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/yapf/yapf.hpp"
17 #include "news_func.h"
18 #include "company_func.h"
19 #include "newgrf_sound.h"
20 #include "newgrf_text.h"
21 #include "strings_func.h"
22 #include "viewport_func.h"
23 #include "vehicle_func.h"
24 #include "sound_func.h"
26 #include "game/game.hpp"
27 #include "newgrf_station.h"
28 #include "effectvehicle_func.h"
29 #include "network/network.h"
30 #include "spritecache.h"
31 #include "core/random_func.hpp"
32 #include "company_base.h"
34 #include "order_backup.h"
35 #include "zoom_func.h"
36 #include "signalbuffer.h"
37 #include "station_func.h"
38 #include "newgrf_debug.h"
39 #include "date_func.h"
41 #include "table/strings.h"
42 #include "table/train_cmd.h"
44 static bool ChooseTrainTrack (Train
*v
, RailPathPos origin
, const PathMPos
<RailPathPos
> &pos
, bool force_res
, Trackdir
*best_trackdir
= NULL
);
45 static bool TryPathExtend (Train
*v
, const RailPathPos
&origin
, bool mark_as_stuck
= false);
46 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
= true);
47 static StationID
TrainEnterTile(Train
*v
, TileIndex tile
, int x
, int y
);
48 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
= true); // Also used in vehicle_sl.cpp.
49 static TileIndex
TrainApproachingCrossingTile(const Train
*v
);
50 static void CheckIfTrainNeedsService(Train
*v
);
51 static void CheckNextTrainTile(Train
*v
);
53 static const byte _vehicle_initial_x_fract
[4] = {10, 8, 4, 8};
54 static const byte _vehicle_initial_y_fract
[4] = { 8, 4, 8, 10};
57 bool IsValidImageIndex
<VEH_TRAIN
>(uint8 image_index
)
59 return image_index
< lengthof(_engine_sprite_base
);
63 * Return the cargo weight multiplier to use for a rail vehicle
64 * @param cargo Cargo type to get multiplier for
65 * @return Cargo weight multiplier
67 byte
FreightWagonMult(CargoID cargo
)
69 if (!CargoSpec::Get(cargo
)->is_freight
) return 1;
70 return _settings_game
.vehicle
.freight_trains
;
73 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
74 void CheckTrainsLengths()
80 if (v
->First() == v
&& !(v
->vehstatus
& VS_CRASHED
)) {
81 for (const Train
*u
= v
, *w
= v
->Next(); w
!= NULL
; u
= w
, w
= w
->Next()) {
82 if (u
->trackdir
!= TRACKDIR_DEPOT
) {
83 if ((w
->trackdir
!= TRACKDIR_DEPOT
&&
84 max(abs(u
->x_pos
- w
->x_pos
), abs(u
->y_pos
- w
->y_pos
)) != u
->CalcNextVehicleOffset()) ||
85 (w
->trackdir
== TRACKDIR_DEPOT
&& TicksToLeaveDepot(u
) <= 0)) {
86 SetDParam(0, v
->index
);
87 SetDParam(1, v
->owner
);
88 ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH
, INVALID_STRING_ID
, WL_CRITICAL
);
90 if (!_networking
&& first
) {
92 DoCommandP(0, PM_PAUSED_ERROR
, 1, CMD_PAUSE
);
94 /* Break so we warn only once for each train. */
104 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
105 * to/removed from the chain, and when the game is loaded.
106 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
107 * @param allowed_changes Stuff that is allowed to change.
109 void Train::ConsistChanged(ConsistChangeFlags allowed_changes
)
111 uint16 max_speed
= UINT16_MAX
;
113 assert(this->IsFrontEngine() || this->IsFreeWagon());
115 const RailVehicleInfo
*rvi_v
= RailVehInfo(this->engine_type
);
116 EngineID first_engine
= this->IsFrontEngine() ? this->engine_type
: INVALID_ENGINE
;
117 this->gcache
.cached_total_length
= 0;
118 this->compatible_railtypes
= RAILTYPES_NONE
;
120 bool train_can_tilt
= true;
122 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
123 const RailVehicleInfo
*rvi_u
= RailVehInfo(u
->engine_type
);
125 /* Check the this->first cache. */
126 assert(u
->First() == this);
128 /* update the 'first engine' */
129 u
->gcache
.first_engine
= this == u
? INVALID_ENGINE
: first_engine
;
130 u
->railtype
= rvi_u
->railtype
;
132 if (u
->IsEngine()) first_engine
= u
->engine_type
;
134 /* Set user defined data to its default value */
135 u
->tcache
.user_def_data
= rvi_u
->user_def_data
;
136 this->InvalidateNewGRFCache();
137 u
->InvalidateNewGRFCache();
140 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
141 /* Update user defined data (must be done before other properties) */
142 u
->tcache
.user_def_data
= GetVehicleProperty(u
, PROP_TRAIN_USER_DATA
, u
->tcache
.user_def_data
);
143 this->InvalidateNewGRFCache();
144 u
->InvalidateNewGRFCache();
147 for (Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
148 const Engine
*e_u
= u
->GetEngine();
149 const RailVehicleInfo
*rvi_u
= &e_u
->u
.rail
;
151 if (!HasBit(e_u
->info
.misc_flags
, EF_RAIL_TILTS
)) train_can_tilt
= false;
153 /* Cache wagon override sprite group. NULL is returned if there is none */
154 u
->tcache
.cached_override
= GetWagonOverrideSpriteSet(u
->engine_type
, u
->cargo_type
, u
->gcache
.first_engine
);
156 /* Reset colour map */
157 u
->colourmap
= PAL_NONE
;
159 /* Update powered-wagon-status and visual effect */
160 u
->UpdateVisualEffect(true);
162 if (rvi_v
->pow_wag_power
!= 0 && rvi_u
->railveh_type
== RAILVEH_WAGON
&&
163 UsesWagonOverride(u
) && !HasBit(u
->vcache
.cached_vis_effect
, VE_DISABLE_WAGON_POWER
)) {
164 /* wagon is powered */
165 SetBit(u
->flags
, VRF_POWEREDWAGON
); // cache 'powered' status
167 ClrBit(u
->flags
, VRF_POWEREDWAGON
);
170 if (!u
->IsArticulatedPart()) {
171 /* Do not count powered wagons for the compatible railtypes, as wagons always
172 have railtype normal */
173 if (rvi_u
->power
> 0) {
174 this->compatible_railtypes
|= GetRailTypeInfo(u
->railtype
)->powered_railtypes
;
177 /* Some electric engines can be allowed to run on normal rail. It happens to all
178 * existing electric engines when elrails are disabled and then re-enabled */
179 if (HasBit(u
->flags
, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL
)) {
180 u
->railtype
= RAILTYPE_RAIL
;
181 u
->compatible_railtypes
|= RAILTYPES_RAIL
;
184 /* max speed is the minimum of the speed limits of all vehicles in the consist */
185 if ((rvi_u
->railveh_type
!= RAILVEH_WAGON
|| _settings_game
.vehicle
.wagon_speed_limits
) && !UsesWagonOverride(u
)) {
186 uint16 speed
= GetVehicleProperty(u
, PROP_TRAIN_SPEED
, rvi_u
->max_speed
);
187 if (speed
!= 0) max_speed
= min(speed
, max_speed
);
191 uint16 new_cap
= e_u
->DetermineCapacity(u
);
192 if (allowed_changes
& CCF_CAPACITY
) {
193 /* Update vehicle capacity. */
194 if (u
->cargo_cap
> new_cap
) u
->cargo
.Truncate(new_cap
);
195 u
->refit_cap
= min(new_cap
, u
->refit_cap
);
196 u
->cargo_cap
= new_cap
;
198 /* Verify capacity hasn't changed. */
199 if (new_cap
!= u
->cargo_cap
) ShowNewGrfVehicleError(u
->engine_type
, STR_NEWGRF_BROKEN
, STR_NEWGRF_BROKEN_CAPACITY
, GBUG_VEH_CAPACITY
, true);
201 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
203 /* check the vehicle length (callback) */
204 uint16 veh_len
= CALLBACK_FAILED
;
205 if (e_u
->GetGRF() != NULL
&& e_u
->GetGRF()->grf_version
>= 8) {
206 /* Use callback 36 */
207 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
209 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
210 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
212 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
213 /* Use callback 11 */
214 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
216 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
217 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
219 if (allowed_changes
& CCF_LENGTH
) {
220 /* Update vehicle length. */
221 u
->gcache
.cached_veh_length
= veh_len
;
223 /* Verify length hasn't changed. */
224 if (veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
227 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
228 this->InvalidateNewGRFCache();
229 u
->InvalidateNewGRFCache();
232 /* store consist weight/max speed in cache */
233 this->vcache
.cached_max_speed
= max_speed
;
234 this->tcache
.cached_tilt
= train_can_tilt
;
235 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
237 /* 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) */
238 this->CargoChanged();
240 if (this->IsFrontEngine()) {
241 this->UpdateAcceleration();
242 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
243 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
244 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
245 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
250 * Get the stop location of (the center) of the front vehicle of a train at
251 * a platform of a station.
252 * @param station_id the ID of the station where we're stopping
253 * @param tile the tile where the vehicle currently is
254 * @param v the vehicle to get the stop location of
255 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
256 * @param station_length 'return' the station length in 1/16th tiles
257 * @return the location, calculated from the begin of the station to stop at.
259 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
261 const Station
*st
= Station::Get(station_id
);
262 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
263 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
265 /* Default to the middle of the station for stations stops that are not in
266 * the order list like intermediate stations when non-stop is disabled */
267 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
268 if (v
->gcache
.cached_total_length
>= *station_length
) {
269 /* The train is longer than the station, make it stop at the far end of the platform */
270 osl
= OSL_PLATFORM_FAR_END
;
271 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
272 osl
= v
->current_order
.GetStopLocation();
275 /* The stop location of the FRONT! of the train */
278 default: NOT_REACHED();
280 case OSL_PLATFORM_NEAR_END
:
281 stop
= v
->gcache
.cached_total_length
;
284 case OSL_PLATFORM_MIDDLE
:
285 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
288 case OSL_PLATFORM_FAR_END
:
289 stop
= *station_length
;
293 /* Subtract half the front vehicle length of the train so we get the real
294 * stop location of the train. */
295 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
300 * Computes train speed limit caused by curves
301 * @return imposed speed limit
303 int Train::GetCurveSpeedLimit() const
305 assert(this->First() == this);
307 static const int absolute_max_speed
= UINT16_MAX
;
308 int max_speed
= absolute_max_speed
;
310 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
312 int curvecount
[2] = {0, 0};
314 /* first find the curve speed limit */
319 for (const Vehicle
*u
= this; u
->Next() != NULL
; u
= u
->Next(), pos
++) {
320 Direction this_dir
= u
->direction
;
321 Direction next_dir
= u
->Next()->direction
;
323 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
324 if (dirdiff
== DIRDIFF_SAME
) continue;
326 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
327 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
328 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
331 sum
+= pos
- lastpos
;
332 if (pos
- lastpos
== 1 && max_speed
> 88) {
339 /* if we have a 90 degree turn, fix the speed limit to 60 */
340 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
345 if (numcurve
> 0 && max_speed
> 88) {
346 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
347 max_speed
= absolute_max_speed
;
350 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
354 if (max_speed
!= absolute_max_speed
) {
355 /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
356 const RailtypeInfo
*rti
= GetRailTypeInfo(this->railtype
);
357 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
359 if (this->tcache
.cached_tilt
) {
360 /* Apply max_speed bonus of 20% for a tilting train */
361 max_speed
+= max_speed
/ 5;
368 static uint
FindTunnelPrevTrain(const Train
*t
, Vehicle
**vv
= NULL
)
370 assert(maptile_is_rail_tunnel(t
->tile
));
371 assert(t
->trackdir
== TRACKDIR_WORMHOLE
);
373 VehicleTileIterator
iter (t
->tile
);
374 Vehicle
*closest
= NULL
;
377 switch (GetTunnelBridgeDirection(t
->tile
)) {
378 default: NOT_REACHED();
381 while (!iter
.finished()) {
382 Vehicle
*v
= iter
.next();
384 if (pos
<= t
->x_pos
) continue; // v is behind
385 if (closest
== NULL
|| pos
< closest
->x_pos
) {
388 assert (pos
!= closest
->x_pos
);
391 dist
= closest
== NULL
? UINT_MAX
: closest
->x_pos
- t
->x_pos
;
395 while (!iter
.finished()) {
396 Vehicle
*v
= iter
.next();
398 if (pos
<= t
->y_pos
) continue; // v is behind
399 if (closest
== NULL
|| pos
< closest
->y_pos
) {
402 assert (pos
!= closest
->y_pos
);
405 dist
= closest
== NULL
? UINT_MAX
: closest
->y_pos
- t
->y_pos
;
409 while (!iter
.finished()) {
410 Vehicle
*v
= iter
.next();
412 if (pos
>= t
->x_pos
) continue; // v is behind
413 if (closest
== NULL
|| pos
> closest
->x_pos
) {
416 assert (pos
!= closest
->x_pos
);
419 dist
= closest
== NULL
? UINT_MAX
: t
->x_pos
- closest
->x_pos
;
423 while (!iter
.finished()) {
424 Vehicle
*v
= iter
.next();
426 if (pos
>= t
->y_pos
) continue; // v is behind
427 if (closest
== NULL
|| pos
> closest
->y_pos
) {
430 assert (pos
!= closest
->y_pos
);
433 dist
= closest
== NULL
? UINT_MAX
: t
->y_pos
- closest
->y_pos
;
437 if (vv
!= NULL
) *vv
= closest
;
443 * Calculates the maximum speed of the vehicle under its current conditions.
