1863 /* maybe we are approaching crossing now, after reversal */
1864 crossing
= TrainApproachingCrossingTile(v
);
1865 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
1867 /* If we are inside a depot after reversing, don't bother with path reserving. */
1868 if (v
->track
== TRACK_BIT_DEPOT
) {
1869 /* Can't be stuck here as inside a depot is always a safe tile. */
1870 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1871 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1875 /* TrainExitDir does not always produce the desired dir for depots and
1876 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1877 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
1878 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
1880 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
1881 /* If we are currently on a tile with conventional signals, we can't treat the
1882 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1883 bool first_tile_okay
= !(IsTileType(v
->tile
, MP_RAILWAY
) &&
1884 HasSignalOnTrackdir(v
->tile
, v
->GetVehicleTrackdir()) &&
1885 !IsPbsSignal(GetSignalType(v
->tile
, FindFirstTrack(v
->track
))));
1887 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1888 if (IsRailDepotTile(v
->tile
) && TrackdirToExitdir(v
->GetVehicleTrackdir()) == GetRailDepotDirection(v
->tile
)) first_tile_okay
= false;
1890 if (IsRailStationTile(v
->tile
)) SetRailStationPlatformReservation(v
->tile
, TrackdirToExitdir(v
->GetVehicleTrackdir()), true);
1891 if (TryPathReserve(v
, false, first_tile_okay
)) {
1892 /* Do a look-ahead now in case our current tile was already a safe tile. */
1893 CheckNextTrainTile(v
);
1894 } else if (v
->current_order
.GetType() != OT_LOADING
) {
1895 /* Do not wait for a way out when we're still loading */
1896 MarkTrainAsStuck(v
);
1898 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1899 /* A train not inside a PBS block can't be stuck. */
1900 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1901 v
->wait_counter
= 0;
1907 * @param tile unused
1908 * @param flags type of operation
1909 * @param p1 train to reverse
1910 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
1911 * @param text unused
1912 * @return the cost of this operation or an error
1914 CommandCost
CmdReverseTrainDirection(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1916 Train
*v
= Train::GetIfValid(p1
);
1917 if (v
== NULL
) return CMD_ERROR
;
1919 CommandCost ret
= CheckOwnership(v
->owner
);
1920 if (ret
.Failed()) return ret
;
1923 /* turn a single unit around */
1925 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
1926 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
1928 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
1930 Train
*front
= v
->First();
1931 /* make sure the vehicle is stopped in the depot */
1932 if (!front
->IsStoppedInDepot()) {
1933 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1936 if (flags
& DC_EXEC
) {
1937 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
1939 front
->ConsistChanged(CCF_ARRANGE
);
1940 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
1941 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
1942 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
1943 SetWindowClassesDirty(WC_TRAINS_LIST
);
1946 /* turn the whole train around */
1947 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
1949 if (flags
& DC_EXEC
) {
1950 /* Properly leave the station if we are loading and won't be loading anymore */
1951 if (v
->current_order
.IsType(OT_LOADING
)) {
1952 const Vehicle
*last
= v
;
1953 while (last
->Next() != NULL
) last
= last
->Next();
1955 /* not a station || different station --> leave the station */
1956 if (!IsTileType(last
->tile
, MP_STATION
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
1961 /* We cancel any 'skip signal at dangers' here */
1962 v
->force_proceed
= TFP_NONE
;
1963 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
1965 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
1966 ToggleBit(v
->flags
, VRF_REVERSING
);
1970 HideFillingPercent(&v
->fill_percent_te_id
);
1971 ReverseTrainDirection(v
);
1975 return CommandCost();
1979 * Force a train through a red signal
1980 * @param tile unused
1981 * @param flags type of operation
1982 * @param p1 train to ignore the red signal
1984 * @param text unused
1985 * @return the cost of this operation or an error
1987 CommandCost
CmdForceTrainProceed(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1989 Train
*t
= Train::GetIfValid(p1
);
1990 if (t
== NULL
) return CMD_ERROR
;
1992 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
1994 CommandCost ret
= CheckOwnership(t
->owner
);
1995 if (ret
.Failed()) return ret
;
1998 if (flags
& DC_EXEC
) {
1999 /* If we are forced to proceed, cancel that order.
2000 * If we are marked stuck we would want to force the train
2001 * to proceed to the next signal. In the other cases we
2002 * would like to pass the signal at danger and run till the
2003 * next signal we encounter. */
2004 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2005 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2008 return CommandCost();
2012 * Try to find a depot nearby.
2013 * @param v %Train that wants a depot.
2014 * @param max_distance Maximal search distance.
2015 * @return Information where the closest train depot is located.
2016 * @pre The given vehicle must not be crashed!
2018 static FindDepotData
FindClosestTrainDepot(Train
*v
, int max_distance
)
2020 assert(!(v
->vehstatus
& VS_CRASHED
));
2022 if (IsRailDepotTile(v
->tile
)) return FindDepotData(v
->tile
, 0);
2024 PBSTileInfo origin
= FollowTrainReservation(v
);
2025 if (IsRailDepotTile(origin
.tile
)) return FindDepotData(origin
.tile
, 0);
2027 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2028 case VPF_NPF
: return NPFTrainFindNearestDepot(v
, max_distance
);
2029 case VPF_YAPF
: return YapfTrainFindNearestDepot(v
, max_distance
);
2031 default: NOT_REACHED();
2036 * Locate the closest depot for this consist, and return the information to the caller.
2037 * @param location [out] If not \c NULL and a depot is found, store its location in the given address.
2038 * @param destination [out] If not \c NULL and a depot is found, store its index in the given address.
2039 * @param reverse [out] If not \c NULL and a depot is found, store reversal information in the given address.
2040 * @return A depot has been found.
2042 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2044 FindDepotData tfdd
= FindClosestTrainDepot(this, 0);
2045 if (tfdd
.best_length
== UINT_MAX
) return false;
2047 if (location
!= NULL
) *location
= tfdd
.tile
;
2048 if (destination
!= NULL
) *destination
= GetDepotIndex(tfdd
.tile
);
2049 if (reverse
!= NULL
) *reverse
= tfdd
.reverse
;
2054 /** Play a sound for a train leaving the station. */
2055 void Train::PlayLeaveStationSound() const
2057 static const SoundFx sfx
[] = {
2065 if (PlayVehicleSound(this, VSE_START
)) return;
2067 EngineID engtype
= this->engine_type
;
2068 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2072 * Check if the train is on the last reserved tile and try to extend the path then.
2073 * @param v %Train that needs its path extended.
2075 static void CheckNextTrainTile(Train
*v
)
2077 /* Don't do any look-ahead if path_backoff_interval is 255. */
2078 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2080 /* Exit if we are inside a depot. */
2081 if (v
->track
== TRACK_BIT_DEPOT
) return;
2083 switch (v
->current_order
.GetType()) {
2084 /* Exit if we reached our destination depot. */
2086 if (v
->tile
== v
->dest_tile
) return;
2089 case OT_GOTO_WAYPOINT
:
2090 /* If we reached our waypoint, make sure we see that. */
2091 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2095 case OT_LEAVESTATION
:
2097 /* Exit if the current order doesn't have a destination, but the train has orders. */
2098 if (v
->GetNumOrders() > 0) return;
2104 /* Exit if we are on a station tile and are going to stop. */
2105 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2107 Trackdir td
= v
->GetVehicleTrackdir();
2109 /* On a tile with a red non-pbs signal, don't look ahead. */
2110 if (IsTileType(v
->tile
, MP_RAILWAY
) && HasSignalOnTrackdir(v
->tile
, td
) &&
2111 !IsPbsSignal(GetSignalType(v
->tile
, TrackdirToTrack(td
))) &&
2112 GetSignalStateByTrackdir(v
->tile
, td
) == SIGNAL_STATE_RED
) return;
2114 CFollowTrackRail
ft(v
);
2115 if (!ft
.Follow(v
->tile
, td
)) return;
2117 if (!HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(ft
.m_new_td_bits
))) {
2118 /* Next tile is not reserved. */
2119 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2120 if (HasPbsSignalOnTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) {
2121 /* If the next tile is a PBS signal, try to make a reservation. */
2122 TrackBits tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2123 if (_settings_game
.pf
.forbid_90_deg
) {
2124 tracks
&= ~TrackCrossesTracks(TrackdirToTrack(ft
.m_old_td
));
2126 ChooseTrainTrack(v
, ft
.m_new_tile
, ft
.m_exitdir
, tracks
, false, NULL
, false);
2133 * Will the train stay in the depot the next tick?
2134 * @param v %Train to check.
2135 * @return True if it stays in the depot, false otherwise.
2137 static bool CheckTrainStayInDepot(Train
*v
)
2139 /* bail out if not all wagons are in the same depot or not in a depot at all */
2140 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2141 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return false;
2144 /* if the train got no power, then keep it in the depot */
2145 if (v
->gcache
.cached_power
== 0) {
2146 v
->vehstatus
|= VS_STOPPED
;
2147 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2151 SigSegState seg_state
;
2153 if (v
->force_proceed
== TFP_NONE
) {
2154 /* force proceed was not pressed */
2155 if (++v
->wait_counter
< 37) {
2156 SetWindowClassesDirty(WC_TRAINS_LIST
);
2160 v
->wait_counter
= 0;
2162 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2163 if (seg_state
== SIGSEG_FULL
|| HasDepotReservation(v
->tile
)) {
2164 /* Full and no PBS signal in block or depot reserved, can't exit. */
2165 SetWindowClassesDirty(WC_TRAINS_LIST
);
2169 seg_state
= _settings_game
.pf
.reserve_paths
? SIGSEG_PBS
: UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2172 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2173 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2174 /* We need to have a reservation for this to work. */
2175 if (HasDepotReservation(v
->tile
)) return true;
2176 SetDepotReservation(v
->tile
, true);
2177 VehicleEnterDepot(v
);
2181 /* Only leave when we can reserve a path to our destination. */
2182 if (seg_state
== SIGSEG_PBS
&& !TryPathReserve(v
) && v
->force_proceed
== TFP_NONE
) {
2183 /* No path and no force proceed. */
2184 SetWindowClassesDirty(WC_TRAINS_LIST
);
2185 MarkTrainAsStuck(v
);
2189 SetDepotReservation(v
->tile
, true);
2190 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2192 VehicleServiceInDepot(v
);
2193 SetWindowClassesDirty(WC_TRAINS_LIST
);
2194 v
->PlayLeaveStationSound();
2196 v
->track
= TRACK_BIT_X
;
2197 if (v
->direction
& 2) v
->track
= TRACK_BIT_Y
;
2199 v
->vehstatus
&= ~VS_HIDDEN
;
2202 v
->UpdateViewport(true, true);
2203 v
->UpdatePosition();
2204 UpdateSignalsOnSegment(v
->tile
, INVALID_DIAGDIR
, v
->owner
);
2205 v
->UpdateAcceleration();
2206 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2212 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2213 * @param v %Train owning the reservation.
2214 * @param tile Tile with reservation to clear.
2215 * @param track_dir Track direction to clear.
2217 static void ClearPathReservation(const Train
*v
, TileIndex tile
, Trackdir track_dir
)
2219 DiagDirection dir
= TrackdirToExitdir(track_dir
);
2221 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
2222 /* Are we just leaving a tunnel/bridge? */
2223 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) {
2224 TileIndex end
= GetOtherTunnelBridgeEnd(tile
);
2226 if (TunnelBridgeIsFree(tile
, end
, v
).Succeeded()) {
2227 /* Free the reservation only if no other train is on the tiles. */
2228 SetTunnelBridgeReservation(tile
, false);
2229 SetTunnelBridgeReservation(end
, false);
2231 if (_settings_client
.gui
.show_track_reservation
) {
2232 if (IsBridge(tile
)) {
2233 MarkBridgeDirty(tile
);
2235 MarkTileDirtyByTile(tile
);
2236 MarkTileDirtyByTile(end
);
2241 } else if (IsRailStationTile(tile
)) {
2242 TileIndex new_tile
= TileAddByDiagDir(tile
, dir
);
2243 /* If the new tile is not a further tile of the same station, we
2244 * clear the reservation for the whole platform. */
2245 if (!IsCompatibleTrainStationTile(new_tile
, tile
)) {
2246 SetRailStationPlatformReservation(tile
, ReverseDiagDir(dir
), false);
2249 /* Any other tile */
2250 UnreserveRailTrack(tile
, TrackdirToTrack(track_dir
));
2255 * Free the reserved path in front of a vehicle.
2256 * @param v %Train owning the reserved path.
2257 * @param origin %Tile to start clearing (if #INVALID_TILE, use the current tile of \a v).
2258 * @param orig_td Track direction (if #INVALID_TRACKDIR, use the track direction of \a v).
2260 void FreeTrainTrackReservation(const Train
*v
, TileIndex origin
, Trackdir orig_td
)
2262 assert(v
->IsFrontEngine());
2264 TileIndex tile
= origin
!= INVALID_TILE
? origin
: v
->tile
;
2265 Trackdir td
= orig_td
!= INVALID_TRACKDIR
? orig_td
: v
->GetVehicleTrackdir();
2266 bool free_tile
= tile
!= v
->tile
|| !(IsRailStationTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
));
2267 StationID station_id
= IsRailStationTile(v
->tile
) ? GetStationIndex(v
->tile
) : INVALID_STATION
;
2269 /* Can't be holding a reservation if we enter a depot. */
2270 if (IsRailDepotTile(tile
) && TrackdirToExitdir(td
) != GetRailDepotDirection(tile
)) return;
2271 if (v
->track
== TRACK_BIT_DEPOT
) {
2272 /* Front engine is in a depot. We enter if some part is not in the depot. */
2273 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2274 if (u
->track
!= TRACK_BIT_DEPOT
|| u
->tile
!= v
->tile
) return;
2277 /* Don't free reservation if it's not ours. */
2278 if (TracksOverlap(GetReservedTrackbits(tile
) | TrackToTrackBits(TrackdirToTrack(td
)))) return;
2280 CFollowTrackRail
ft(v
, GetRailTypeInfo(v
->railtype
)->compatible_railtypes
);
2281 while (ft
.Follow(tile
, td
)) {
2282 tile
= ft
.m_new_tile
;
2283 TrackdirBits bits
= ft
.m_new_td_bits
& TrackBitsToTrackdirBits(GetReservedTrackbits(tile
));
2284 td
= RemoveFirstTrackdir(&bits
);
2285 assert(bits
== TRACKDIR_BIT_NONE
);
2287 if (!IsValidTrackdir(td
)) break;
2289 if (IsTileType(tile
, MP_RAILWAY
)) {
2290 if (HasSignalOnTrackdir(tile
, td
) && !IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(td
)))) {
2291 /* Conventional signal along trackdir: remove reservation and stop. */
2292 UnreserveRailTrack(tile
, TrackdirToTrack(td
));
2295 if (HasPbsSignalOnTrackdir(tile
, td
)) {
2296 if (GetSignalStateByTrackdir(tile
, td
) == SIGNAL_STATE_RED
) {
2297 /* Red PBS signal? Can't be our reservation, would be green then. */
2300 /* Turn the signal back to red. */
2301 SetSignalStateByTrackdir(tile
, td
, SIGNAL_STATE_RED
);
2302 MarkTileDirtyByTile(tile
);
2304 } else if (HasSignalOnTrackdir(tile
, ReverseTrackdir(td
)) && IsOnewaySignal(tile
, TrackdirToTrack(td
))) {
2309 /* Don't free first station/bridge/tunnel if we are on it. */
2310 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
);
2316 static const byte _initial_tile_subcoord
[6][4][3] = {
2317 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2318 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2319 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2320 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2321 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2322 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2326 * Perform pathfinding for a train.
2328 * @param v The train
2329 * @param tile The tile the train is about to enter
2330 * @param enterdir Diagonal direction the train is coming from
2331 * @param tracks Usable tracks on the new tile
2332 * @param path_found [out] Whether a path has been found or not.
2333 * @param do_track_reservation Path reservation is requested
2334 * @param dest [out] State and destination of the requested path
2335 * @return The best track the train should follow
2337 static Track
DoTrainPathfind(const Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool &path_found
, bool do_track_reservation
, PBSTileInfo
*dest
)
2339 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2340 case VPF_NPF
: return NPFTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2341 case VPF_YAPF
: return YapfTrainChooseTrack(v
, tile
, enterdir
, tracks
, path_found
, do_track_reservation
, dest
);
2343 default: NOT_REACHED();
2348 * Extend a train path as far as possible. Stops on encountering a safe tile,
2349 * another reservation or a track choice.
2350 * @return INVALID_TILE indicates that the reservation failed.
2352 static PBSTileInfo
ExtendTrainReservation(const Train
*v
, TrackBits
*new_tracks
, DiagDirection
*enterdir
)
2354 PBSTileInfo origin
= FollowTrainReservation(v
);
2356 CFollowTrackRail
ft(v
);
2358 TileIndex tile
= origin
.tile
;
2359 Trackdir cur_td
= origin
.trackdir
;
2360 while (ft
.Follow(tile
, cur_td
)) {
2361 if (KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
) {
2362 /* Possible signal tile. */
2363 if (HasOnewaySignalBlockingTrackdir(ft
.m_new_tile
, FindFirstTrackdir(ft
.m_new_td_bits
))) break;
2366 if (_settings_game
.pf
.forbid_90_deg
) {
2367 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2368 if (ft
.m_new_td_bits
== TRACKDIR_BIT_NONE
) break;
2371 /* Station, depot or waypoint are a possible target. */
2372 bool target_seen
= ft
.m_is_station
|| (IsTileType(ft
.m_new_tile
, MP_RAILWAY
) && !IsPlainRail(ft
.m_new_tile
));
2373 if (target_seen
|| KillFirstBit(ft
.m_new_td_bits
) != TRACKDIR_BIT_NONE
) {
2374 /* Choice found or possible target encountered.