444 * @return Maximum speed of the vehicle.
446 int Train::GetCurrentMaxSpeed() const
448 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
449 this->gcache
.cached_max_track_speed
:
450 this->tcache
.cached_max_curve_speed
;
452 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
453 StationID sid
= GetStationIndex(this->tile
);
454 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
457 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
459 /* The distance to go is whatever is still ahead of the train minus the
460 * distance from the train's stop location to the end of the platform */
461 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
463 if (distance_to_go
> 0) {
464 int st_max_speed
= 120;
466 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
467 if (max_speed
> (this->cur_speed
- delta_v
)) {
468 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
471 st_max_speed
= max(st_max_speed
, 25 * distance_to_go
);
472 max_speed
= min(max_speed
, st_max_speed
);
477 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
478 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->trackdir
== TRACKDIR_DEPOT
) {
479 max_speed
= min(max_speed
, 61);
483 /* Vehicle is on the middle part of a bridge. */
484 if (u
->trackdir
== TRACKDIR_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
485 max_speed
= min(max_speed
, GetBridgeSpec(GetRailBridgeType(u
->tile
))->speed
);
489 if (this->trackdir
== TRACKDIR_WORMHOLE
&& (this->vehstatus
& VS_HIDDEN
) && maptile_has_tunnel_signal(this->tile
, false)) {
491 uint dist
= FindTunnelPrevTrain(this, &v
);
493 if (dist
<= TILE_SIZE
) {
495 } else if (v
!= NULL
) {
496 max_speed
= min(max_speed
, (dist
- TILE_SIZE
) * this->GetAdvanceDistance() / 2);
497 if (dist
< 2 * TILE_SIZE
) max_speed
= min(max_speed
, v
->cur_speed
);
501 max_speed
= min(max_speed
, this->current_order
.GetMaxSpeed());
502 return min(max_speed
, this->gcache
.cached_max_track_speed
);
505 /** Update acceleration of the train from the cached power and weight. */
506 void Train::UpdateAcceleration()
508 assert(this->IsFrontEngine() || this->IsFreeWagon());
510 uint power
= this->gcache
.cached_power
;
511 uint weight
= this->gcache
.cached_weight
;
513 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
517 * Get the width of a train vehicle image in the GUI.
518 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
519 * @return Width in pixels
521 int Train::GetDisplayImageWidth(Point
*offset
) const
523 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
524 int vehicle_pitch
= 0;
526 const Engine
*e
= this->GetEngine();
527 if (e
->GetGRF() != NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
528 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
529 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
532 if (offset
!= NULL
) {
533 offset
->x
= ScaleGUITrad(reference_width
) / 2;
534 offset
->y
= ScaleGUITrad(vehicle_pitch
);
536 return ScaleGUITrad(this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
);
539 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
541 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
542 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
546 * Get the sprite to display the train.
547 * @param direction Direction of view/travel.
548 * @param image_type Visualisation context.
549 * @return Sprite to display.
551 void Train::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
553 uint8 spritenum
= this->spritenum
;
555 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
557 if (is_custom_sprite(spritenum
)) {
558 GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
, result
);
559 if (result
->IsValid()) return;
561 spritenum
= this->GetEngine()->original_image_index
;
564 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
565 SpriteID sprite
= GetDefaultTrainSprite(spritenum
, direction
);
567 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
572 static void GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
574 const Engine
*e
= Engine::Get(engine
);
575 Direction dir
= rear_head
? DIR_E
: DIR_W
;
576 uint8 spritenum
= e
->u
.rail
.image_index
;
578 if (is_custom_sprite(spritenum
)) {
579 GetCustomVehicleIcon(engine
, dir
, image_type
, result
);
580 if (result
->IsValid()) {
581 if (e
->GetGRF() != NULL
) {
582 y
+= ScaleGUITrad(e
->GetGRF()->traininfo_vehicle_pitch
);
587 spritenum
= Engine::Get(engine
)->original_image_index
;
590 if (rear_head
) spritenum
++;
592 result
->Set(GetDefaultTrainSprite(spritenum
, DIR_W
));
595 void DrawTrainEngine (BlitArea
*dpi
, int left
, int right
, int preferred_x
,
596 int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
598 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
602 VehicleSpriteSeq seqf
, seqr
;
603 GetRailIcon(engine
, false, yf
, image_type
, &seqf
);
604 GetRailIcon(engine
, true, yr
, image_type
, &seqr
);
607 seqf
.GetBounds(&rectf
);
608 seqr
.GetBounds(&rectr
);
610 preferred_x
= Clamp(preferred_x
,
611 left
- UnScaleGUI(rectf
.left
) + ScaleGUITrad(14),
612 right
- UnScaleGUI(rectr
.right
) - ScaleGUITrad(15));
614 seqf
.Draw (dpi
, preferred_x
- ScaleGUITrad(14), yf
, pal
, pal
== PALETTE_CRASH
);
615 seqr
.Draw (dpi
, preferred_x
+ ScaleGUITrad(15), yr
, pal
, pal
== PALETTE_CRASH
);
617 VehicleSpriteSeq seq
;
618 GetRailIcon(engine
, false, y
, image_type
, &seq
);
621 seq
.GetBounds(&rect
);
622 preferred_x
= Clamp(preferred_x
,
623 left
- UnScaleGUI(rect
.left
),
624 right
- UnScaleGUI(rect
.right
));
626 seq
.Draw (dpi
, preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
631 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
632 * @param engine The engine to get the sprite from.
633 * @param[out] width The width of the sprite.
634 * @param[out] height The height of the sprite.
635 * @param[out] xoffs Number of pixels to shift the sprite to the right.
636 * @param[out] yoffs Number of pixels to shift the sprite downwards.
637 * @param image_type Context the sprite is used in.
639 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
643 VehicleSpriteSeq seq
;
644 GetRailIcon(engine
, false, y
, image_type
, &seq
);
647 seq
.GetBounds(&rect
);
649 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
650 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
651 xoffs
= UnScaleGUI(rect
.left
);
652 yoffs
= UnScaleGUI(rect
.top
);
654 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
655 GetRailIcon(engine
, true, y
, image_type
, &seq
);
656 seq
.GetBounds(&rect
);
658 /* Calculate values relative to an imaginary center between the two sprites. */
659 width
= ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) + UnScaleGUI(rect
.right
) - xoffs
;
660 height
= max
<uint
>(height
, UnScaleGUI(rect
.bottom
- rect
.top
+ 1));
661 xoffs
= xoffs
- ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH
) / 2;
662 yoffs
= min(yoffs
, UnScaleGUI(rect
.top
));
667 * Build a railroad wagon.
668 * @param tile tile of the depot where rail-vehicle is built.
669 * @param flags type of operation.
670 * @param e the engine to build.
671 * @param ret[out] the vehicle that has been built.
672 * @return the cost of this operation or an error.
674 static CommandCost
CmdBuildRailWagon(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, Vehicle
**ret
)
676 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
678 /* Check that the wagon can drive on the track in question */
679 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
681 if (flags
& DC_EXEC
) {
682 Train
*v
= new Train();
684 v
->spritenum
= rvi
->image_index
;
686 v
->engine_type
= e
->index
;
687 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
689 DiagDirection dir
= GetGroundDepotDirection(tile
);
691 v
->direction
= DiagDirToDir(dir
);
694 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
695 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
699 v
->z_pos
= GetSlopePixelZ(x
, y
);
700 v
->owner
= _current_company
;
701 v
->trackdir
= TRACKDIR_DEPOT
;
702 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
707 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
709 v
->cargo_type
= e
->GetDefaultCargoType();
710 v
->cargo_cap
= rvi
->capacity
;
713 v
->railtype
= rvi
->railtype
;
715 v
->date_of_last_service
= _date
;
716 v
->build_year
= _cur_year
;
717 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
718 v
->random_bits
= VehicleRandomBits();
720 v
->group_id
= DEFAULT_GROUP
;
722 AddArticulatedParts(v
);
724 _new_vehicle_id
= v
->index
;
727 v
->First()->ConsistChanged(CCF_ARRANGE
);
728 UpdateTrainGroupID(v
->First());
730 CheckConsistencyOfArticulatedVehicle(v
);
732 /* Try to connect the vehicle to one of free chains of wagons. */
735 if (w
->tile
== tile
&& ///< Same depot
736 w
->IsFreeWagon() && ///< A free wagon chain
737 w
->engine_type
== e
->index
&& ///< Same type
738 w
->First() != v
&& ///< Don't connect to ourself
739 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
740 DoCommand(0, v
->index
| 1 << 20, w
->Last()->index
, DC_EXEC
, CMD_MOVE_RAIL_VEHICLE
);
746 return CommandCost();
749 /** Move all free vehicles in the depot to the train */
750 static void NormalizeTrainVehInDepot(const Train
*u
)
754 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
755 v
->trackdir
== TRACKDIR_DEPOT
) {
756 if (DoCommand(0, v
->index
| 1 << 20, u
->index
, DC_EXEC
,
757 CMD_MOVE_RAIL_VEHICLE
).Failed())
763 static void AddRearEngineToMultiheadedTrain(Train
*v
)
765 Train
*u
= new Train();
768 u
->direction
= v
->direction
;
774 u
->trackdir
= TRACKDIR_DEPOT
;
775 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
776 u
->spritenum
= v
->spritenum
+ 1;
777 u
->cargo_type
= v
->cargo_type
;
778 u
->cargo_subtype
= v
->cargo_subtype
;
779 u
->cargo_cap
= v
->cargo_cap
;
780 u
->refit_cap
= v
->refit_cap
;
781 u
->railtype
= v
->railtype
;
782 u
->engine_type
= v
->engine_type
;
783 u
->date_of_last_service
= v
->date_of_last_service
;
784 u
->build_year
= v
->build_year
;
785 u
->sprite_seq
.Set(SPR_IMG_QUERY
);
786 u
->random_bits
= VehicleRandomBits();
792 /* Now we need to link the front and rear engines together */
793 v
->other_multiheaded_part
= u
;
794 u
->other_multiheaded_part
= v
;
798 * Build a railroad vehicle.
799 * @param tile tile of the depot where rail-vehicle is built.
800 * @param flags type of operation.
801 * @param e the engine to build.
802 * @param data bit 0 prevents any free cars from being added to the train.
803 * @param ret[out] the vehicle that has been built.
804 * @return the cost of this operation or an error.
806 CommandCost
CmdBuildRailVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
808 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
810 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(tile
, flags
, e
, ret
);
812 /* Check if depot and new engine uses the same kind of tracks *
813 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
814 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
816 if (flags
& DC_EXEC
) {
817 DiagDirection dir
= GetGroundDepotDirection(tile
);
818 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
819 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
821 Train
*v
= new Train();
823 v
->direction
= DiagDirToDir(dir
);
825 v
->owner
= _current_company
;
828 v
->z_pos
= GetSlopePixelZ(x
, y
);
829 v
->trackdir
= TRACKDIR_DEPOT
;
830 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
831 v
->spritenum
= rvi
->image_index
;
832 v
->cargo_type
= e
->GetDefaultCargoType();
833 v
->cargo_cap
= rvi
->capacity
;
835 v
->last_station_visited
= INVALID_STATION
;
836 v
->last_loading_station
= INVALID_STATION
;
838 v
->engine_type
= e
->index
;
839 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
841 v
->reliability
= e
->reliability
;
842 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
843 v
->max_age
= e
->GetLifeLengthInDays();
845 v
->railtype
= rvi
->railtype
;
846 _new_vehicle_id
= v
->index
;
848 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
849 v
->date_of_last_service
= _date
;
850 v
->build_year
= _cur_year
;
851 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
852 v
->random_bits
= VehicleRandomBits();
854 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
855 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
857 v
->group_id
= DEFAULT_GROUP
;
864 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
865 AddRearEngineToMultiheadedTrain(v
);
867 AddArticulatedParts(v
);
870 v
->ConsistChanged(CCF_ARRANGE
);
871 UpdateTrainGroupID(v
);
873 if (!HasBit(data
, 0) && !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
874 NormalizeTrainVehInDepot(v
);
877 CheckConsistencyOfArticulatedVehicle(v
);
880 return CommandCost();
883 static Train
*FindGoodVehiclePos(const Train
*src
)
885 EngineID eng
= src
->engine_type
;
886 TileIndex tile
= src
->tile
;
889 FOR_ALL_TRAINS(dst
) {
890 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
891 /* check so all vehicles in the line have the same engine. */
893 while (t
->engine_type
== eng
) {
895 if (t
== NULL
) return dst
;
903 /** Helper type for lists/vectors of trains */
904 typedef SmallVector
<Train
*, 16> TrainList
;
907 * Make a backup of a train into a train list.
908 * @param list to make the backup in
909 * @param t the train to make the backup of
911 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
913 for (; t
!= NULL
; t
= t
->Next()) *list
.Append() = t
;
917 * Restore the train from the backup list.
918 * @param list the train to restore.
920 static void RestoreTrainBackup(TrainList
&list
)
922 /* No train, nothing to do. */
923 if (list
.Length() == 0) return;
926 /* Iterate over the list and rebuild it. */
927 for (Train
**iter
= list
.Begin(); iter
!= list
.End(); iter
++) {
931 } else if (t
->Previous() != NULL
) {
932 /* Make sure the head of the train is always the first in the chain. */
933 t
->Previous()->SetNext(NULL
);
940 * Remove the given wagon from its consist.
941 * @param part the part of the train to remove.
942 * @param chain whether to remove the whole chain.
944 static void RemoveFromConsist(Train
*part
, bool chain
= false)
946 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
948 /* Unlink at the front, but make it point to the next
949 * vehicle after the to be remove part. */
950 if (part
->Previous() != NULL
) part
->Previous()->SetNext(tail
->Next());
952 /* Unlink at the back */
957 * Inserts a chain into the train at dst.