2375 * On finding a possible target, we need to stop and let the pathfinder handle the
2376 * remaining path. This is because we don't know if this target is in one of our
2377 * orders, so we might cause pathfinding to fail later on if we find a choice.
2378 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2379 * a wrong path not leading to our next destination. */
2380 if (HasReservedTracks(ft
.m_new_tile
, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft
.m_old_td
)))) break;
2382 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2383 * actually starts its search at the first unreserved tile. */
2384 if (ft
.m_tiles_skipped
!= 0) ft
.m_new_tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2386 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2387 if (new_tracks
!= NULL
) *new_tracks
= TrackdirBitsToTrackBits(ft
.m_new_td_bits
);
2388 if (enterdir
!= NULL
) *enterdir
= ft
.m_exitdir
;
2389 return PBSTileInfo(ft
.m_new_tile
, ft
.m_old_td
, false);
2392 tile
= ft
.m_new_tile
;
2393 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2395 if (IsSafeWaitingPosition(v
, tile
, cur_td
, true, _settings_game
.pf
.forbid_90_deg
)) {
2396 bool wp_free
= IsWaitingPositionFree(v
, tile
, cur_td
, _settings_game
.pf
.forbid_90_deg
);
2397 if (!(wp_free
&& TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
)))) break;
2398 /* Safe position is all good, path valid and okay. */
2399 return PBSTileInfo(tile
, cur_td
, true);
2402 if (!TryReserveRailTrack(tile
, TrackdirToTrack(cur_td
))) break;
2405 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2406 /* End of line, path valid and okay. */
2407 return PBSTileInfo(ft
.m_old_tile
, ft
.m_old_td
, true);
2410 /* Sorry, can't reserve path, back out. */
2412 cur_td
= origin
.trackdir
;
2413 TileIndex stopped
= ft
.m_old_tile
;
2414 Trackdir stopped_td
= ft
.m_old_td
;
2415 while (tile
!= stopped
|| cur_td
!= stopped_td
) {
2416 if (!ft
.Follow(tile
, cur_td
)) break;
2418 if (_settings_game
.pf
.forbid_90_deg
) {
2419 ft
.m_new_td_bits
&= ~TrackdirCrossesTrackdirs(ft
.m_old_td
);
2420 assert(ft
.m_new_td_bits
!= TRACKDIR_BIT_NONE
);
2422 assert(KillFirstBit(ft
.m_new_td_bits
) == TRACKDIR_BIT_NONE
);
2424 tile
= ft
.m_new_tile
;
2425 cur_td
= FindFirstTrackdir(ft
.m_new_td_bits
);
2427 UnreserveRailTrack(tile
, TrackdirToTrack(cur_td
));
2431 return PBSTileInfo();
2435 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2436 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2438 * @param v The vehicle.
2439 * @param tile The tile the search should start from.
2440 * @param td The trackdir the search should start from.
2441 * @param override_railtype Whether all physically compatible railtypes should be followed.
2442 * @return True if a path to a safe stopping tile could be reserved.
2444 static bool TryReserveSafeTrack(const Train
*v
, TileIndex tile
, Trackdir td
, bool override_tailtype
)
2446 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2447 case VPF_NPF
: return NPFTrainFindNearestSafeTile(v
, tile
, td
, override_tailtype
);
2448 case VPF_YAPF
: return YapfTrainFindNearestSafeTile(v
, tile
, td
, override_tailtype
);
2450 default: NOT_REACHED();
2454 /** This class will save the current order of a vehicle and restore it on destruction. */
2455 class VehicleOrderSaver
{
2459 TileIndex old_dest_tile
;
2460 StationID old_last_station_visited
;
2461 VehicleOrderID index
;
2462 bool suppress_implicit_orders
;
2465 VehicleOrderSaver(Train
*_v
) :
2467 old_order(_v
->current_order
),
2468 old_dest_tile(_v
->dest_tile
),
2469 old_last_station_visited(_v
->last_station_visited
),
2470 index(_v
->cur_real_order_index
),
2471 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
))
2475 ~VehicleOrderSaver()
2477 this->v
->current_order
= this->old_order
;
2478 this->v
->dest_tile
= this->old_dest_tile
;
2479 this->v
->last_station_visited
= this->old_last_station_visited
;
2480 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2484 * Set the current vehicle order to the next order in the order list.
2485 * @param skip_first Shall the first (i.e. active) order be skipped?
2486 * @return True if a suitable next order could be found.
2488 bool SwitchToNextOrder(bool skip_first
)
2490 if (this->v
->GetNumOrders() == 0) return false;
2492 if (skip_first
) ++this->index
;
2498 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2500 Order
*order
= this->v
->GetOrder(this->index
);
2501 assert(order
!= NULL
);
2503 switch (order
->GetType()) {
2505 /* Skip service in depot orders when the train doesn't need service. */
2506 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !this->v
->NeedsServicing()) break;
2507 case OT_GOTO_STATION
:
2508 case OT_GOTO_WAYPOINT
:
2509 this->v
->current_order
= *order
;
2510 return UpdateOrderDest(this->v
, order
, 0, true);
2511 case OT_CONDITIONAL
: {
2512 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2513 if (next
!= INVALID_VEH_ORDER_ID
) {
2516 /* Don't increment next, so no break here. */
2524 /* Don't increment inside the while because otherwise conditional
2525 * orders can lead to an infinite loop. */
2528 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2534 /* choose a track */
2535 static Track
ChooseTrainTrack(Train
*v
, TileIndex tile
, DiagDirection enterdir
, TrackBits tracks
, bool force_res
, bool *got_reservation
, bool mark_stuck
)
2537 Track best_track
= INVALID_TRACK
;
2538 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2539 bool changed_signal
= false;
2541 assert((tracks
& ~TRACK_BIT_MASK
) == 0);
2543 if (got_reservation
!= NULL
) *got_reservation
= false;
2545 /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2546 TrackBits res_tracks
= (TrackBits
)(GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
));
2547 /* Do we have a suitable reserved track? */
2548 if (res_tracks
!= TRACK_BIT_NONE
) return FindFirstTrack(res_tracks
);
2550 /* Quick return in case only one possible track is available */
2551 if (KillFirstBit(tracks
) == TRACK_BIT_NONE
) {
2552 Track track
= FindFirstTrack(tracks
);
2553 /* We need to check for signals only here, as a junction tile can't have signals. */
2554 if (track
!= INVALID_TRACK
&& HasPbsSignalOnTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
))) {
2555 do_track_reservation
= true;
2556 changed_signal
= true;
2557 SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(track
, enterdir
), SIGNAL_STATE_GREEN
);
2558 } else if (!do_track_reservation
) {
2564 PBSTileInfo
res_dest(tile
, INVALID_TRACKDIR
, false);
2565 DiagDirection dest_enterdir
= enterdir
;
2566 if (do_track_reservation
) {
2567 res_dest
= ExtendTrainReservation(v
, &tracks
, &dest_enterdir
);
2568 if (res_dest
.tile
== INVALID_TILE
) {
2569 /* Reservation failed? */
2570 if (mark_stuck
) MarkTrainAsStuck(v
);
2571 if (changed_signal
) SetSignalStateByTrackdir(tile
, TrackEnterdirToTrackdir(best_track
, enterdir
), SIGNAL_STATE_RED
);
2572 return FindFirstTrack(tracks
);
2574 if (res_dest
.okay
) {
2575 /* Got a valid reservation that ends at a safe target, quick exit. */
2576 if (got_reservation
!= NULL
) *got_reservation
= true;
2577 if (changed_signal
) MarkTileDirtyByTile(tile
);
2578 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2582 /* Check if the train needs service here, so it has a chance to always find a depot.
2583 * Also check if the current order is a service order so we don't reserve a path to
2584 * the destination but instead to the next one if service isn't needed. */
2585 CheckIfTrainNeedsService(v
);
2586 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2589 /* Save the current train order. The destructor will restore the old order on function exit. */
2590 VehicleOrderSaver
orders(v
);
2592 /* If the current tile is the destination of the current order and
2593 * a reservation was requested, advance to the next order.