958 * @param dst the place where to append after.
959 * @param chain the chain to actually add.
961 static void InsertInConsist(Train
*dst
, Train
*chain
)
963 /* We do not want to add something in the middle of an articulated part. */
964 assert(dst
->Next() == NULL
|| !dst
->Next()->IsArticulatedPart());
966 chain
->Last()->SetNext(dst
->Next());
971 * Normalise the dual heads in the train, i.e. if one is
972 * missing move that one to this train.
973 * @param t the train to normalise.
975 static void NormaliseDualHeads(Train
*t
)
977 for (; t
!= NULL
; t
= t
->GetNextVehicle()) {
978 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
980 /* Make sure that there are no free cars before next engine */
982 for (u
= t
; u
->Next() != NULL
&& !u
->Next()->IsEngine(); u
= u
->Next()) {}
984 if (u
== t
->other_multiheaded_part
) continue;
986 /* Remove the part from the 'wrong' train */
987 RemoveFromConsist(t
->other_multiheaded_part
);
988 /* And add it to the 'right' train */
989 InsertInConsist(u
, t
->other_multiheaded_part
);
994 * Normalise the sub types of the parts in this chain.
995 * @param chain the chain to normalise.
997 static void NormaliseSubtypes(Train
*chain
)
1000 if (chain
== NULL
) return;
1002 /* We must be the first in the chain. */
1003 assert(chain
->Previous() == NULL
);
1005 /* Set the appropriate bits for the first in the chain. */
1006 if (chain
->IsWagon()) {
1007 chain
->SetFreeWagon();
1009 assert(chain
->IsEngine());
1010 chain
->SetFrontEngine();
1013 /* Now clear the bits for the rest of the chain */
1014 for (Train
*t
= chain
->Next(); t
!= NULL
; t
= t
->Next()) {
1015 t
->ClearFreeWagon();
1016 t
->ClearFrontEngine();
1021 * Check/validate whether we may actually build a new train.
1022 * @note All vehicles are/were 'heads' of their chains.
1023 * @param original_dst The original destination chain.
1024 * @param dst The destination chain after constructing the train.
1025 * @param original_dst The original source chain.
1026 * @param dst The source chain after constructing the train.
1027 * @return possible error of this command.
1029 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
1031 /* Just add 'new' engines and subtract the original ones.
1032 * If that's less than or equal to 0 we can be sure we did
1033 * not add any engines (read: trains) along the way. */
1034 if ((src
!= NULL
&& src
->IsEngine() ? 1 : 0) +
1035 (dst
!= NULL
&& dst
->IsEngine() ? 1 : 0) -
1036 (original_src
!= NULL
&& original_src
->IsEngine() ? 1 : 0) -
1037 (original_dst
!= NULL
&& original_dst
->IsEngine() ? 1 : 0) <= 0) {
1038 return CommandCost();
1041 /* Get a free unit number and check whether it's within the bounds.
1042 * There will always be a maximum of one new train. */
1043 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
1045 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
1049 * Check whether the train parts can be attached.
1050 * @param t the train to check
1051 * @return possible error of this command.
1053 static CommandCost
CheckTrainAttachment(Train
*t
)
1055 /* No multi-part train, no need to check. */
1056 if (t
== NULL
|| t
->Next() == NULL
|| !t
->IsEngine()) return CommandCost();
1058 /* The maximum length for a train. For each part we decrease this by one
1059 * and if the result is negative the train is simply too long. */
1060 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
1065 /* Break the prev -> t link so it always holds within the loop. */
1067 prev
->SetNext(NULL
);
1069 /* Make sure the cache is cleared. */
1070 head
->InvalidateNewGRFCache();
1073 allowed_len
-= t
->gcache
.cached_veh_length
;
1075 Train
*next
= t
->Next();
1077 /* Unlink the to-be-added piece; it is already unlinked from the previous
1078 * part due to the fact that the prev -> t link is broken. */
1081 /* Don't check callback for articulated or rear dual headed parts */
1082 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1083 /* Back up and clear the first_engine data to avoid using wagon override group */
1084 EngineID first_engine
= t
->gcache
.first_engine
;
1085 t
->gcache
.first_engine
= INVALID_ENGINE
;
1087 /* We don't want the cache to interfere. head's cache is cleared before
1088 * the loop and after each callback does not need to be cleared here. */
1089 t
->InvalidateNewGRFCache();
1091 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1093 /* Restore original first_engine data */
1094 t
->gcache
.first_engine
= first_engine
;
1096 /* We do not want to remember any cached variables from the test run */
1097 t
->InvalidateNewGRFCache();
1098 head
->InvalidateNewGRFCache();
1100 if (callback
!= CALLBACK_FAILED
) {
1101 /* A failing callback means everything is okay */
1102 StringID error
= STR_NULL
;
1104 if (head
->GetGRF()->grf_version
< 8) {
1105 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1106 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1107 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1109 if (callback
< 0x400) {
1110 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1113 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1114 case 0x401: // allow
1117 default: // unknown reason -> disallow
1118 case 0x402: // disallow attaching
1119 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1125 if (error
!= STR_NULL
) return_cmd_error(error
);
1129 /* And link it to the new part. */
1135 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1136 return CommandCost();
1140 * Validate whether we are going to create valid trains.
1141 * @note All vehicles are/were 'heads' of their chains.
1142 * @param original_dst The original destination chain.
1143 * @param dst The destination chain after constructing the train.
1144 * @param original_dst The original source chain.
1145 * @param dst The source chain after constructing the train.
1146 * @param check_limit Whether to check the vehicle limit.
1147 * @return possible error of this command.
1149 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1151 /* Check whether we may actually construct the trains. */
1152 CommandCost ret
= CheckTrainAttachment(src
);
1153 if (ret
.Failed()) return ret
;
1154 ret
= CheckTrainAttachment(dst
);
1155 if (ret
.Failed()) return ret
;
1157 /* Check whether we need to build a new train. */
1158 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1162 * Arrange the trains in the wanted way.
1163 * @param dst_head The destination chain of the to be moved vehicle.
1164 * @param dst The destination for the to be moved vehicle.
1165 * @param src_head The source chain of the to be moved vehicle.
1166 * @param src The to be moved vehicle.
1167 * @param move_chain Whether to move all vehicles after src or not.
1169 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1171 /* First determine the front of the two resulting trains */
1172 if (*src_head
== *dst_head
) {
1173 /* If we aren't moving part(s) to a new train, we are just moving the
1174 * front back and there is not destination head. */
1176 } else if (*dst_head
== NULL
) {
1177 /* If we are moving to a new train the head of the move train would become
1178 * the head of the new vehicle. */
1182 if (src
== *src_head
) {
1183 /* If we are moving the front of a train then we are, in effect, creating
1184 * a new head for the train. Point to that. Unless we are moving the whole
1185 * train in which case there is not 'source' train anymore.
1186 * In case we are a multiheaded part we want the complete thing to come
1187 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1188 * that is followed by a rear multihead we do not want to include that. */
1189 *src_head
= move_chain
? NULL
:
1190 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1193 /* Now it's just simply removing the part that we are going to move from the
1194 * source train and *if* the destination is a not a new train add the chain
1195 * at the destination location. */
1196 RemoveFromConsist(src
, move_chain
);
1197 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1199 /* Now normalise the dual heads, that is move the dual heads around in such
1200 * a way that the head and rear of a dual head are in the same train */
1201 NormaliseDualHeads(*src_head
);
1202 NormaliseDualHeads(*dst_head
);
1206 * Normalise the head of the train again, i.e. that is tell the world that
1207 * we have changed and update all kinds of variables.
1208 * @param head the train to update.
1210 static void NormaliseTrainHead(Train
*head
)
1212 /* Not much to do! */
1213 if (head
== NULL
) return;
1215 /* Tell the 'world' the train changed. */
1216 head
->ConsistChanged(CCF_ARRANGE
);
1217 UpdateTrainGroupID(head
);
1219 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1220 if (!head
->IsFrontEngine()) return;
1222 /* Update the refit button and window */
1223 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1224 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1226 /* If we don't have a unit number yet, set one. */
1227 if (head
->unitnumber
!= 0) return;
1228 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1232 * Move a rail vehicle around inside the depot.
1233 * @param tile unused
1234 * @param flags type of operation
1235 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1236 * @param p1 various bitstuffed elements
1237 * - p1 (bit 0 - 19) source vehicle index
1238 * - p1 (bit 20) move all vehicles following the source vehicle
1239 * - p1 (bit 31) do not show an error message on failure
1240 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1241 * @param text unused
1242 * @return the cost of this operation or an error
1244 CommandCost
CmdMoveRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1246 VehicleID s
= GB(p1
, 0, 20);
1247 VehicleID d
= GB(p2
, 0, 20);
1248 bool move_chain
= HasBit(p1
, 20);
1250 Train
*src
= Train::GetIfValid(s
);
1251 if (src
== NULL
) return CMD_ERROR
;
1253 CommandCost ret
= CheckOwnership(src
->owner
);
1254 if (ret
.Failed()) return ret
;
1256 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1257 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1259 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1261 if (d
== INVALID_VEHICLE
) {
1262 dst
= src
->IsEngine() ? NULL
: FindGoodVehiclePos(src
);
1264 dst
= Train::GetIfValid(d
);
1265 if (dst
== NULL
) return CMD_ERROR
;
1267 CommandCost ret
= CheckOwnership(dst
->owner
);
1268 if (ret
.Failed()) return ret
;
1270 /* Do not allow appending to crashed vehicles, too */
1271 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1274 /* if an articulated part is being handled, deal with its parent vehicle */
1275 src
= src
->GetFirstEnginePart();
1277 dst
= dst
->GetFirstEnginePart();
1280 /* don't move the same vehicle.. */
1281 if (src
== dst
) return CommandCost();
1283 /* locate the head of the two chains */
1284 Train
*src_head
= src
->First();
1287 dst_head
= dst
->First();
1288 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1289 /* Now deal with articulated part of destination wagon */
1290 dst
= dst
->GetLastEnginePart();
1295 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1297 /* When moving all wagons, we can't have the same src_head and dst_head */
1298 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1300 /* When moving a multiheaded part to be place after itself, bail out. */
1301 if (!move_chain
&& dst
!= NULL
&& dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1303 /* Check if all vehicles in the source train are stopped inside a depot. */
1304 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1306 /* Check if all vehicles in the destination train are stopped inside a depot. */
1307 if (dst_head
!= NULL
&& !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1309 /* First make a backup of the order of the trains. That way we can do
1310 * whatever we want with the order and later on easily revert. */
1311 TrainList original_src
;
1312 TrainList original_dst
;
1314 MakeTrainBackup(original_src
, src_head
);
1315 MakeTrainBackup(original_dst
, dst_head
);
1317 /* Also make backup of the original heads as ArrangeTrains can change them.
1318 * For the destination head we do not care if it is the same as the source
1319 * head because in that case it's just a copy. */
1320 Train
*original_src_head
= src_head
;
1321 Train
*original_dst_head
= (dst_head
== src_head
? NULL
: dst_head
);
1323 /* We want this information from before the rearrangement, but execute this after the validation.
1324 * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1325 * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1326 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1327 bool original_dst_head_front_engine
= original_dst_head
!= NULL
&& original_dst_head
->IsFrontEngine();
1329 /* (Re)arrange the trains in the wanted arrangement. */
1330 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1332 if ((flags
& DC_AUTOREPLACE
) == 0) {
1333 /* If the autoreplace flag is set we do not need to test for the validity
1334 * because we are going to revert the train to its original state. As we
1335 * assume the original state was correct autoreplace can skip this. */
1336 CommandCost ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1338 /* Restore the train we had. */
1339 RestoreTrainBackup(original_src
);
1340 RestoreTrainBackup(original_dst
);
1346 if (flags
& DC_EXEC
) {
1347 /* Remove old heads from the statistics */
1348 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1349 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1351 /* First normalise the sub types of the chains. */
1352 NormaliseSubtypes(src_head
);
1353 NormaliseSubtypes(dst_head
);
1355 /* There are 14 different cases:
1356 * 1) front engine gets moved to a new train, it stays a front engine.
1357 * a) the 'next' part is a wagon that becomes a free wagon chain.
1358 * b) the 'next' part is an engine that becomes a front engine.
1359 * c) there is no 'next' part, nothing else happens
1360 * 2) front engine gets moved to another train, it is not a front engine anymore
1361 * a) the 'next' part is a wagon that becomes a free wagon chain.
1362 * b) the 'next' part is an engine that becomes a front engine.
1363 * c) there is no 'next' part, nothing else happens
1364 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1365 * a) the 'next' part is a wagon that becomes a free wagon chain.
1366 * b) the 'next' part is an engine that becomes a front engine.
1367 * 4) free wagon gets moved
1368 * a) the 'next' part is a wagon that becomes a free wagon chain.
1369 * b) the 'next' part is an engine that becomes a front engine.
1370 * c) there is no 'next' part, nothing else happens
1371 * 5) non front engine gets moved and becomes a new train, nothing else happens
1372 * 6) non front engine gets moved within a train / to another train, nothing hapens
1373 * 7) wagon gets moved, nothing happens
1375 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1376 /* Cases #2 and #3: the front engine gets trashed. */
1377 DeleteWindowById(WC_VEHICLE_VIEW
, src
->index
);
1378 DeleteWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1379 DeleteWindowById(WC_VEHICLE_REFIT
, src
->index
);
1380 DeleteWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1381 DeleteWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1382 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1383 SetWindowDirty(WC_COMPANY
, _current_company
);
1385 /* Delete orders, group stuff and the unit number as we're not the
1386 * front of any vehicle anymore. */
1387 DeleteVehicleOrders(src
);
1388 RemoveVehicleFromGroup(src
);
1389 src
->unitnumber
= 0;
1392 /* We weren't a front engine but are becoming one. So
1393 * we should be put in the default group. */
1394 if (original_src_head
!= src
&& dst_head
== src
) {
1395 SetTrainGroupID(src
, DEFAULT_GROUP
);
1396 SetWindowDirty(WC_COMPANY
, _current_company
);
1399 /* Add new heads to statistics */
1400 if (src_head
!= NULL
&& src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1401 if (dst_head
!= NULL
&& dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1403 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1404 NormaliseTrainHead(src_head
);
1405 NormaliseTrainHead(dst_head
);
1407 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1408 CheckCargoCapacity(src_head
);
1409 CheckCargoCapacity(dst_head
);
1412 if (src_head
!= NULL
) src_head
->First()->MarkDirty();
1413 if (dst_head
!= NULL
) dst_head
->First()->MarkDirty();
1415 /* We are undoubtedly changing something in the depot and train list. */
1416 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1417 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1419 /* We don't want to execute what we're just tried. */
1420 RestoreTrainBackup(original_src
);
1421 RestoreTrainBackup(original_dst
);
1424 return CommandCost();
1428 * Sell a (single) train wagon/engine.
1429 * @param flags type of operation
1430 * @param t the train wagon to sell
1431 * @param data the selling mode
1432 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1433 * - data = 1: sell the vehicle and all vehicles following it in the chain
1434 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1435 * @param user the user for the order backup.
1436 * @return the cost of this operation or an error
1438 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, uint16 data
, uint32 user
)
1440 /* Sell a chain of vehicles or not? */
1441 bool sell_chain
= HasBit(data
, 0);
1443 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1444 Train
*first
= v
->First();
1446 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1448 /* First make a backup of the order of the train. That way we can do
1449 * whatever we want with the order and later on easily revert. */
1451 MakeTrainBackup(original
, first
);
1453 /* We need to keep track of the new head and the head of what we're going to sell. */
1454 Train
*new_head
= first
;
1455 Train
*sell_head
= NULL
;
1457 /* Split the train in the wanted way. */
1458 ArrangeTrains(&sell_head
, NULL
, &new_head
, v
, sell_chain
);
1460 /* We don't need to validate the second train; it's going to be sold. */
1461 CommandCost ret
= ValidateTrains(NULL
, NULL
, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1463 /* Restore the train we had. */
1464 RestoreTrainBackup(original
);
1468 if (first
->orders
.list
== NULL
&& !OrderList::CanAllocateItem()) {
1469 /* Restore the train we had. */
1470 RestoreTrainBackup(original
);
1471 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1474 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1475 for (Train
*t
= sell_head
; t
!= NULL
; t
= t
->Next()) cost
.AddCost(-t
->value
);
1478 if (flags
& DC_EXEC
) {
1479 /* First normalise the sub types of the chain. */
1480 NormaliseSubtypes(new_head
);
1482 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= NULL
&& new_head
->IsFrontEngine()) {
1483 /* We are selling the front engine. In this case we want to
1484 * 'give' the order, unit number and such to the new head. */
1485 new_head
->orders
.list
= first
->orders
.list
;
1486 new_head
->AddToShared(first
);
1487 DeleteVehicleOrders(first
);
1489 /* Copy other important data from the front engine */
1490 new_head
->CopyVehicleConfigAndStatistics(first
);
1491 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1492 } else if (v
->IsPrimaryVehicle() && data
& (MAKE_ORDER_BACKUP_FLAG
>> 20)) {
1493 OrderBackup::Backup(v
, user
);
1496 /* We need to update the information about the train. */
1497 NormaliseTrainHead(new_head
);
1499 /* We are undoubtedly changing something in the depot and train list. */
1500 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1501 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1503 /* Actually delete the sold 'goods' */
1506 /* We don't want to execute what we're just tried. */
1507 RestoreTrainBackup(original
);
1513 void Train::UpdateDeltaXY(Direction direction
)
1515 /* Set common defaults. */
1521 this->x_bb_offs
= 0;
1522 this->y_bb_offs
= 0;
1524 if (!IsDiagonalDirection(direction
)) {
1525 static const int _sign_table
[] =
1534 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1536 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1537 this->x_offs
-= half_shorten
* _sign_table
[direction
];
1538 this->y_offs
-= half_shorten
* _sign_table
[direction
+ 1];
1539 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1540 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1542 switch (direction
) {
1543 /* Shorten southern corner of the bounding box according the vehicle length
1544 * and center the bounding box on the vehicle. */
1546 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1547 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1548 this->x_bb_offs
= -1;
1552 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1553 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1554 this->y_bb_offs
= -1;
1557 /* Move northern corner of the bounding box down according to vehicle length
1558 * and center the bounding box on the vehicle. */
1560 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1561 this->x_extent
= VEHICLE_LENGTH
- 1;
1562 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1566 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1567 this->y_extent
= VEHICLE_LENGTH
- 1;
1568 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1578 * Mark a train as stuck and stop it if it isn't stopped right now.
1579 * @param v %Train to mark as being stuck.
1581 static void MarkTrainAsStuck(Train
*v
)
1583 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1584 /* It is the first time the problem occurred, set the "train stuck" flag. */
1585 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1587 v
->wait_counter
= 0;
1594 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1599 * Swap the two up/down flags in two ways:
1600 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1601 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1602 * @param swap_flag1 [inout] First train flag.
1603 * @param swap_flag2 [inout] Second train flag.
1605 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1607 uint16 flag1
= *swap_flag1
;
1608 uint16 flag2
= *swap_flag2
;
1610 /* Clear the flags */
1611 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1612 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1613 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1614 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1616 /* Reverse the rail-flags (if needed) */
1617 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1618 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1619 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1620 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1622 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1623 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1624 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1625 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1630 * Updates some variables after swapping the vehicle.
1631 * @param v swapped vehicle
1633 static void UpdateStatusAfterSwap(Train
*v
)
1635 /* Reverse the direction. */
1636 if (v
->trackdir
!= TRACKDIR_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1638 if (v
->trackdir
< TRACKDIR_END
) v
->trackdir
= ReverseTrackdir(v
->trackdir
);
1640 /* Call the proper EnterTile function unless we are in a wormhole. */
1641 if (v
->trackdir
!= TRACKDIR_WORMHOLE
) {
1642 TrainEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1644 assert(v
->direction
== DiagDirToDir(GetTunnelBridgeDirection(v
->tile
)));
1645 v
->tile
= GetOtherTunnelBridgeEnd(v
->tile
);
1648 v
->UpdatePosition();
1649 v
->UpdateViewport(true, true);
1653 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1654 * @param v Consist to change.
1655 * @param l %Vehicle index in the consist of the first vehicle.
1656 * @param r %Vehicle index in the consist of the second vehicle.
1658 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1662 /* locate vehicles to swap */
1663 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1664 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1667 /* swap the hidden bits */
1669 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1670 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1674 Swap(a
->trackdir
, b
->trackdir
);
1675 Swap(a
->direction
, b
->direction
);
1676 Swap(a
->x_pos
, b
->x_pos
);
1677 Swap(a
->y_pos
, b
->y_pos
);
1678 Swap(a
->tile
, b
->tile
);
1679 Swap(a
->z_pos
, b
->z_pos
);
1681 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1683 UpdateStatusAfterSwap(a
);
1684 UpdateStatusAfterSwap(b
);
1686 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1687 * This is a little bit redundant way, a->gv_flags will
1688 * be (re)set twice, but it reduces code duplication */
1689 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1690 UpdateStatusAfterSwap(a
);
1696 * Check if there is a train on a tile
1697 * @param tile the tile to check
1698 * @return true if a train is on the tile
1700 static bool TrainOnTile (TileIndex tile
)
1702 VehicleTileFinder
iter (tile
);
1703 while (!iter
.finished()) {
1704 Vehicle
*v
= iter
.next();
1705 if (v
->type
== VEH_TRAIN
) iter
.set_found();
1707 return iter
.was_found();
1711 * Checks whether a train is approaching a rail-road crossing from a neighbour tile
1712 * @param tile the crossing tile
1713 * @param from the neighbour tile
1714 * @return true if a train is approaching the crossing
1716 static bool TrainApproachingCrossingFrom (TileIndex tile
, TileIndex from
)
1718 VehicleTileFinder
iter (from
);
1719 while (!iter
.finished()) {
1720 Vehicle
*v
= iter
.next();
1721 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) continue;
1723 Train
*t
= Train::From(v
);
1724 if (t
->IsFrontEngine() && TrainApproachingCrossingTile(t
) == tile
) iter
.set_found();
1726 return iter
.was_found();
1730 * Finds a vehicle approaching rail-road crossing
1731 * @param tile tile to test
1732 * @return true if a vehicle is approaching the crossing
1733 * @pre tile is a rail-road crossing
1735 static bool TrainApproachingCrossing(TileIndex tile
)
1737 assert(IsLevelCrossingTile(tile
));
1739 TileIndexDiff delta
= TileOffsByDiagDir(AxisToDiagDir(GetCrossingRailAxis(tile
)));
1740 return TrainApproachingCrossingFrom (tile
, tile
+ delta
) ||
1741 TrainApproachingCrossingFrom (tile
, tile
- delta
);
1746 * Sets correct crossing state
1747 * @param tile tile to update
1748 * @param sound should we play sound?
1749 * @pre tile is a rail-road crossing
1751 void UpdateLevelCrossing(TileIndex tile
, bool sound
)
1753 assert(IsLevelCrossingTile(tile
));
1755 /* reserved || train on crossing || train approaching crossing */
1756 bool new_state
= HasCrossingReservation(tile
) || TrainOnTile(tile
) || TrainApproachingCrossing(tile
);
1758 if (new_state
!= IsCrossingBarred(tile
)) {
1759 if (new_state
&& sound
) {
1760 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1762 SetCrossingBarred(tile
, new_state
);
1763 MarkTileDirtyByTile(tile
);
1769 * Bars crossing and plays ding-ding sound if not barred already
1770 * @param tile tile with crossing
1771 * @pre tile is a rail-road crossing
1773 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1775 if (!IsCrossingBarred(tile
)) {
1777 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1778 MarkTileDirtyByTile(tile
);
1784 * Advances wagons for train reversing, needed for variable length wagons.
1785 * This one is called before the train is reversed.
1786 * @param v First vehicle in chain
1788 static void AdvanceWagonsBeforeSwap(Train
*v
)
1791 Train
*first
= base
; // first vehicle to move
1792 Train
*last
= v
->Last(); // last vehicle to move
1793 uint length
= CountVehiclesInChain(v
);
1795 while (length
> 2) {
1796 last
= last
->Previous();
1797 first
= first
->Next();
1799 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1801 /* do not update images now
1802 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1803 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1805 base
= first
; // == base->Next()
1812 * Advances wagons for train reversing, needed for variable length wagons.
1813 * This one is called after the train is reversed.
1814 * @param v First vehicle in chain
1816 static void AdvanceWagonsAfterSwap(Train
*v
)
1818 /* first of all, fix the situation when the train was entering a depot */
1819 Train
*dep
= v
; // last vehicle in front of just left depot
1820 while (dep
->Next() != NULL
&& (dep
->trackdir
== TRACKDIR_DEPOT
|| dep
->Next()->trackdir
!= TRACKDIR_DEPOT
)) {
1821 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1824 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1826 if (leave
!= NULL
) {
1827 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1828 int d
= TicksToLeaveDepot(dep
);
1831 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1832 leave
->trackdir
= DiagDirToDiagTrackdir(GetGroundDepotDirection(leave
->tile
));
1833 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, NULL
); // maybe move it, and maybe let another wagon leave
1836 dep
= NULL
; // no vehicle in a depot, so no vehicle leaving a depot
1840 Train
*first
= base
; // first vehicle to move
1841 Train
*last
= v
->Last(); // last vehicle to move
1842 uint length
= CountVehiclesInChain(v
);
1844 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1845 * they have already correct spacing, so we have to make sure they are moved how they should */
1846 bool nomove
= (dep
== NULL
); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1848 while (length
> 2) {
1849 /* we reached vehicle (originally) in front of a depot, stop now
1850 * (we would move wagons that are already moved with new wagon length). */
1851 if (base
== dep
) break;
1853 /* the last wagon was that one leaving a depot, so do not move it anymore */
1854 if (last
== dep
) nomove
= true;
1856 last
= last
->Previous();
1857 first
= first
->Next();
1859 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1861 /* do not update images now */
1862 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : NULL
));
1864 base
= first
; // == base->Next()
1870 * Turn a train around.
1871 * @param v %Train to turn around.