2594 * Don't advance on a depot order as depots are always safe end points
2595 * for a path and no look-ahead is necessary. This also avoids a
2596 * problem with depot orders not part of the order list when the
2597 * order list itself is empty. */
2598 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2599 orders
.SwitchToNextOrder(false);
2600 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2601 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2602 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2603 v
->tile
== v
->dest_tile
))) {
2604 orders
.SwitchToNextOrder(true);
2607 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2608 /* Pathfinders are able to tell that route was only 'guessed'. */
2609 bool path_found
= true;
2610 TileIndex new_tile
= res_dest
.tile
;
2612 Track next_track
= DoTrainPathfind(v
, new_tile
, dest_enterdir
, tracks
, path_found
, do_track_reservation
, &res_dest
);
2613 if (new_tile
== tile
) best_track
= next_track
;
2614 v
->HandlePathfindingResult(path_found
);
2617 /* No track reservation requested -> finished. */
2618 if (!do_track_reservation
) return best_track
;
2620 /* A path was found, but could not be reserved. */
2621 if (res_dest
.tile
!= INVALID_TILE
&& !res_dest
.okay
) {
2622 if (mark_stuck
) MarkTrainAsStuck(v
);
2623 FreeTrainTrackReservation(v
);
2627 /* No possible reservation target found, we are probably lost. */
2628 if (res_dest
.tile
== INVALID_TILE
) {
2629 /* Try to find any safe destination. */
2630 PBSTileInfo origin
= FollowTrainReservation(v
);
2631 if (TryReserveSafeTrack(v
, origin
.tile
, origin
.trackdir
, false)) {
2632 TrackBits res
= GetReservedTrackbits(tile
) & DiagdirReachesTracks(enterdir
);
2633 best_track
= FindFirstTrack(res
);
2634 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2635 if (got_reservation
!= NULL
) *got_reservation
= true;
2636 if (changed_signal
) MarkTileDirtyByTile(tile
);
2638 FreeTrainTrackReservation(v
);
2639 if (mark_stuck
) MarkTrainAsStuck(v
);
2644 if (got_reservation
!= NULL
) *got_reservation
= true;
2646 /* Reservation target found and free, check if it is safe. */
2647 while (!IsSafeWaitingPosition(v
, res_dest
.tile
, res_dest
.trackdir
, true, _settings_game
.pf
.forbid_90_deg
)) {
2648 /* Extend reservation until we have found a safe position. */
2649 DiagDirection exitdir
= TrackdirToExitdir(res_dest
.trackdir
);
2650 TileIndex next_tile
= TileAddByDiagDir(res_dest
.tile
, exitdir
);
2651 TrackBits reachable
= TrackdirBitsToTrackBits((TrackdirBits
)(GetTileTrackStatus(next_tile
, TRANSPORT_RAIL
, 0))) & DiagdirReachesTracks(exitdir
);
2652 if (_settings_game
.pf
.forbid_90_deg
) {
2653 reachable
&= ~TrackCrossesTracks(TrackdirToTrack(res_dest
.trackdir
));
2656 /* Get next order with destination. */
2657 if (orders
.SwitchToNextOrder(true)) {
2658 PBSTileInfo cur_dest
;
2660 DoTrainPathfind(v
, next_tile
, exitdir
, reachable
, path_found
, true, &cur_dest
);
2661 if (cur_dest
.tile
!= INVALID_TILE
) {
2662 res_dest
= cur_dest
;
2663 if (res_dest
.okay
) continue;
2664 /* Path found, but could not be reserved. */
2665 FreeTrainTrackReservation(v
);
2666 if (mark_stuck
) MarkTrainAsStuck(v
);
2667 if (got_reservation
!= NULL
) *got_reservation
= false;
2668 changed_signal
= false;
2672 /* No order or no safe position found, try any position. */
2673 if (!TryReserveSafeTrack(v
, res_dest
.tile
, res_dest
.trackdir
, true)) {
2674 FreeTrainTrackReservation(v
);
2675 if (mark_stuck
) MarkTrainAsStuck(v
);
2676 if (got_reservation
!= NULL
) *got_reservation
= false;
2677 changed_signal
= false;
2682 TryReserveRailTrack(v
->tile
, TrackdirToTrack(v
->GetVehicleTrackdir()));
2684 if (changed_signal
) MarkTileDirtyByTile(tile
);
2690 * Try to reserve a path to a safe position.
2692 * @param v The vehicle
2693 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2694 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2695 * @return True if a path could be reserved.
2697 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
2699 assert(v
->IsFrontEngine());
2701 /* We have to handle depots specially as the track follower won't look
2702 * at the depot tile itself but starts from the next tile. If we are still
2703 * inside the depot, a depot reservation can never be ours. */
2704 if (v
->track
== TRACK_BIT_DEPOT
) {
2705 if (HasDepotReservation(v
->tile
)) {
2706 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2709 /* Depot not reserved, but the next tile might be. */
2710 TileIndex next_tile
= TileAddByDiagDir(v
->tile
, GetRailDepotDirection(v
->tile
));
2711 if (HasReservedTracks(next_tile
, DiagdirReachesTracks(GetRailDepotDirection(v
->tile
)))) return false;
2715 Vehicle
*other_train
= NULL
;
2716 PBSTileInfo origin
= FollowTrainReservation(v
, &other_train
);
2717 /* The path we are driving on is already blocked by some other train.
2718 * This can only happen in certain situations when mixing path and
2719 * block signals or when changing tracks and/or signals.
2720 * Exit here as doing any further reservations will probably just
2721 * make matters worse. */
2722 if (other_train
!= NULL
&& other_train
->index
!= v
->index
) {
2723 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2726 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2727 if (origin
.okay
&& (v
->tile
!= origin
.tile
|| first_tile_okay
)) {
2728 /* Can't be stuck then. */
2729 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2730 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2734 /* If we are in a depot, tentatively reserve the depot. */
2735 if (v
->track
== TRACK_BIT_DEPOT
) {
2736 SetDepotReservation(v
->tile
, true);
2737 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2740 DiagDirection exitdir
= TrackdirToExitdir(origin
.trackdir
);
2741 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
2742 TrackBits reachable
= TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile
, TRANSPORT_RAIL
, 0)) & DiagdirReachesTrackdirs(exitdir
));
2744 if (_settings_game
.pf
.forbid_90_deg
) reachable
&= ~TrackCrossesTracks(TrackdirToTrack(origin
.trackdir
));
2746 bool res_made
= false;
2747 ChooseTrainTrack(v
, new_tile
, exitdir
, reachable
, true, &res_made
, mark_as_stuck
);
2750 /* Free the depot reservation as well. */
2751 if (v
->track
== TRACK_BIT_DEPOT
) SetDepotReservation(v
->tile
, false);
2755 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2756 v
->wait_counter
= 0;
2757 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2759 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2764 static bool CheckReverseTrain(const Train
*v
)
2766 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
2767 v
->track
== TRACK_BIT_DEPOT
|| v
->track
== TRACK_BIT_WORMHOLE
||
2768 !(v
->direction
& 1)) {
2772 assert(v
->track
!= TRACK_BIT_NONE
);
2774 switch (_settings_game
.pf
.pathfinder_for_trains
) {
2775 case VPF_NPF
: return NPFTrainCheckReverse(v
);
2776 case VPF_YAPF
: return YapfTrainCheckReverse(v
);
2778 default: NOT_REACHED();
2783 * Get the location of the next station to visit.
2784 * @param station Next station to visit.
2785 * @return Location of the new station.
2787 TileIndex
Train::GetOrderStationLocation(StationID station
)
2789 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
2791 const Station
*st
= Station::Get(station
);
2792 if (!(st
->facilities
& FACIL_TRAIN
)) {
2793 /* The destination station has no trainstation tiles. */
2794 this->IncrementRealOrderIndex();
2801 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
2802 void Train::MarkDirty()
2806 v
->colourmap
= PAL_NONE
;
2807 v
->UpdateViewport(true, false);
2808 } while ((v
= v
->Next()) != NULL
);
2810 /* need to update acceleration and cached values since the goods on the train changed. */
2811 this->CargoChanged();
2812 this->UpdateAcceleration();
2816 * This function looks at the vehicle and updates its speed (cur_speed
2817 * and subspeed) variables. Furthermore, it returns the distance that
2818 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2819 * the distance to drive before moving a step on the map.
2820 * @return distance to drive.
2822 int Train::UpdateSpeed()
2824 switch (_settings_game
.vehicle
.train_acceleration_model
) {
2825 default: NOT_REACHED();
2827 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
2830 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
2835 * Trains enters a station, send out a news item if it is the first train, and start loading.
2836 * @param v Train that entered the station.
2837 * @param station Station visited.
2839 static void TrainEnterStation(Train
*v
, StationID station
)
2841 v
->last_station_visited
= station
;
2843 /* check if a train ever visited this station before */
2844 Station
*st
= Station::Get(station
);
2845 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
2846 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
2847 SetDParam(0, st
->index
);
2849 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
2850 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
2854 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2855 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2858 v
->force_proceed
= TFP_NONE
;
2859 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2863 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
2864 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
2867 /* Check if the vehicle is compatible with the specified tile */
2868 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
)
2870 return IsTileOwner(tile
, v
->owner
) &&
2871 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
)));
2874 /** Data structure for storing engine speed changes of an acceleration type. */
2875 struct AccelerationSlowdownParams
{
2876 byte small_turn
; ///< Speed change due to a small turn.
2877 byte large_turn
; ///< Speed change due to a large turn.
2878 byte z_up
; ///< Fraction to remove when moving up.
2879 byte z_down
; ///< Fraction to add when moving down.
2882 /** Speed update fractions for each acceleration type. */
2883 static const AccelerationSlowdownParams _accel_slowdown
[] = {
2885 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
2886 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
2887 {0, 256 / 2, 256 / 4, 2}, ///< maglev
2891 * Modify the speed of the vehicle due to a change in altitude.
2892 * @param v %Train to update.
2893 * @param old_z Previous height.
2895 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
2897 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
2899 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
2901 if (old_z
< v
->z_pos
) {
2902 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
2904 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
2905 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
2909 static bool TrainMovedChangeSignals(TileIndex tile
, DiagDirection dir
)
2911 if (IsTileType(tile
, MP_RAILWAY
) &&
2912 GetRailTileType(tile
) == RAIL_TILE_SIGNALS
) {
2913 TrackdirBits tracks
= TrackBitsToTrackdirBits(GetTrackBits(tile
)) & DiagdirReachesTrackdirs(dir
);
2914 Trackdir trackdir
= FindFirstTrackdir(tracks
);
2915 if (UpdateSignalsOnSegment(tile
, TrackdirToExitdir(trackdir
), GetTileOwner(tile
)) == SIGSEG_PBS
&& HasSignalOnTrackdir(tile
, trackdir
)) {
2916 /* A PBS block with a non-PBS signal facing us? */
2917 if (!IsPbsSignal(GetSignalType(tile
, TrackdirToTrack(trackdir
)))) return true;
2923 /** Tries to reserve track under whole train consist. */
2924 void Train::ReserveTrackUnderConsist() const
2926 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
2928 case TRACK_BIT_WORMHOLE
:
2929 TryReserveRailTrack(u
->tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(u
->tile
)));
2931 case TRACK_BIT_DEPOT
:
2934 TryReserveRailTrack(u
->tile
, TrackBitsToTrack(u
->track
));
2941 * The train vehicle crashed!
2942 * Update its status and other parts around it.
2943 * @param flooded Crash was caused by flooding.
2944 * @return Number of people killed.
2946 uint
Train::Crash(bool flooded
)
2949 if (this->IsFrontEngine()) {
2950 pass
+= 2; // driver
2952 /* Remove the reserved path in front of the train if it is not stuck.
2953 * Also clear all reserved tracks the train is currently on. */
2954 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
2955 for (const Train
*v
= this; v
!= NULL
; v
= v
->Next()) {
2956 ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
2957 if (IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) {
2958 /* ClearPathReservation will not free the wormhole exit
2959 * if the train has just entered the wormhole. */
2960 SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v
->tile
), false);
2964 /* we may need to update crossing we were approaching,
2965 * but must be updated after the train has been marked crashed */
2966 TileIndex crossing
= TrainApproachingCrossingTile(this);
2967 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
2969 /* Remove the loading indicators (if any) */
2970 HideFillingPercent(&this->fill_percent_te_id
);
2973 pass
+= this->GroundVehicleBase::Crash(flooded
);
2975 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
2980 * Marks train as crashed and creates an AI event.
2981 * Doesn't do anything if the train is crashed already.
2982 * @param v first vehicle of chain
2983 * @return number of victims (including 2 drivers; zero if train was already crashed)
2985 static uint
TrainCrashed(Train
*v
)
2989 /* do not crash train twice */
2990 if (!(v
->vehstatus
& VS_CRASHED
)) {
2992 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
2993 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
2996 /* Try to re-reserve track under already crashed train too.
2997 * Crash() clears the reservation! */
2998 v
->ReserveTrackUnderConsist();
3003 /** Temporary data storage for testing collisions. */
3004 struct TrainCollideChecker
{
3005 Train
*v
; ///< %Vehicle we are testing for collision.
3006 uint num
; ///< Total number of victims if train collided.
3010 * Collision test function.
3011 * @param v %Train vehicle to test collision with.
3012 * @param data %Train being examined.
3013 * @return \c NULL (always continue search)
3015 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3017 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3019 /* not a train or in depot */
3020 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->track
== TRACK_BIT_DEPOT
) return NULL
;
3022 /* do not crash into trains of another company. */
3023 if (v
->owner
!= tcc
->v
->owner
) return NULL
;
3025 /* get first vehicle now to make most usual checks faster */
3026 Train
*coll
= Train::From(v
)->First();
3028 /* can't collide with own wagons */
3029 if (coll
== tcc
->v
) return NULL
;
3031 int x_diff
= v
->x_pos
- tcc
->v
->x_pos
;
3032 int y_diff
= v
->y_pos
- tcc
->v
->y_pos
;
3034 /* Do fast calculation to check whether trains are not in close vicinity
3035 * and quickly reject trains distant enough for any collision.
3036 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3037 * Differences are then ORed and then we check for any higher bits */
3038 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3039 if (hash
& ~15) return NULL
;
3041 /* Slower check using multiplication */
3042 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->v
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3043 if (x_diff
* x_diff
+ y_diff
* y_diff
> min_diff
* min_diff
) return NULL
;
3045 /* Happens when there is a train under bridge next to bridge head */
3046 if (abs(v
->z_pos
- tcc
->v
->z_pos
) > 5) return NULL
;
3048 /* crash both trains */
3049 tcc
->num
+= TrainCrashed(tcc
->v
);
3050 tcc
->num
+= TrainCrashed(coll
);
3052 return NULL
; // continue searching
3056 * Checks whether the specified train has a collision with another vehicle. If
3057 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3058 * Reports the incident in a flashy news item, modifies station ratings and
3060 * @param v %Train to test.
3062 static bool CheckTrainCollision(Train
*v
)
3064 /* can't collide in depot */
3065 if (v
->track
== TRACK_BIT_DEPOT
) return false;
3067 assert(v
->track
== TRACK_BIT_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3069 TrainCollideChecker tcc
;
3073 /* find colliding vehicles */
3074 if (v
->track
== TRACK_BIT_WORMHOLE
) {
3075 FindVehicleOnPos(v
->tile
, &tcc
, FindTrainCollideEnum
);
3076 FindVehicleOnPos(GetOtherTunnelBridgeEnd(v
->tile
), &tcc
, FindTrainCollideEnum
);
3078 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3081 /* any dead -> no crash */
3082 if (tcc
.num
== 0) return false;
3084 SetDParam(0, tcc
.num
);
3085 AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->index
);
3087 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3088 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_BIG_CRASH
, v
);
3092 static Vehicle
*CheckTrainAtSignal(Vehicle
*v
, void *data
)
3094 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) return NULL
;
3096 Train
*t
= Train::From(v
);
3097 DiagDirection exitdir
= *(DiagDirection
*)data
;
3099 /* not front engine of a train, inside wormhole or depot, crashed */
3100 if (!t
->IsFrontEngine() || !(t
->track
& TRACK_BIT_MASK
)) return NULL
;
3102 if (t
->cur_speed
> 5 || TrainExitDir(t
->direction
, t
->track
) != exitdir
) return NULL
;
3108 * Move a vehicle chain one movement stop forwards.
3109 * @param v First vehicle to move.
3110 * @param nomove Stop moving this and all following vehicles.
3111 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3112 * @return True if the vehicle could be moved forward, false otherwise.
3114 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3116 Train
*first
= v
->First();
3118 bool direction_changed
= false; // has direction of any part changed?
3120 /* For every vehicle after and including the given vehicle */
3121 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3122 DiagDirection enterdir
= DIAGDIR_BEGIN
;
3123 bool update_signals_crossing
= false; // will we update signals or crossing state?