1873 void ReverseTrainDirection(Train
*v
)
1875 if (IsRailDepotTile(v
->tile
)) {
1876 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1879 /* Clear path reservation in front if train is not stuck. */
1880 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
1882 /* Check if we were approaching a rail/road-crossing */
1883 TileIndex crossing
= TrainApproachingCrossingTile(v
);
1885 /* count number of vehicles */
1886 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
1888 AdvanceWagonsBeforeSwap(v
);
1890 /* swap start<>end, start+1<>end-1, ... */
1893 ReverseTrainSwapVeh(v
, l
++, r
--);
1896 AdvanceWagonsAfterSwap(v
);
1898 if (IsRailDepotTile(v
->tile
)) {
1899 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1902 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
1904 ClrBit(v
->flags
, VRF_REVERSING
);
1906 /* recalculate cached data */
1907 v
->ConsistChanged(CCF_TRACK
);
1909 /* update all images */
1910 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) u
->UpdateViewport(false, false);
1912 /* update crossing we were approaching */
1913 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
1915 /* maybe we are approaching crossing now, after reversal */
1916 crossing
= TrainApproachingCrossingTile(v
);
1917 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
1919 /* If we are inside a depot after reversing, don't bother with path reserving. */
1920 if (v
->trackdir
== TRACKDIR_DEPOT
) {
1921 /* Can't be stuck here as inside a depot is always a safe tile. */
1922 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1923 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1927 assert(IsSignalBufferEmpty());
1928 AddPosToSignalBuffer(v
->GetPos(), v
->owner
);
1930 if (UpdateSignalsInBuffer() == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
1931 RailPathPos pos
= v
->GetPos();
1933 /* If we are currently on a tile with conventional signals, we can't treat the
1934 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1935 bool first_tile_okay
= !(pos
.has_signal_along() &&
1936 !IsPbsSignal(pos
.get_signal_type()));
1938 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1939 if (!pos
.in_wormhole() && IsRailDepotTile(pos
.tile
) && TrackdirToExitdir(pos
.td
) == GetGroundDepotDirection(pos
.tile
)) first_tile_okay
= false;
1941 if (!pos
.in_wormhole() && IsRailStationTile(pos
.tile
)) SetRailStationPlatformReservation(pos
, true);
1942 if (TryPathReserve(v
, false, first_tile_okay
)) {
1943 /* Do a look-ahead now in case our current tile was already a safe tile. */
1944 CheckNextTrainTile(v
);
1945 } else if (v
->current_order
.GetType() != OT_LOADING
) {
1946 /* Do not wait for a way out when we're still loading */
1947 MarkTrainAsStuck(v
);
1949 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1950 /* A train not inside a PBS block can't be stuck. */
1951 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1952 v
->wait_counter
= 0;
1958 * @param tile unused
1959 * @param flags type of operation
1960 * @param p1 train to reverse
1961 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
1962 * @param text unused
1963 * @return the cost of this operation or an error
1965 CommandCost
CmdReverseTrainDirection(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1967 Train
*v
= Train::GetIfValid(p1
);
1968 if (v
== NULL
) return CMD_ERROR
;
1970 CommandCost ret
= CheckOwnership(v
->owner
);
1971 if (ret
.Failed()) return ret
;
1974 /* turn a single unit around */
1976 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
1977 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
1979 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
1981 Train
*front
= v
->First();
1982 /* make sure the vehicle is stopped in the depot */
1983 if (!front
->IsStoppedInDepot()) {
1984 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1987 if (flags
& DC_EXEC
) {
1988 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
1990 front
->ConsistChanged(CCF_ARRANGE
);
1991 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
1992 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
1993 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
1994 SetWindowClassesDirty(WC_TRAINS_LIST
);
1997 /* turn the whole train around */
1998 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
2000 if (flags
& DC_EXEC
) {
2001 /* Properly leave the station if we are loading and won't be loading anymore */
2002 if (v
->current_order
.IsType(OT_LOADING
)) {
2003 const Vehicle
*last
= v
;
2004 while (last
->Next() != NULL
) last
= last
->Next();
2006 /* not a station || different station --> leave the station */
2007 if (!IsStationTile(last
->tile
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
2012 /* We cancel any 'skip signal at dangers' here */
2013 v
->force_proceed
= TFP_NONE
;
2014 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2016 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
2017 ToggleBit(v
->flags
, VRF_REVERSING
);
2021 HideFillingPercent(&v
->fill_percent_te_id
);
2022 ReverseTrainDirection(v
);
2026 return CommandCost();
2030 * Force a train through a red signal
2031 * @param tile unused
2032 * @param flags type of operation
2033 * @param p1 train to ignore the red signal
2035 * @param text unused
2036 * @return the cost of this operation or an error
2038 CommandCost
CmdForceTrainProceed(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2040 Train
*t
= Train::GetIfValid(p1
);
2041 if (t
== NULL
) return CMD_ERROR
;
2043 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
2045 CommandCost ret
= CheckOwnership(t
->owner
);
2046 if (ret
.Failed()) return ret
;
2049 if (flags
& DC_EXEC
) {
2050 /* If we are forced to proceed, cancel that order.
2051 * If we are marked stuck we would want to force the train
2052 * to proceed to the next signal. In the other cases we
2053 * would like to pass the signal at danger and run till the
2054 * next signal we encounter. */
2055 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2056 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2059 return CommandCost();
2063 * Try to find a depot.
2064 * @param v %Train that wants a depot.
2065 * @param nearby Only consider nearby depots.
2066 * @param res Pointer to store information where the closest train depot is located.
2067 * @return Whether a depot was found.
2068 * @pre The given vehicle must not be crashed!
2070 static bool FindClosestTrainDepot(Train
*v
, bool nearby
, FindDepotData
*res
)
2072 assert(!(v
->vehstatus
& VS_CRASHED
));
2074 if (IsRailDepotTile(v
->tile
) && v
->trackdir
!= DiagDirToDiagTrackdir(GetGroundDepotDirection(v
->tile
))) {
2075 *res
= FindDepotData(v
->tile
);
2080 FollowTrainReservation(v
, &origin
);
2081 if (IsRailDepotTile(origin
.tile
) && origin
.td
!= DiagDirToDiagTrackdir(GetGroundDepotDirection(origin
.tile
))) {
2082 *res
= FindDepotData(origin
.tile
);
2086 return YapfTrainFindNearestDepot (v
, origin
,
2087 nearby
? _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
: 0, res
);
2091 * Locate the closest depot for this consist, and return the information to the caller.
2092 * @param location [out] If not \c NULL and a depot is found, store its location in the given address.
2093 * @param destination [out] If not \c NULL and a depot is found, store its index in the given address.
2094 * @param reverse [out] If not \c NULL and a depot is found, store reversal information in the given address.
2095 * @return A depot has been found.
2097 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2100 if (!FindClosestTrainDepot(this, false, &tfdd
)) return false;
2102 if (location
!= NULL
) *location
= tfdd
.tile
;
2103 if (destination
!= NULL
) *destination
= GetDepotIndex(tfdd
.tile
);
2104 if (reverse
!= NULL
) *reverse
= tfdd
.reverse
;
2109 /** Play a sound for a train leaving the station. */
2110 void Train::PlayLeaveStationSound() const
2112 static const SoundFx sfx
[] = {
2120 if (PlayVehicleSound(this, VSE_START
)) return;
2122 EngineID engtype
= this->engine_type
;
2123 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2127 * Check if the train is on the last reserved tile and try to extend the path then.
2128 * @param v %Train that needs its path extended.
2130 static void CheckNextTrainTile(Train
*v
)
2132 /* Don't do any look-ahead if path_backoff_interval is 255. */
2133 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2135 /* Exit if we are inside a depot. */
2136 if (v
->trackdir
== TRACKDIR_DEPOT
) return;
2138 switch (v
->current_order
.GetType()) {
2139 /* Exit if we reached our destination depot. */
2141 if (v
->tile
== v
->dest_tile
) return;
2144 case OT_GOTO_WAYPOINT
:
2145 /* If we reached our waypoint, make sure we see that. */
2146 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2150 case OT_LEAVESTATION
:
2152 /* Exit if the current order doesn't have a destination, but the train has orders. */
2153 if (v
->GetNumOrders() > 0) return;
2159 /* Exit if we are on a station tile and are going to stop. */
2160 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2162 RailPathPos pos
= v
->GetPos();
2164 /* On a tile with a red non-pbs signal, don't look ahead. */
2165 if (pos
.has_signal_along() &&
2166 !IsPbsSignal(pos
.get_signal_type()) &&
2167 pos
.get_signal_state() == SIGNAL_STATE_RED
) return;
2169 CFollowTrackRail
ft(v
, !_settings_game
.pf
.forbid_90_deg
);
2170 if (ft
.Follow (pos
) != CFollowTrackRail::EC_NONE
) return;
2172 if (ft
.m_new
.is_single() && ft
.m_new
.has_signal_along() &&
2173 IsPbsSignal(ft
.m_new
.get_signal_type()) &&
2174 !HasReservedPos(ft
.m_new
)) {
2175 /* If the next tile is a PBS signal, try to make a reservation. */
2176 ChooseTrainTrack (v
, pos
, ft
.m_new
, false);
2181 * Train entirely entered the depot, update its status, orders, vehicle windows, service it, etc.
2182 * @param v Train that entered a depot.
2184 static void TrainEnterDepot (Train
*v
)
2186 SetWindowClassesDirty (WC_TRAINS_LIST
);
2187 /* Clear path reservation */
2188 SetDepotReservation (v
->tile
, false);
2189 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile (v
->tile
);
2191 assert (IsSignalBufferEmpty());
2192 AddDepotToSignalBuffer (v
->tile
, v
->owner
);
2193 UpdateSignalsInBuffer();
2194 v
->wait_counter
= 0;
2195 v
->force_proceed
= TFP_NONE
;
2196 ClrBit(v
->flags
, VRF_TOGGLE_REVERSE
);
2197 v
->ConsistChanged (CCF_ARRANGE
);
2199 VehicleEnterDepot (v
);
2203 * Will the train stay in the depot the next tick?
2204 * @param v %Train to check.
2205 * @return True if it stays in the depot, false otherwise.
2207 static bool CheckTrainStayInDepot(Train
*v
)
2209 /* bail out if not all wagons are in the same depot or not in a depot at all */
2210 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2211 if (u
->trackdir
!= TRACKDIR_DEPOT
|| u
->tile
!= v
->tile
) return false;
2214 /* if the train got no power, then keep it in the depot */
2215 if (v
->gcache
.cached_power
== 0) {
2216 v
->vehstatus
|= VS_STOPPED
;
2217 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2223 if (v
->force_proceed
== TFP_NONE
) {
2224 /* force proceed was not pressed */
2225 if (++v
->wait_counter
< 37) {
2226 SetWindowClassesDirty(WC_TRAINS_LIST
);
2230 v
->wait_counter
= 0;
2232 if (HasDepotReservation(v
->tile
)) {
2233 /* Depot reserved, can't exit. */
2234 SetWindowClassesDirty(WC_TRAINS_LIST
);
2238 if (_settings_game
.pf
.reserve_paths
) {
2241 assert(IsSignalBufferEmpty());
2242 AddDepotToSignalBuffer(v
->tile
, v
->owner
);
2243 SigSegState seg_state
= UpdateSignalsInBuffer();
2244 if (seg_state
== SIGSEG_FULL
) {
2245 /* Full and no PBS signal in block, can't exit. */
2246 SetWindowClassesDirty(WC_TRAINS_LIST
);
2249 try_reserve
= seg_state
== SIGSEG_PBS
;
2251 } else if (_settings_game
.pf
.reserve_paths
) {
2254 assert(IsSignalBufferEmpty());
2255 AddDepotToSignalBuffer(v
->tile
, v
->owner
);
2256 try_reserve
= UpdateSignalsInBuffer() == SIGSEG_PBS
;
2259 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2260 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2261 /* We need to have a reservation for this to work. */
2262 if (HasDepotReservation(v
->tile
)) return true;
2263 SetDepotReservation(v
->tile
, true);
2264 TrainEnterDepot (v
);
2268 /* Only leave when we can reserve a path to our destination. */
2270 if (HasDepotReservation (v
->tile
) || !TryPathExtend (v
, v
->GetPos())) {
2271 /* Failed to get a reservation. */
2272 if (v
->force_proceed
== TFP_NONE
) {
2273 /* No path and no force proceed. */
2274 SetWindowClassesDirty(WC_TRAINS_LIST
);
2275 MarkTrainAsStuck(v
);
2281 SetDepotReservation(v
->tile
, true);
2282 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2284 VehicleServiceInDepot(v
);
2285 SetWindowClassesDirty(WC_TRAINS_LIST
);
2286 v
->PlayLeaveStationSound();
2288 v
->trackdir
= DiagDirToDiagTrackdir(DirToDiagDir(v
->direction
));
2290 v
->vehstatus
&= ~VS_HIDDEN
;
2293 v
->UpdateViewport(true, true);
2294 v
->UpdatePosition();
2296 assert(IsSignalBufferEmpty());
2297 AddDepotToSignalBuffer(v
->tile
, v
->owner
);
2298 UpdateSignalsInBuffer();
2300 v
->UpdateAcceleration();
2301 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2307 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2308 * @param pos position to clear.
2310 static void ClearPathReservation (const RailPathPos
&pos
)
2312 DiagDirection dir
= TrackdirToExitdir(pos
.td
);
2314 if (pos
.in_wormhole()) {
2315 UnreserveRailTrack(pos
);
2316 } else if (IsRailStationTile(pos
.tile
)) {
2317 TileIndex new_tile
= TileAddByDiagDir(pos
.tile
, dir
);
2318 /* If the new tile is not a further tile of the same station, we
2319 * clear the reservation for the whole platform. */
2320 if (!IsCompatibleTrainStationTile(new_tile
, pos
.tile
)) {
2321 SetRailStationPlatformReservation(pos
.tile
, ReverseDiagDir(dir
), false);
2324 /* Any other tile */
2325 UnreserveRailTrack(pos
);
2330 * Free the reserved path in front of a vehicle.
2331 * @param v %Train owning the reserved path.