3125 GetNewVehiclePosResult gp
= GetNewVehiclePos(v
);
3126 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3127 /* Not inside tunnel */
3128 if (gp
.old_tile
== gp
.new_tile
) {
3129 /* Staying in the old tile */
3130 if (v
->track
== TRACK_BIT_DEPOT
) {
3135 /* Not inside depot */
3137 /* Reverse when we are at the end of the track already, do not move to the new position */
3138 if (v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3140 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3141 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3144 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3145 /* The new position is the end of the platform */
3146 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3150 /* A new tile is about to be entered. */
3152 /* Determine what direction we're entering the new tile from */
3153 enterdir
= DiagdirBetweenTiles(gp
.old_tile
, gp
.new_tile
);
3154 assert(IsValidDiagDirection(enterdir
));
3156 /* Get the status of the tracks in the new tile and mask
3157 * away the bits that aren't reachable. */
3158 TrackStatus ts
= GetTileTrackStatus(gp
.new_tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(enterdir
));
3159 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3161 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3162 TrackBits red_signals
= TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts
) & reachable_trackdirs
);
3164 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3165 if (_settings_game
.pf
.forbid_90_deg
&& prev
== NULL
) {
3166 /* We allow wagons to make 90 deg turns, because forbid_90_deg
3167 * can be switched on halfway a turn */
3168 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3171 if (bits
== TRACK_BIT_NONE
) goto invalid_rail
;
3173 /* Check if the new tile constrains tracks that are compatible
3174 * with the current train, if not, bail out. */
3175 if (!CheckCompatibleRail(v
, gp
.new_tile
)) goto invalid_rail
;
3177 TrackBits chosen_track
;
3179 /* Currently the locomotive is active. Determine which one of the
3180 * available tracks to choose */
3181 chosen_track
= TrackToTrackBits(ChooseTrainTrack(v
, gp
.new_tile
, enterdir
, bits
, false, NULL
, true));
3182 assert(chosen_track
& (bits
| GetReservedTrackbits(gp
.new_tile
)));
3184 if (v
->force_proceed
!= TFP_NONE
&& IsPlainRailTile(gp
.new_tile
) && HasSignals(gp
.new_tile
)) {
3185 /* For each signal we find decrease the counter by one.
3186 * We start at two, so the first signal we pass decreases
3187 * this to one, then if we reach the next signal it is
3188 * decreased to zero and we won't pass that new signal. */
3189 Trackdir dir
= FindFirstTrackdir(trackdirbits
);
3190 if (HasSignalOnTrackdir(gp
.new_tile
, dir
) ||
3191 (HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(dir
)) &&
3192 GetSignalType(gp
.new_tile
, TrackdirToTrack(dir
)) != SIGTYPE_PBS
)) {
3193 /* However, we do not want to be stopped by PBS signals
3194 * entered via the back. */
3195 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3196 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3200 /* Check if it's a red signal and that force proceed is not clicked. */
3201 if ((red_signals
& chosen_track
) && v
->force_proceed
== TFP_NONE
) {
3202 /* In front of a red signal */
3203 Trackdir i
= FindFirstTrackdir(trackdirbits
);
3205 /* Don't handle stuck trains here. */
3206 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return false;
3208 if (!HasSignalOnTrackdir(gp
.new_tile
, ReverseTrackdir(i
))) {
3211 v
->progress
= 255 - 100;
3212 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* 20) return false;
3213 } else if (HasSignalOnTrackdir(gp
.new_tile
, i
)) {
3216 v
->progress
= 255 - 10;
3217 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* 73) {
3218 DiagDirection exitdir
= TrackdirToExitdir(i
);
3219 TileIndex o_tile
= TileAddByDiagDir(gp
.new_tile
, exitdir
);
3221 exitdir
= ReverseDiagDir(exitdir
);
3223 /* check if a train is waiting on the other side */
3224 if (!HasVehicleOnPos(o_tile
, &exitdir
, &CheckTrainAtSignal
)) return false;
3228 /* If we would reverse but are currently in a PBS block and
3229 * reversing of stuck trains is disabled, don't reverse.
3230 * This does not apply if the reason for reversing is a one-way
3231 * signal blocking us, because a train would then be stuck forever. */
3232 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(gp
.new_tile
, i
) &&
3233 UpdateSignalsOnSegment(v
->tile
, enterdir
, v
->owner
) == SIGSEG_PBS
) {
3234 v
->wait_counter
= 0;
3237 goto reverse_train_direction
;
3239 TryReserveRailTrack(gp
.new_tile
, TrackBitsToTrack(chosen_track
), false);
3242 /* The wagon is active, simply follow the prev vehicle. */
3243 if (prev
->tile
== gp
.new_tile
) {
3244 /* Choose the same track as prev */
3245 if (prev
->track
== TRACK_BIT_WORMHOLE
) {
3246 /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3247 * However, just choose the track into the wormhole. */
3248 assert(IsTunnel(prev
->tile
));
3249 chosen_track
= bits
;
3251 chosen_track
= prev
->track
;
3254 /* Choose the track that leads to the tile where prev is.
3255 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3256 * I.e. when the tile between them has only space for a single vehicle like
3257 * 1) horizontal/vertical track tiles and
3258 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3259 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3261 static const TrackBits _connecting_track
[DIAGDIR_END
][DIAGDIR_END
] = {
3262 {TRACK_BIT_X
, TRACK_BIT_LOWER
, TRACK_BIT_NONE
, TRACK_BIT_LEFT
},
3263 {TRACK_BIT_UPPER
, TRACK_BIT_Y
, TRACK_BIT_LEFT
, TRACK_BIT_NONE
},
3264 {TRACK_BIT_NONE
, TRACK_BIT_RIGHT
, TRACK_BIT_X
, TRACK_BIT_UPPER
},
3265 {TRACK_BIT_RIGHT
, TRACK_BIT_NONE
, TRACK_BIT_LOWER
, TRACK_BIT_Y
}
3267 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3268 assert(IsValidDiagDirection(exitdir
));
3269 chosen_track
= _connecting_track
[enterdir
][exitdir
];
3271 chosen_track
&= bits
;
3274 /* Make sure chosen track is a valid track */
3276 chosen_track
== TRACK_BIT_X
|| chosen_track
== TRACK_BIT_Y
||
3277 chosen_track
== TRACK_BIT_UPPER
|| chosen_track
== TRACK_BIT_LOWER
||
3278 chosen_track
== TRACK_BIT_LEFT
|| chosen_track
== TRACK_BIT_RIGHT
);
3280 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3281 const byte
*b
= _initial_tile_subcoord
[FIND_FIRST_BIT(chosen_track
)][enterdir
];
3282 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3283 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3284 Direction chosen_dir
= (Direction
)b
[2];
3286 /* Call the landscape function and tell it that the vehicle entered the tile */
3287 uint32 r
= VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3288 if (HasBit(r
, VETS_CANNOT_ENTER
)) {
3292 if (!HasBit(r
, VETS_ENTERED_WORMHOLE
)) {
3293 Track track
= FindFirstTrack(chosen_track
);
3294 Trackdir tdir
= TrackDirectionToTrackdir(track
, chosen_dir
);
3295 if (v
->IsFrontEngine() && HasPbsSignalOnTrackdir(gp
.new_tile
, tdir
)) {
3296 SetSignalStateByTrackdir(gp
.new_tile
, tdir
, SIGNAL_STATE_RED
);
3297 MarkTileDirtyByTile(gp
.new_tile
);
3300 /* Clear any track reservation when the last vehicle leaves the tile */
3301 if (v
->Next() == NULL
) ClearPathReservation(v
, v
->tile
, v
->GetVehicleTrackdir());
3303 v
->tile
= gp
.new_tile
;
3305 if (GetTileRailType(gp
.new_tile
) != GetTileRailType(gp
.old_tile
)) {
3306 v
->First()->ConsistChanged(CCF_TRACK
);
3309 v
->track
= chosen_track
;
3313 /* We need to update signal status, but after the vehicle position hash
3314 * has been updated by UpdateInclination() */
3315 update_signals_crossing
= true;
3317 if (chosen_dir
!= v
->direction
) {
3318 if (prev
== NULL
&& _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3319 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3320 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3321 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3323 direction_changed
= true;
3324 v
->direction
= chosen_dir
;
3327 if (v
->IsFrontEngine()) {
3328 v
->wait_counter
= 0;
3330 /* If we are approaching a crossing that is reserved, play the sound now. */
3331 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3332 if (crossing
!= INVALID_TILE
&& HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3334 /* Always try to extend the reservation when entering a tile. */
3335 CheckNextTrainTile(v
);
3338 if (HasBit(r
, VETS_ENTERED_STATION
)) {
3339 /* The new position is the location where we want to stop */
3340 TrainEnterStation(v
, r
>> VETS_STATION_ID_OFFSET
);
3344 if (IsTileType(gp
.new_tile
, MP_TUNNELBRIDGE
) && HasBit(VehicleEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
), VETS_ENTERED_WORMHOLE
)) {
3345 /* Perform look-ahead on tunnel exit. */
3346 if (v
->IsFrontEngine()) {
3347 TryReserveRailTrack(gp
.new_tile
, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp
.new_tile
)));
3348 CheckNextTrainTile(v
);
3350 /* Prevent v->UpdateInclination() being called with wrong parameters.