2332 * @param end Position where the reservation ends
2334 static void FreeTrainTrackReservation (const Train
*v
, const RailPathPos
*end
)
2336 assert(v
->IsFrontEngine());
2338 RailPathPos pos
= v
->GetPos();
2339 assert (!IsRailDepotTile(pos
.tile
) || TrackdirToExitdir(pos
.td
) == GetGroundDepotDirection(pos
.tile
));
2341 /* Don't free reservation if it's not ours. */
2342 if (!pos
.in_wormhole() && TracksOverlap(GetReservedTrackbits(pos
.tile
) | TrackToTrackBits(TrackdirToTrack(pos
.td
)))) return;
2344 CFollowTrackRail
ft(v
, true, v
->railtype
);
2349 if (end
!= NULL
&& ft
.m_new
== *end
) return;
2351 if (ft
.FollowNext() != CFollowTrackRail::EC_NONE
) break;
2353 if (!ft
.m_new
.in_wormhole()) {
2354 TrackdirBits trackdirs
= ft
.m_new
.trackdirs
& TrackBitsToTrackdirBits(GetReservedTrackbits(ft
.m_new
.tile
));
2355 if (trackdirs
== TRACKDIR_BIT_NONE
) break;
2356 ft
.m_new
.set_trackdirs (trackdirs
);
2357 assert(ft
.m_new
.is_single());
2360 if (ft
.m_new
.has_signal_along()) {
2361 if (!IsPbsSignal(ft
.m_new
.get_signal_type())) {
2362 /* Conventional signal along trackdir: remove reservation and stop. */
2363 UnreserveRailTrack(ft
.m_new
);
2365 } else if (ft
.m_new
.get_signal_state() == SIGNAL_STATE_RED
) {
2366 /* Red PBS signal? Can't be our reservation, would be green then. */
2369 /* Turn the signal back to red. */
2370 ft
.m_new
.set_signal_state (SIGNAL_STATE_RED
);
2371 MarkTileDirtyByTile(ft
.m_new
.tile
);
2373 } else if (ft
.m_new
.has_signal_against() && IsOnewaySignal(ft
.m_new
.get_signal_type())) {
2378 if (ft
.m_flag
== ft
.TF_BRIDGE
) {
2379 assert(IsRailBridgeTile(ft
.m_old
.in_wormhole() ? ft
.m_old
.wormhole
: ft
.m_old
.tile
));
2380 } else if (ft
.m_flag
== ft
.TF_TUNNEL
) {
2381 assert(IsTunnelTile(ft
.m_old
.in_wormhole() ? ft
.m_old
.wormhole
: ft
.m_old
.tile
));
2385 /* Don't free first station if we are on it. */
2386 if (!first
|| (ft
.m_flag
!= ft
.TF_STATION
) ||
2387 !IsRailStationTile(ft
.m_old
.tile
) || GetStationIndex(ft
.m_new
.tile
) != GetStationIndex(ft
.m_old
.tile
)) {
2388 ClearPathReservation (ft
.m_new
);
2394 /* If we were given an ending position but did not find it, then
2395 * something is wrong. */
2396 assert (end
== NULL
);
2400 * Free the reserved path in front of a vehicle, if any.
2401 * @param v %Train owning the reserved path.
2402 * @return Whether the train had a reservation (not in or entering a depot)
2404 bool FreeTrainTrackReservation (const Train
*v
)
2406 assert(v
->IsFrontEngine());
2408 /* Can't be holding a reservation if we enter a depot. */
2409 if (v
->trackdir
== TRACKDIR_DEPOT
) return false;
2410 if (IsRailDepotTile (v
->tile
) && v
->trackdir
!= DiagDirToDiagTrackdir (GetGroundDepotDirection (v
->tile
))) return false;
2412 FreeTrainTrackReservation (v
, NULL
);
2417 * Perform pathfinding for a train.
2419 * @param v The train
2420 * @param origin The end of the current reservation
2421 * @param do_track_reservation Path reservation is requested
2422 * @param dest [out] State and destination of the requested path
2423 * @return The best trackdir the train should follow
2425 static Trackdir
DoTrainPathfind(const Train
*v
, const RailPathPos
&origin
, bool do_track_reservation
, PFResult
*dest
)
2427 return YapfTrainChooseTrack(v
, origin
, do_track_reservation
, dest
);
2431 * Return value type for ExtendTrainReservation
2433 enum ExtendReservationResult
{
2434 EXTEND_RESERVATION_SAFE
, ///< Reservation extended to a safe tile
2435 EXTEND_RESERVATION_UNSAFE
, ///< Reservation extended to an unsafe tile
2436 EXTEND_RESERVATION_FAILED
, ///< Reservation could not be extended
2440 * Extend a train path as far as possible. Stops on encountering a safe tile,
2441 * another reservation or a track choice.
2442 * @param v The train whose reservation to extend
2443 * @param origin The end of the current reservation, which will be updated
2444 * @return An ExtendReservationResult value, showing reservation extension outcome
2446 static ExtendReservationResult
ExtendTrainReservation(const Train
*v
, RailPathPos
*origin
)
2448 CFollowTrackRail
ft(v
, !_settings_game
.pf
.forbid_90_deg
);
2452 CFollowTrackRail::ErrorCode err
= ft
.FollowNext();
2453 if (err
== CFollowTrackRail::EC_NO_WAY
) {
2454 /* End of line, path valid and okay. */
2456 return EXTEND_RESERVATION_SAFE
;
2457 } else if (err
!= CFollowTrackRail::EC_NONE
) {
2461 /* A depot is always a safe waiting position. */
2462 if (!ft
.m_new
.in_wormhole() && IsRailDepotTile(ft
.m_new
.tile
)) {
2463 /* Depot must be free for reservation to continue. */
2464 if (HasDepotReservation(ft
.m_new
.tile
)) break;
2466 SetDepotReservation(ft
.m_new
.tile
, true);
2468 return EXTEND_RESERVATION_SAFE
;
2471 /* Station and waypoints are possible targets. */
2472 if (ft
.m_flag
== ft
.TF_STATION
) {
2473 /* Possible target encountered.
2474 * On finding a possible target, we need to stop and let the pathfinder handle the
2475 * remaining path. This is because we don't know if this target is in one of our
2476 * orders, so we might cause pathfinding to fail later on if we find a choice.
2477 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2478 * a wrong path not leading to our next destination. */
2479 if (!ft
.MaskReservedTracks()) break;
2481 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2482 * actually starts its search at the first unreserved tile. */
2483 ft
.m_new
.tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2485 /* Possible target found, path valid but not okay. */
2487 return EXTEND_RESERVATION_UNSAFE
;
2490 if (!ft
.m_new
.is_single()) {
2492 if (HasReservedTracks(ft
.m_new
.tile
, TrackdirBitsToTrackBits(ft
.m_new
.trackdirs
))) break;
2494 assert(ft
.m_tiles_skipped
== 0);
2496 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2498 return EXTEND_RESERVATION_UNSAFE
;
2501 /* Possible signal tile. */
2502 if (ft
.m_new
.has_blocking_signal()) break;
2504 PBSPositionState state
= CheckWaitingPosition(v
, ft
.m_new
, _settings_game
.pf
.forbid_90_deg
);
2505 if (state
== PBS_BUSY
) break;
2507 if (!TryReserveRailTrack(ft
.m_new
)) break;
2509 if (state
== PBS_FREE
) {
2510 /* Safe position is all good, path valid and okay. */
2512 return EXTEND_RESERVATION_SAFE
;
2516 /* Sorry, can't reserve path, back out. */
2517 RailPathPos stopped
= ft
.m_old
;
2519 while (ft
.m_new
!= stopped
) {
2520 if (ft
.FollowNext() != CFollowTrackRail::EC_NONE
) NOT_REACHED();
2522 assert(!ft
.m_new
.is_empty());
2523 assert(ft
.m_new
.is_single());
2525 UnreserveRailTrack(ft
.m_new
);
2529 return EXTEND_RESERVATION_FAILED
;
2533 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2534 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2536 * @param v The vehicle.
2537 * @param pos The position the search should start from.
2538 * @param override_railtype Whether all physically compatible railtypes should be followed.
2539 * @return True if a path to a safe stopping tile could be reserved.
2541 static bool TryReserveSafeTrack(const Train
*v
, const RailPathPos
&pos
, bool override_tailtype
)
2543 return YapfTrainFindNearestSafeTile(v
, pos
, override_tailtype
);
2546 /** This class will save the current order of a vehicle and restore it on destruction. */
2547 class VehicleOrderSaver
{
2550 BaseOrder old_order
;
2551 TileIndex old_dest_tile
;
2552 StationID old_last_station_visited
;
2553 VehicleOrderID index
;
2554 bool suppress_implicit_orders
;
2557 VehicleOrderSaver(Train
*_v
) :
2559 old_order(_v
->current_order
),
2560 old_dest_tile(_v
->dest_tile
),
2561 old_last_station_visited(_v
->last_station_visited
),
2562 index(_v
->cur_real_order_index
),
2563 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
))
2567 ~VehicleOrderSaver()
2569 this->v
->current_order
= this->old_order
;
2570 this->v
->dest_tile
= this->old_dest_tile
;
2571 this->v
->last_station_visited
= this->old_last_station_visited
;
2572 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2576 * Set the current vehicle order to the next order in the order list.
2577 * @param skip_first Shall the first (i.e. active) order be skipped?
2578 * @return True if a suitable next order could be found.
2580 bool SwitchToNextOrder(bool skip_first
)
2582 if (this->v
->GetNumOrders() == 0) return false;
2584 if (skip_first
) ++this->index
;
2590 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2592 Order
*order
= this->v
->GetOrder(this->index
);
2593 assert(order
!= NULL
);
2595 switch (order
->GetType()) {
2597 /* Skip service in depot orders when the train doesn't need service. */
2598 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !this->v
->NeedsServicing()) break;
2599 case OT_GOTO_STATION
:
2600 case OT_GOTO_WAYPOINT
:
2601 this->v
->current_order
= *order
;
2602 return UpdateOrderDest(this->v
, order
, 0, true);
2603 case OT_CONDITIONAL
: {
2604 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2605 if (next
!= INVALID_VEH_ORDER_ID
) {
2608 /* Don't increment next, so no break here. */
2616 /* Don't increment inside the while because otherwise conditional
2617 * orders can lead to an infinite loop. */
2620 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2626 /* choose a track */
2627 static bool ChooseTrainTrack (Train
*v
, RailPathPos origin
,
2628 const PathMPos
<RailPathPos
> &pos
, bool force_res
,
2629 Trackdir
*best_trackdir
)
2631 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2632 bool change_signal
= false;
2634 assert (!pos
.is_empty());
2636 /* Quick return in case only one possible trackdir is available */
2637 if (pos
.is_single()) {
2638 if (best_trackdir
!= NULL
) *best_trackdir
= pos
.td
;
2639 /* We need to check for signals only here, as a junction tile can't have signals. */
2640 if (pos
.has_signal_along() && IsPbsSignal (pos
.get_signal_type())) {
2641 do_track_reservation
= true;
2642 change_signal
= true;
2643 } else if (!do_track_reservation
) {
2648 if (do_track_reservation
) {
2649 switch (ExtendTrainReservation(v
, &origin
)) {
2650 default: NOT_REACHED();
2651 case EXTEND_RESERVATION_FAILED
:
2652 if (best_trackdir
!= NULL
) *best_trackdir
= FindFirstTrackdir (pos
.trackdirs
);
2654 case EXTEND_RESERVATION_SAFE
:
2655 assert (pos
.is_single());
2656 if (change_signal
) {
2657 pos
.set_signal_state (SIGNAL_STATE_GREEN
);
2658 MarkTileDirtyByTile (pos
.tile
);
2660 TryReserveRailTrack(v
->GetPos());
2662 case EXTEND_RESERVATION_UNSAFE
:
2666 /* Check if the train needs service here, so it has a chance to always find a depot.
2667 * Also check if the current order is a service order so we don't reserve a path to
2668 * the destination but instead to the next one if service isn't needed. */
2669 CheckIfTrainNeedsService(v
);
2670 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2673 /* Save the current train order. The destructor will restore the old order on function exit. */
2674 VehicleOrderSaver
orders(v
);
2676 /* If the current tile is the destination of the current order and
2677 * a reservation was requested, advance to the next order.
2678 * Don't advance on a depot order as depots are always safe end points
2679 * for a path and no look-ahead is necessary. This also avoids a
2680 * problem with depot orders not part of the order list when the
2681 * order list itself is empty. */
2682 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2683 orders
.SwitchToNextOrder(false);
2684 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2685 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2686 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2687 v
->tile
== v
->dest_tile
))) {
2688 orders
.SwitchToNextOrder(true);
2691 /* Call the pathfinder... */
2693 Trackdir next_trackdir
= DoTrainPathfind(v
, origin
, do_track_reservation
, &res_dest
);
2694 v
->HandlePathfindingResult(res_dest
.found
);
2695 /* ...but only use the result if we were at the original tile. */
2696 if (best_trackdir
!= NULL
&& !pos
.is_single()) {
2697 /* The initial tile had more than one available trackdir.
2698 * This means that ExtendTrainReservation cannot possibly
2699 * have extended the reservation, and we are pathfinding
2700 * at the original tile. */
2701 *best_trackdir
= next_trackdir
!= INVALID_TRACKDIR
? next_trackdir
: FindFirstTrackdir (pos
.trackdirs
);
2702 /* If the initial tile only had one available trackdir, then
2703 * *best_trackdir was set along with single_trackdir. */
2706 /* No track reservation requested -> finished. */
2707 if (!do_track_reservation
) {
2708 assert (!change_signal
);
2712 if (change_signal
) pos
.set_signal_state (SIGNAL_STATE_GREEN
);
2714 /* A path was found, but could not be reserved. */
2715 if (res_dest
.pos
.is_valid_tile() && !res_dest
.okay
) {
2716 FreeTrainTrackReservation (v
, &origin
);
2720 /* No possible reservation target found, we are probably lost. */
2721 if (!res_dest
.pos
.is_valid_tile()) {
2722 /* Try to find any safe destination. */
2723 if (TryReserveSafeTrack(v
, origin
, false)) {
2724 if (best_trackdir
!= NULL
&& !pos
.is_single()) {
2725 TrackBits res
= GetReservedTrackbits (pos
.tile
);
2726 *best_trackdir
= FindFirstTrackdir (TrackBitsToTrackdirBits(res
) & pos
.trackdirs
);
2728 TryReserveRailTrack(v
->GetPos());
2729 if (change_signal
) MarkTileDirtyByTile (pos
.tile
);
2732 FreeTrainTrackReservation (v
, &origin
);
2737 /* Extend reservation until we have found a safe position. */
2740 origin
= res_dest
.pos
;
2741 if (IsSafeWaitingPosition(v
, origin
, _settings_game
.pf
.forbid_90_deg
)) {
2746 /* Get next order with destination. */
2747 if (!orders
.SwitchToNextOrder(true)) break;
2749 DoTrainPathfind(v
, origin
, true, &res_dest
);
2750 /* Break if no safe position was found. */
2751 if (!res_dest
.pos
.is_valid_tile()) break;
2753 if (!res_dest
.okay
) {
2754 /* Path found, but could not be reserved. */
2755 FreeTrainTrackReservation (v
, &origin
);
2760 /* No order or no safe position found, try any position. */
2761 if (!safe
) safe
= TryReserveSafeTrack(v
, origin
, true);
2764 FreeTrainTrackReservation (v
, &origin
);
2765 } else if (change_signal
) {
2766 MarkTileDirtyByTile (pos
.tile
);
2773 * Try to extend a reserved path to a safe position.
2774 * @param v The vehicle.
2775 * @param origin Current end of the reservation.
2776 * @param mark_as_stuck Whether the train should be marked as stuck on a failed reservation.
2777 * @return Whether the reserved path could be extended.
2779 static bool TryPathExtend (Train
*v
, const RailPathPos
&origin
, bool mark_as_stuck
)
2781 CFollowTrackRail
ft (v
, !_settings_game
.pf
.forbid_90_deg
);
2783 if ((ft
.Follow (origin
) == CFollowTrackRail::EC_NONE
)
2784 && !ChooseTrainTrack (v
, origin
, ft
.m_new
, true)) {
2785 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2789 if (HasBit (v
->flags
, VRF_TRAIN_STUCK
)) {
2790 v
->wait_counter
= 0;
2791 SetWindowWidgetDirty (WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2792 ClrBit (v
->flags
, VRF_TRAIN_STUCK
);
2799 * Try to reserve a path to a safe position.
2801 * @param v The vehicle
2802 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2803 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2804 * @return True if a path could be reserved.
2806 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
2808 assert(v
->IsFrontEngine());
2809 assert(v
->trackdir
!= TRACKDIR_DEPOT
);
2812 /* The path we are driving on is already blocked by some other train.
2813 * This can only happen in certain situations when mixing path and
2814 * block signals or when changing tracks and/or signals.
2815 * Exit here as doing any further reservations will probably just
2816 * make matters worse. */
2817 if (!FollowTrainReservation (v
, &origin
, true)) {
2818 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2822 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2823 if ((v
->tile
!= origin
.tile
|| first_tile_okay
) && IsSafeWaitingPosition(v
, origin
, _settings_game
.pf
.forbid_90_deg
)) {
2824 /* Can't be stuck then. */
2825 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2826 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2830 return TryPathExtend (v
, origin
, mark_as_stuck
);
2834 static bool CheckReverseTrain(const Train
*v
)
2836 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
2837 v
->trackdir
== TRACKDIR_DEPOT
|| v
->trackdir
== TRACKDIR_WORMHOLE
||
2838 !(v
->direction
& 1)) {
2842 assert(IsValidTrackdir(v
->trackdir
));
2844 return YapfTrainCheckReverse(v
);
2848 * Get the location of the next station to visit.
2849 * @param station Next station to visit.
2850 * @return Location of the new station.
2852 TileIndex
Train::GetOrderStationLocation(StationID station
)
2854 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
2856 const Station
*st
= Station::Get(station
);
2857 if (!(st
->facilities
& FACIL_TRAIN
)) {
2858 /* The destination station has no trainstation tiles. */
2859 this->IncrementRealOrderIndex();
2866 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
2867 void Train::MarkDirty()
2871 v
->colourmap
= PAL_NONE
;
2872 v
->UpdateViewport(true, false);
2873 } while ((v
= v
->Next()) != NULL
);
2875 /* need to update acceleration and cached values since the goods on the train changed. */
2876 this->CargoChanged();
2877 this->UpdateAcceleration();
2881 * This function looks at the vehicle and updates its speed (cur_speed
2882 * and subspeed) variables. Furthermore, it returns the distance that
2883 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2884 * the distance to drive before moving a step on the map.
2885 * @return distance to drive.
2887 int Train::UpdateSpeed()
2889 switch (_settings_game
.vehicle
.train_acceleration_model
) {
2890 default: NOT_REACHED();
2892 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
2895 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
2900 * Trains enters a station, send out a news item if it is the first train, and start loading.
2901 * @param v Train that entered the station.
2902 * @param station Station visited.
2904 static void TrainEnterStation(Train
*v
, StationID station
)
2906 v
->last_station_visited
= station
;
2908 /* check if a train ever visited this station before */
2909 Station
*st
= Station::Get(station
);
2910 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
2911 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
2912 AddNewsItem
<ArrivalNewsItem
> (STR_NEWS_FIRST_TRAIN_ARRIVAL
, v
, st
);
2913 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2914 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2917 v
->force_proceed
= TFP_NONE
;
2918 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2922 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
2923 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
2926 /* Check if the vehicle is compatible with the specified tile */
2927 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
, Track track
= INVALID_TRACK
)
2929 return IsTileOwner(tile
, v
->owner
) &&
2930 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
, track
)));
2933 /** Data structure for storing engine speed changes of an acceleration type. */
2934 struct AccelerationSlowdownParams
{
2935 byte small_turn
; ///< Speed change due to a small turn.
2936 byte large_turn
; ///< Speed change due to a large turn.
2937 byte z_up
; ///< Fraction to remove when moving up.
2938 byte z_down
; ///< Fraction to add when moving down.
2941 /** Speed update fractions for each acceleration type. */
2942 static const AccelerationSlowdownParams _accel_slowdown
[] = {
2944 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
2945 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
2946 {0, 256 / 2, 256 / 4, 2}, ///< maglev
2950 * Modify the speed of the vehicle due to a change in altitude.
2951 * @param v %Train to update.
2952 * @param old_z Previous height.
2954 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
2956 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
2958 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
2960 if (old_z
< v
->z_pos
) {
2961 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
2963 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
2964 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
2968 /** Tries to reserve track under whole train consist. */
2969 void Train::ReserveTrackUnderConsist() const
2971 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
2972 switch (u
->trackdir
) {
2973 case TRACKDIR_WORMHOLE
:
2974 if (IsRailwayTile(u
->tile
)) {
2975 SetBridgeMiddleReservation(u
->tile
, true);
2976 SetBridgeMiddleReservation(GetOtherBridgeEnd(u
->tile
), true);
2978 SetTunnelMiddleReservation(u
->tile
, true);
2979 SetTunnelMiddleReservation(GetOtherTunnelEnd(u
->tile
), true);
2982 case TRACKDIR_DEPOT
:
2985 TryReserveRailTrack(u
->tile
, TrackdirToTrack(u
->trackdir
));
2992 * The train vehicle crashed!
2993 * Update its status and other parts around it.
2994 * @param flooded Crash was caused by flooding.
2995 * @return Number of people killed.
2997 uint
Train::Crash(bool flooded
)
3000 if (this->IsFrontEngine()) {
3001 pass
+= 2; // driver
3003 /* Remove the reserved path in front of the train if it is not stuck.
3004 * Also clear all reserved tracks the train is currently on. */
3005 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
3006 for (const Train
*v
= this; v
!= NULL
; v
= v
->Next()) {
3007 ClearPathReservation (v
->GetPos());
3010 /* we may need to update crossing we were approaching,
3011 * but must be updated after the train has been marked crashed */
3012 TileIndex crossing
= TrainApproachingCrossingTile(this);
3013 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
3015 /* Remove the loading indicators (if any) */
3016 HideFillingPercent(&this->fill_percent_te_id
);
3019 pass
+= this->GroundVehicleBase::Crash(flooded
);
3021 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
3026 * Marks train as crashed and creates an AI event.
3027 * Doesn't do anything if the train is crashed already.
3028 * @param v first vehicle of chain
3029 * @return number of victims (including 2 drivers; zero if train was already crashed)
3031 static uint
TrainCrashed(Train
*v
)
3035 /* do not crash train twice */
3036 if (!(v
->vehstatus
& VS_CRASHED
)) {
3038 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3039 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3042 /* Try to re-reserve track under already crashed train too.
3043 * Crash() clears the reservation! */
3044 v
->ReserveTrackUnderConsist();
3050 * Collision test function.
3051 * @param tcc %Train being examined.
3052 * @param v %Train vehicle to test collision with.
3053 * @return Total number of victims if train collided, else 0.
3055 static uint
FindTrainCollision(Train
*tcc
, Vehicle
*v
)
3057 /* not a train or in depot */
3058 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->trackdir
== TRACKDIR_DEPOT
) return 0;
3060 /* do not crash into trains of another company. */
3061 if (v
->owner
!= tcc
->owner
) return 0;
3063 /* get first vehicle now to make most usual checks faster */
3064 Train
*coll
= Train::From(v
)->First();
3066 /* can't collide with own wagons */
3067 if (coll
== tcc
) return 0;
3069 int x_diff
= v
->x_pos
- tcc
->x_pos
;
3070 int y_diff
= v
->y_pos
- tcc
->y_pos
;
3072 /* Do fast calculation to check whether trains are not in close vicinity
3073 * and quickly reject trains distant enough for any collision.
3074 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3075 * Differences are then ORed and then we check for any higher bits */
3076 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3077 if (hash
& ~15) return 0;
3079 /* Slower check using multiplication */
3080 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3081 if (x_diff
* x_diff
+ y_diff
* y_diff
> min_diff
* min_diff
) return 0;
3083 /* Happens when there is a train under bridge next to bridge head */
3084 if (abs(v
->z_pos
- tcc
->z_pos
) > 5) return 0;
3086 /* crash both trains */
3087 return TrainCrashed(tcc
) + TrainCrashed(coll
);
3090 /** Temporary data storage for testing collisions. */
3091 struct TrainCollideChecker
{
3092 Train
*v
; ///< %Vehicle we are testing for collision.
3093 uint num
; ///< Total number of victims if train collided.
3097 * Collision test function.
3098 * @param v %Train vehicle to test collision with.
3099 * @param data %Train being examined.
3100 * @return \c NULL (always continue search)
3102 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3104 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3106 tcc
->num
+= FindTrainCollision (tcc
->v
, v
);
3112 * Checks whether the specified train has a collision with another vehicle. If
3113 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3114 * Reports the incident in a flashy news item, modifies station ratings and
3116 * @param v %Train to test.
3118 static bool CheckTrainCollision(Train
*v
)
3120 /* can't collide in depot */
3121 if (v
->trackdir
== TRACKDIR_DEPOT
) return false;
3123 assert(v
->trackdir
== TRACKDIR_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3125 TrainCollideChecker tcc
;
3129 /* find colliding vehicles */
3130 if (v
->trackdir
== TRACKDIR_WORMHOLE
) {
3131 VehicleTileIterator
iter1 (v
->tile
);
3132 while (!iter1
.finished()) {
3133 tcc
.num
+= FindTrainCollision (v
, iter1
.next());
3135 VehicleTileIterator
iter2 (GetOtherTunnelBridgeEnd(v
->tile
));
3136 while (!iter2
.finished()) {
3137 tcc
.num
+= FindTrainCollision (v
, iter2
.next());
3140 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3143 /* any dead -> no crash */
3144 if (tcc
.num
== 0) return false;
3146 AddNewsItem
<VehicleNewsItem
> (STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
,
3149 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3150 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_BIG_CRASH
, v
);
3156 * Tile callback routine when vehicle enters a track tile
3157 * @see vehicle_enter_tile_proc
3159 static void TrainEnter_Track(Train
*v
, TileIndex tile
, int x
, int y
)
3161 if (IsTileSubtype(tile
, TT_TRACK
)) return;
3163 assert(abs((int)(GetSlopePixelZ(x
, y
) - v
->z_pos
)) < 3);
3165 /* modify speed of vehicle */
3166 uint16 spd
= GetBridgeSpec(GetRailBridgeType(tile
))->speed
;
3167 Vehicle
*first
= v
->First();
3168 first
->cur_speed
= min(first
->cur_speed
, spd
);
3172 * Frame when the 'enter tunnel' sound should be played. This is the second
3173 * frame on a tile, so the sound is played shortly after entering the tunnel
3174 * tile, while the vehicle is still visible.
3176 static const byte TUNNEL_SOUND_FRAME
= 1;
3178 extern const byte _tunnel_visibility_frame
[DIAGDIR_END
];
3181 * Compute number of ticks when next wagon will leave a depot.
3182 * Negative means next wagon should have left depot n ticks before.