3351 * This could happen if the train was reversed inside the tunnel/bridge. */
3352 if (gp
.old_tile
== gp
.new_tile
) {
3353 gp
.old_tile
= GetOtherTunnelBridgeEnd(gp
.old_tile
);
3358 v
->UpdatePosition();
3359 if ((v
->vehstatus
& VS_HIDDEN
) == 0) v
->Vehicle::UpdateViewport(true);
3364 /* update image of train, as well as delta XY */
3365 v
->UpdateDeltaXY(v
->direction
);
3369 v
->UpdatePosition();
3371 /* update the Z position of the vehicle */
3372 int old_z
= v
->UpdateInclination(gp
.new_tile
!= gp
.old_tile
, false);
3375 /* This is the first vehicle in the train */
3376 AffectSpeedByZChange(v
, old_z
);
3379 if (update_signals_crossing
) {
3380 if (v
->IsFrontEngine()) {
3381 if (TrainMovedChangeSignals(gp
.new_tile
, enterdir
)) {
3382 /* We are entering a block with PBS signals right now, but
3383 * not through a PBS signal. This means we don't have a
3384 * reservation right now. As a conventional signal will only
3385 * ever be green if no other train is in the block, getting
3386 * a path should always be possible. If the player built
3387 * such a strange network that it is not possible, the train
3388 * will be marked as stuck and the player has to deal with
3390 if ((!HasReservedTracks(gp
.new_tile
, v
->track
) &&
3391 !TryReserveRailTrack(gp
.new_tile
, FindFirstTrack(v
->track
))) ||
3392 !TryPathReserve(v
)) {
3393 MarkTrainAsStuck(v
);
3398 /* Signals can only change when the first
3399 * (above) or the last vehicle moves. */
3400 if (v
->Next() == NULL
) {
3401 TrainMovedChangeSignals(gp
.old_tile
, ReverseDiagDir(enterdir
));
3402 if (IsLevelCrossingTile(gp
.old_tile
)) UpdateLevelCrossing(gp
.old_tile
);
3406 /* Do not check on every tick to save some computing time. */
3407 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) CheckNextTrainTile(v
);
3410 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
3415 /* We've reached end of line?? */
3416 if (prev
!= NULL
) error("Disconnecting train");
3418 reverse_train_direction
:
3420 v
->wait_counter
= 0;
3423 ReverseTrainDirection(v
);
3430 * Collect trackbits of all crashed train vehicles on a tile
3431 * @param v Vehicle passed from Find/HasVehicleOnPos()
3432 * @param data trackdirbits for the result
3433 * @return NULL to iterate over all vehicles on the tile.
3435 static Vehicle
*CollectTrackbitsFromCrashedVehiclesEnum(Vehicle
*v
, void *data
)
3437 TrackBits
*trackbits
= (TrackBits
*)data
;
3439 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
3440 TrackBits train_tbits
= Train::From(v
)->track
;
3441 if (train_tbits
== TRACK_BIT_WORMHOLE
) {
3442 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3443 *trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
3444 } else if (train_tbits
!= TRACK_BIT_DEPOT
) {
3445 *trackbits
|= train_tbits
;
3453 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3454 * train, then goes to the last wagon and deletes that. Each call to this function
3455 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3456 * or inside a tunnel/bridge, recalculate the signals as they might need updating
3457 * @param v the Vehicle of which last wagon is to be removed
3459 static void DeleteLastWagon(Train
*v
)
3461 Train
*first
= v
->First();
3463 /* Go to the last wagon and delete the link pointing there
3464 * *u is then the one-before-last wagon, and *v the last
3465 * one which will physically be removed */
3467 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
3471 /* Recalculate cached train properties */
3472 first
->ConsistChanged(CCF_ARRANGE
);
3473 /* Update the depot window if the first vehicle is in depot -
3474 * if v == first, then it is updated in PreDestructor() */
3475 if (first
->track
== TRACK_BIT_DEPOT
) {
3476 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
3478 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
3481 /* 'v' shouldn't be accessed after it has been deleted */
3482 TrackBits trackbits
= v
->track
;
3483 TileIndex tile
= v
->tile
;
3484 Owner owner
= v
->owner
;
3487 v
= NULL
; // make sure nobody will try to read 'v' anymore
3489 if (trackbits
== TRACK_BIT_WORMHOLE
) {
3490 /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3491 trackbits
= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile
));
3494 Track track
= TrackBitsToTrack(trackbits
);
3495 if (HasReservedTracks(tile
, trackbits
)) {
3496 UnreserveRailTrack(tile
, track
);
3498 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3499 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
3500 FindVehicleOnPos(tile
, &remaining_trackbits
, CollectTrackbitsFromCrashedVehiclesEnum
);
3502 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3503 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
3505 FOR_EACH_SET_TRACK(t
, remaining_trackbits
) TryReserveRailTrack(tile
, t
);
3508 /* check if the wagon was on a road/rail-crossing */
3509 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
3511 /* Update signals */
3512 if (IsTileType(tile
, MP_TUNNELBRIDGE
) || IsRailDepotTile(tile
)) {
3513 UpdateSignalsOnSegment(tile
, INVALID_DIAGDIR
, owner
);
3515 SetSignalsOnBothDir(tile
, track
, owner
);
3520 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3521 * @param v First crashed vehicle.
3523 static void ChangeTrainDirRandomly(Train
*v
)
3525 static const DirDiff delta
[] = {
3526 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
3530 /* We don't need to twist around vehicles if they're not visible */
3531 if (!(v
->vehstatus
& VS_HIDDEN
)) {
3532 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
3533 /* Refrain from updating the z position of the vehicle when on
3534 * a bridge, because UpdateInclination() will put the vehicle under
3535 * the bridge in that case */
3536 if (v
->track
!= TRACK_BIT_WORMHOLE
) {
3537 v
->UpdatePosition();
3538 v
->UpdateInclination(false, true);
3540 v
->UpdateViewport(false, true);
3543 } while ((v
= v
->Next()) != NULL
);
3547 * Handle a crashed train.
3548 * @param v First train vehicle.
3549 * @return %Vehicle chain still exists.
3551 static bool HandleCrashedTrain(Train
*v
)
3553 int state
= ++v
->crash_anim_pos
;
3555 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
3556 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
3560 if (state
<= 200 && Chance16R(1, 7, r
)) {
3561 int index
= (r
* 10 >> 16);
3568 CreateEffectVehicleRel(u
,
3572 EV_EXPLOSION_SMALL
);
3575 } while ((u
= u
->Next()) != NULL
);
3578 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
3580 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
3581 bool ret
= v
->Next() != NULL
;
3589 /** Maximum speeds for train that is broken down or approaching line end */
3590 static const uint16 _breakdown_speeds
[16] = {
3591 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3596 * Train is approaching line end, slow down and possibly reverse
3598 * @param v front train engine
3599 * @param signal not line end, just a red signal
3600 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3601 * @return true iff we did NOT have to reverse
3603 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
3605 /* Calc position within the current tile */
3606 uint x
= v
->x_pos
& 0xF;
3607 uint y
= v
->y_pos
& 0xF;
3609 /* for diagonal directions, 'x' will be 0..15 -
3610 * for other directions, it will be 1, 3, 5, ..., 15 */
3611 switch (v
->direction
) {
3612 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
3613 case DIR_NW
: x
= y
; // FALL THROUGH
3614 case DIR_NE
: x
= ~x
+ 16; break;
3615 case DIR_E
: x
= ~x
+ y
+ 9; break;
3616 case DIR_SE
: x
= y
; break;
3617 case DIR_S
: x
= x
+ y
- 7; break;
3618 case DIR_W
: x
= ~y
+ x
+ 9; break;
3622 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3623 * does not cross the tile boundary when we do reverse, but as the vehicle's
3624 * location is based on their center, use half a vehicle's length as offset.
3625 * Multiply the half-length by two for straight directions to compensate that
3626 * we only get odd x offsets there. */
3627 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
3628 /* we are too near the tile end, reverse now */
3630 if (reverse
) ReverseTrainDirection(v
);
3635 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3636 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
3637 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3644 * Determines whether train would like to leave the tile
3645 * @param v train to test
3646 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
3648 static bool TrainCanLeaveTile(const Train
*v
)
3650 /* Exit if inside a tunnel/bridge or a depot */
3651 if (v
->track
== TRACK_BIT_WORMHOLE
|| v
->track
== TRACK_BIT_DEPOT
) return false;
3653 TileIndex tile
= v
->tile
;
3655 /* entering a tunnel/bridge? */
3656 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
3657 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
3658 if (DiagDirToDir(dir
) == v
->direction
) return false;
3661 /* entering a depot? */
3662 if (IsRailDepotTile(tile
)) {
3663 DiagDirection dir
= ReverseDiagDir(GetRailDepotDirection(tile
));
3664 if (DiagDirToDir(dir
) == v
->direction
) return false;
3672 * Determines whether train is approaching a rail-road crossing
3673 * (thus making it barred)
3674 * @param v front engine of train
3675 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
3676 * @pre v in non-crashed front engine
3678 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
3680 assert(v
->IsFrontEngine());
3681 assert(!(v
->vehstatus
& VS_CRASHED
));
3683 if (!TrainCanLeaveTile(v
)) return INVALID_TILE
;
3685 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
3686 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3688 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3689 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
3690 !CheckCompatibleRail(v
, tile
)) {
3691 return INVALID_TILE
;
3699 * Checks for line end. Also, bars crossing at next tile if needed
3701 * @param v vehicle we are checking
3702 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3703 * @return true iff we did NOT have to reverse
3705 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
3707 /* First, handle broken down train */
3709 int t
= v
->breakdown_ctr
;
3711 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3713 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
3714 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
3716 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
3719 if (!TrainCanLeaveTile(v
)) return true;
3721 /* Determine the non-diagonal direction in which we will exit this tile */
3722 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
3723 /* Calculate next tile */
3724 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
3726 /* Determine the track status on the next tile */
3727 TrackStatus ts
= GetTileTrackStatus(tile
, TRANSPORT_RAIL
, 0, ReverseDiagDir(dir
));
3728 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
3730 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3731 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
3733 /* We are sure the train is not entering a depot, it is detected above */
3735 /* mask unreachable track bits if we are forbidden to do 90deg turns */
3736 TrackBits bits
= TrackdirBitsToTrackBits(trackdirbits
);
3737 if (_settings_game
.pf
.forbid_90_deg
) {
3738 bits
&= ~TrackCrossesTracks(FindFirstTrack(v
->track
));
3741 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3742 if (bits
== TRACK_BIT_NONE
|| !CheckCompatibleRail(v
, tile
)) {
3743 return TrainApproachingLineEnd(v
, false, reverse
);
3746 /* approaching red signal */
3747 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
3749 /* approaching a rail/road crossing? then make it red */
3750 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
3756 static bool TrainLocoHandler(Train
*v
, bool mode
)
3758 /* train has crashed? */
3759 if (v
->vehstatus
& VS_CRASHED
) {
3760 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
3763 if (v
->force_proceed
!= TFP_NONE
) {
3764 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3765 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3768 /* train is broken down? */
3769 if (v
->HandleBreakdown()) return true;
3771 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
3772 ReverseTrainDirection(v
);
3775 /* exit if train is stopped */
3776 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
3778 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
3779 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
3780 v
->wait_counter
= 0;
3783 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3784 ReverseTrainDirection(v
);
3786 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
3787 /* Try to reserve a path when leaving the station as we
3788 * might not be marked as wanting a reservation, e.g.
3789 * when an overlength train gets turned around in a station. */
3790 DiagDirection dir
= TrainExitDir(v
->direction
, v
->track
);
3791 if (IsRailDepotTile(v
->tile
) || IsTileType(v
->tile
, MP_TUNNELBRIDGE
)) dir
= INVALID_DIAGDIR
;
3793 if (UpdateSignalsOnSegment(v
->tile
, dir
, v
->owner
) == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
3794 TryPathReserve(v
, true, true);
3796 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
3799 v
->HandleLoading(mode
);
3801 if (v
->current_order
.IsType(OT_LOADING
)) return true;
3803 if (CheckTrainStayInDepot(v
)) return true;
3805 if (!mode
) v
->ShowVisualEffect();
3807 /* We had no order but have an order now, do look ahead. */
3808 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
3809 CheckNextTrainTile(v
);
3812 /* Handle stuck trains. */
3813 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
3816 /* Should we try reversing this tick if still stuck? */
3817 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
3819 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
3820 if (!TryPathReserve(v
)) {
3822 if (turn_around
) ReverseTrainDirection(v
);
3824 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
3825 /* Show message to player. */
3826 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
3827 SetDParam(0, v
->index
);
3828 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
3830 v
->wait_counter
= 0;
3832 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3833 if (v
->force_proceed
== TFP_NONE
) return true;
3834 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
3835 v
->wait_counter
= 0;
3836 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3840 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
3841 v
->current_order
.Free();
3842 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3846 int j
= v
->UpdateSpeed();
3848 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3849 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
3850 /* If we manually stopped, we're not force-proceeding anymore. */
3851 v
->force_proceed
= TFP_NONE
;
3852 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3855 int adv_spd
= v
->GetAdvanceDistance();
3857 /* if the vehicle has speed 0, update the last_speed field. */
3858 if (v
->cur_speed
== 0) v
->SetLastSpeed();
3860 TrainCheckIfLineEnds(v
);
3861 /* Loop until the train has finished moving. */
3864 TrainController(v
, NULL
);
3865 /* Don't continue to move if the train crashed. */
3866 if (CheckTrainCollision(v
)) break;
3867 /* Determine distance to next map position */
3868 adv_spd
= v
->GetAdvanceDistance();
3870 /* No more moving this tick */
3871 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
3873 OrderType order_type
= v
->current_order
.GetType();
3874 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3875 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
3876 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
3877 IsTileType(v
->tile
, MP_STATION
) &&
3878 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
3885 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
3886 if ((u
->vehstatus
& VS_HIDDEN
) != 0) continue;
3888 u
->UpdateViewport(false, false);
3891 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
3897 * Get running cost for the train consist.
3898 * @return Yearly running costs.
3900 Money
Train::GetRunningCost() const
3903 const Train
*v
= this;
3906 const Engine
*e
= v
->GetEngine();
3907 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
3909 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
3910 if (cost_factor
== 0) continue;
3912 /* Halve running cost for multiheaded parts */
3913 if (v
->IsMultiheaded()) cost_factor
/= 2;
3915 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
3916 } while ((v
= v
->GetNextVehicle()) != NULL
);
3922 * Update train vehicle data for a tick.
3923 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
3927 this->tick_counter
++;
3929 if (this->IsFrontEngine()) {
3930 if (!(this->vehstatus
& VS_STOPPED
) || this->cur_speed
> 0) this->running_ticks
++;
3932 this->current_order_time
++;
3934 if (!TrainLocoHandler(this, false)) return false;
3936 return TrainLocoHandler(this, true);
3937 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
3938 /* Delete flooded standalone wagon chain */
3939 if (++this->crash_anim_pos
>= 4400) {
3949 * Check whether a train needs service, and if so, find a depot or service it.
3950 * @return v %Train to check.
3952 static void CheckIfTrainNeedsService(Train
*v
)
3954 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
3955 if (v
->IsChainInDepot()) {
3956 VehicleServiceInDepot(v
);
3961 switch (_settings_game
.pf
.pathfinder_for_trains
) {
3962 case VPF_NPF
: max_penalty
= _settings_game
.pf
.npf
.maximum_go_to_depot_penalty
; break;
3963 case VPF_YAPF
: max_penalty
= _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
; break;
3964 default: NOT_REACHED();
3967 FindDepotData tfdd
= FindClosestTrainDepot(v
, max_penalty
);
3968 /* Only go to the depot if it is not too far out of our way. */
3969 if (tfdd
.best_length
== UINT_MAX
|| tfdd
.best_length
> max_penalty
) {
3970 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
3971 /* If we were already heading for a depot but it has
3972 * suddenly moved farther away, we continue our normal
3974 v
->current_order
.MakeDummy();
3975 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3980 DepotID depot
= GetDepotIndex(tfdd
.tile
);
3982 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
3983 v
->current_order
.GetDestination() != depot
&&
3988 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
3989 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
3990 v
->dest_tile
= tfdd
.tile
;
3991 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
3994 /** Update day counters of the train vehicle. */
3995 void Train::OnNewDay()
3999 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
4001 if (this->IsFrontEngine()) {
4002 CheckVehicleBreakdown(this);
4004 CheckIfTrainNeedsService(this);
4008 /* update destination */
4009 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4010 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4011 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4014 if (this->running_ticks
!= 0) {
4016 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4018 this->profit_this_year
-= cost
.GetCost();
4019 this->running_ticks
= 0;
4021 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4023 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4024 SetWindowClassesDirty(WC_TRAINS_LIST
);
4030 * Get the tracks of the train vehicle.
4031 * @return Current tracks of the vehicle.
4033 Trackdir
Train::GetVehicleTrackdir() const
4035 if (this->vehstatus
& VS_CRASHED
) return INVALID_TRACKDIR
;
4037 if (this->track
== TRACK_BIT_DEPOT
) {
4038 /* We'll assume the train is facing outwards */
4039 return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile
)); // Train in depot
4042 if (this->track
== TRACK_BIT_WORMHOLE
) {
4043 /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4044 return DiagDirToDiagTrackdir(DirToDiagDir(this->direction
));
4047 return TrackDirectionToTrackdir(FindFirstTrack(this->track
), this->direction
);