3183 * @param v vehicle outside (leaving) the depot
3184 * @return number of ticks when the next wagon will leave
3186 int TicksToLeaveDepot(const Train
*v
)
3188 DiagDirection dir
= GetGroundDepotDirection(v
->tile
);
3189 int length
= v
->CalcNextVehicleOffset();
3192 case DIAGDIR_NE
: return ((int)(v
->x_pos
& 0x0F) - (_vehicle_initial_x_fract
[dir
] - (length
+ 1)));
3193 case DIAGDIR_SE
: return -((int)(v
->y_pos
& 0x0F) - (_vehicle_initial_y_fract
[dir
] + (length
+ 1)));
3194 case DIAGDIR_SW
: return -((int)(v
->x_pos
& 0x0F) - (_vehicle_initial_x_fract
[dir
] + (length
+ 1)));
3196 case DIAGDIR_NW
: return ((int)(v
->y_pos
& 0x0F) - (_vehicle_initial_y_fract
[dir
] - (length
+ 1)));
3199 return 0; // make compilers happy
3202 static void TrainEnter_Misc(Train
*u
, TileIndex tile
, int x
, int y
)
3204 switch (GetTileSubtype(tile
)) {
3207 case TT_MISC_TUNNEL
: {
3208 assert(abs((int)GetSlopePixelZ(x
, y
) - u
->z_pos
) < 3);
3210 /* Direction into the wormhole */
3211 const DiagDirection dir
= GetTunnelBridgeDirection(tile
);
3213 if (u
->direction
== DiagDirToDir(dir
)) {
3214 uint frame
= DistanceFromTileEdge(ReverseDiagDir(dir
), x
& 0xF, y
& 0xF);
3215 if (u
->IsFrontEngine() && frame
== TUNNEL_SOUND_FRAME
) {
3216 if (!PlayVehicleSound(u
, VSE_TUNNEL
) && RailVehInfo(u
->engine_type
)->engclass
== 0) {
3217 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL
, u
);
3220 if (frame
== _tunnel_visibility_frame
[dir
]) {
3221 u
->vehstatus
|= VS_HIDDEN
;
3223 } else if (u
->direction
== ReverseDir(DiagDirToDir(dir
))) {
3224 uint frame
= DistanceFromTileEdge(dir
, x
& 0xF, y
& 0xF);
3225 if (frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
]) {
3226 u
->vehstatus
&= ~VS_HIDDEN
;
3233 case TT_MISC_DEPOT
: {
3234 if (!IsRailDepot(tile
)) break;
3236 /* depot direction */
3237 DiagDirection dir
= GetGroundDepotDirection(tile
);
3239 /* make sure a train is not entering the tile from behind */
3240 assert(DistanceFromTileEdge(ReverseDiagDir(dir
), x
& 0xF, y
& 0xF) != 0);
3242 int fract_x
= (int)(x
& 0xF) - _vehicle_initial_x_fract
[dir
];
3243 int fract_y
= (int)(y
& 0xF) - _vehicle_initial_y_fract
[dir
];
3245 if (u
->direction
== DiagDirToDir(ReverseDiagDir(dir
))) {
3246 if (fract_x
== 0 && fract_y
== 0) {
3247 /* enter the depot */
3248 u
->trackdir
= TRACKDIR_DEPOT
,
3249 u
->vehstatus
|= VS_HIDDEN
; // hide it
3250 u
->direction
= ReverseDir(u
->direction
);
3251 if (u
->Next() == NULL
) TrainEnterDepot (u
->First());
3254 InvalidateWindowData(WC_VEHICLE_DEPOT
, u
->tile
);
3256 } else if (u
->direction
== DiagDirToDir(dir
)) {
3257 static const int8 delta_x
[4] = { -1, 0, 1, 0 };
3258 static const int8 delta_y
[4] = { 0, 1, 0, -1 };
3260 /* Calculate the point where the following wagon should be activated. */
3261 int length
= u
->CalcNextVehicleOffset() + 1;
3263 if ((fract_x
== length
* delta_x
[dir
]) && (fract_y
== length
* delta_y
[dir
])) {
3264 /* leave the depot? */
3265 if ((u
= u
->Next()) != NULL
) {
3266 u
->vehstatus
&= ~VS_HIDDEN
;
3267 u
->trackdir
= DiagDirToDiagTrackdir(dir
);
3277 static StationID
TrainEnter_Station(Train
*v
, TileIndex tile
, int x
, int y
)
3279 StationID station_id
= GetStationIndex(tile
);
3280 if (!v
->current_order
.ShouldStopAtStation(v
, station_id
)) return INVALID_STATION
;
3281 if (!IsRailStation(tile
) || !v
->IsFrontEngine()) return INVALID_STATION
;
3285 int stop
= GetTrainStopLocation(station_id
, tile
, Train::From(v
), &station_ahead
, &station_length
);
3287 /* Stop whenever that amount of station ahead + the distance from the
3288 * begin of the platform to the stop location is longer than the length
3289 * of the platform. Station ahead 'includes' the current tile where the
3290 * vehicle is on, so we need to subtract that. */
3291 if (stop
+ station_ahead
- (int)TILE_SIZE
>= station_length
) return INVALID_STATION
;
3293 DiagDirection dir
= DirToDiagDir(v
->direction
);
3298 if (DiagDirToAxis(dir
) != AXIS_X
) Swap(x
, y
);
3299 if (y
== TILE_SIZE
/ 2) {
3300 if (dir
!= DIAGDIR_SE
&& dir
!= DIAGDIR_SW
) x
= TILE_SIZE
- 1 - x
;
3301 stop
&= TILE_SIZE
- 1;
3304 return station_id
; // enter station
3305 } else if (x
< stop
) {
3306 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3307 uint16 spd
= max(0, (stop
- x
) * 20 - 15);
3308 if (spd
< v
->cur_speed
) v
->cur_speed
= spd
;
3312 return INVALID_STATION
;
3316 * Call the tile callback function for a train entering a tile
3317 * @param v Train entering the tile
3318 * @param tile Tile entered
3319 * @param x X position
3320 * @param y Y position
3321 * @return Station ID of an entered station, or INVALID_STATION otherwise
3323 static StationID
TrainEnterTile(Train
*v
, TileIndex tile
, int x
, int y
)
3325 switch (GetTileType(tile
)) {
3326 default: NOT_REACHED();
3329 TrainEnter_Track(v
, tile
, x
, y
);
3333 TrainEnter_Misc(v
, tile
, x
, y
);
3337 return TrainEnter_Station(v
, tile
, x
, y
);
3340 return INVALID_STATION
;
3344 * Choose the trackdir to follow when a train enters a new tile.
3345 * @param v The train that enters the tile
3346 * @param tile The tile entered
3347 * @param enterdir The direction the train is moving between tiles
3348 * @param tsdir The direction to use for GetTileRailwayStatus
3349 * @param check_90deg Check for 90-degree turns and disallow them
3350 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3351 * @return The trackdir to use, or INVALID_TRACKDIR if the train cannot go forward
3353 static Trackdir
TrainControllerChooseTrackdir(Train
*v
, TileIndex tile
, DiagDirection enterdir
, DiagDirection tsdir
, bool check_90deg
, bool reverse
)
3355 /* Get the status of the tracks in the new tile and mask
3356 * away the bits that aren't reachable. */
3357 TrackStatus ts
= GetTileRailwayStatus(tile
, tsdir
);
3358 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3360 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3361 if (check_90deg
) trackdirbits
&= ~TrackdirCrossesTrackdirs(v
->trackdir
);
3363 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
);
3365 /* Check if the new tile constrains tracks that are compatible
3366 * with the current train, if not, bail out. */
3367 if (trackdirbits
== TRACKDIR_BIT_NONE
|| !CheckCompatibleRail(v
, tile
, TrackdirToTrack(FindFirstTrackdir(trackdirbits
)))) {
3369 v
->wait_counter
= 0;
3372 ReverseTrainDirection(v
);
3375 return INVALID_TRACKDIR
;
3378 Trackdir chosen_trackdir
;
3380 /* Don't use trackdirbits here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
3381 TrackdirBits res_trackdirs
= TrackBitsToTrackdirBits(GetReservedTrackbits(tile
)) & reachable_trackdirs
;
3382 /* Do we have a suitable reserved trackdir? */
3383 if (res_trackdirs
!= TRACKDIR_BIT_NONE
) {
3384 chosen_trackdir
= FindFirstTrackdir(res_trackdirs
);
3386 if (!ChooseTrainTrack (v
, v
->GetPos(),
3387 PathMPos
<RailPathPos
> (tile
, trackdirbits
),
3388 false, &chosen_trackdir
)) {
3389 MarkTrainAsStuck(v
);
3391 assert(chosen_trackdir
!= INVALID_TRACKDIR
);
3392 assert(HasBit(trackdirbits
, chosen_trackdir
));
3395 /* Make sure chosen trackdir is a valid trackdir */
3396 assert(IsValidTrackdir(chosen_trackdir
));
3398 if (v
->force_proceed
!= TFP_NONE
) {
3399 /* For each signal we find decrease the counter by one.
3400 * We start at two, so the first signal we pass decreases
3401 * this to one, then if we reach the next signal it is
3402 * decreased to zero and we won't pass that new signal. */
3404 if (IsRailwayTile(tile
)) {
3405 Track track
= TrackdirToTrack(chosen_trackdir
);
3406 /* However, we do not want to be stopped by PBS
3407 * signals entered via the back. */
3408 at_signal
= HasSignalOnTrack(tile
, track
) &&
3409 (GetSignalType(tile
, track
) != SIGTYPE_PBS
||
3410 HasSignalOnTrackdir(tile
, chosen_trackdir
));
3411 } else if (maptile_is_rail_tunnel(tile
)) {
3412 at_signal
= maptile_has_tunnel_signals(tile
);
3418 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3419 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3423 /* Check if it's a red signal and if force proceed is clicked. */
3424 if (!HasBit(red_signals
, chosen_trackdir
) || v
->force_proceed
!= TFP_NONE
) {
3426 TryReserveRailTrack(tile
, TrackdirToTrack(chosen_trackdir
), false);
3427 return chosen_trackdir
;
3430 /* In front of a red signal */
3431 assert(trackdirbits
== TrackdirToTrackdirBits(chosen_trackdir
));
3433 /* Don't handle stuck trains here. */
3434 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return INVALID_TRACKDIR
;
3436 bool is_track
= IsRailwayTile (tile
);
3441 sp
= *maptile_signalpair (tile
, TrackdirToTrack (chosen_trackdir
));
3442 is_along
= trackdir_is_signal_along (chosen_trackdir
);
3444 assert (maptile_is_rail_tunnel (tile
));
3445 assert (IsDiagonalTrackdir (chosen_trackdir
));
3446 sp
= *maptile_tunnel_signalpair (tile
);
3447 /* For tunnels, along means inwards. */
3448 is_along
= (chosen_trackdir
== DiagDirToDiagTrackdir (GetTunnelBridgeDirection (tile
)));
3451 assert (signalpair_has_signals (&sp
));
3453 /* Is the train stuck at the wrong side of a one-way signal? */
3456 if (!signalpair_has_signal (&sp
, !is_along
)) {
3457 /* No signal against; wait here for the signal to clear. */
3460 v
->progress
= 255 - 100;
3461 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* 20) return INVALID_TRACKDIR
;
3463 } else if (signalpair_has_signal (&sp
, is_along
)) {
3464 /* Signals both along and against. */
3467 v
->progress
= 255 - 10;
3468 if ((!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* 73)
3469 && (is_track
|| !is_along
)) {
3470 DiagDirection exitdir
= TrackdirToExitdir(chosen_trackdir
);
3471 TileIndex o_tile
= TileAddByDiagDir(tile
, exitdir
);
3473 exitdir
= ReverseDiagDir(exitdir
);
3475 /* check if a train is waiting on the other side */
3476 VehicleTileFinder
iter (o_tile
);
3477 while (!iter
.finished()) {
3478 Vehicle
*v
= iter
.next();
3479 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) continue;
3481 Train
*t
= Train::From(v
);
3482 if (t
->IsFrontEngine() && (t
->trackdir
< TRACKDIR_END
) && (t
->cur_speed
<= 5) && TrackdirToExitdir(t
->trackdir
) == exitdir
) {
3486 if (!iter
.was_found()) return INVALID_TRACKDIR
;
3490 /* Signal against, but not along; reverse immediately. */
3491 assert (IsOnewaySignal (signalpair_get_type (&sp
)));
3495 /* If we would reverse but are currently in a PBS block and
3496 * reversing of stuck trains is disabled, don't reverse.
3497 * This does not apply if the reason for reversing is a one-way
3498 * signal blocking us, because a train would then be stuck forever. */
3499 if (!blocked
&& !_settings_game
.pf
.reverse_at_signals
) {
3500 assert(IsSignalBufferEmpty());
3501 AddPosToSignalBuffer(v
->GetPos(), v
->owner
);
3502 if (UpdateSignalsInBuffer() == SIGSEG_PBS
) {
3503 v
->wait_counter
= 0;
3504 return INVALID_TRACKDIR
;
3509 v
->wait_counter
= 0;
3512 ReverseTrainDirection(v
);
3515 return INVALID_TRACKDIR
;
3519 * Move a vehicle chain one movement stop forwards.
3520 * @param v First vehicle to move.
3521 * @param nomove Stop moving this and all following vehicles.
3522 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3523 * @return True if the vehicle could be moved forward, false otherwise.
3525 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3527 Train
*first
= v
->First();
3529 bool direction_changed
= false; // has direction of any part changed?
3531 /* For every vehicle after and including the given vehicle */
3532 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3533 TileIndex old_tile
; // old virtual tile
3534 bool old_in_wormhole
; // whether old position was in wormhole
3539 } new_in_wormhole
; // whether new position is in a wormhole, and of which kind
3540 DiagDirection enterdir
= INVALID_DIAGDIR
; // direction into the new tile, or INVALID_DIAGDIR if we stay on the old tile
3541 DiagDirection tsdir
= INVALID_DIAGDIR
; // direction to use for GetTileRailwayStatus, only when moving into a new tile
3543 FullPosTile gp
= GetNewVehiclePos(v
);
3544 if (v
->trackdir
== TRACKDIR_WORMHOLE
) {
3545 /* In a tunnel or on a bridge (middle part) */
3546 old_tile
= TileVirtXY(v
->x_pos
, v
->y_pos
);
3547 old_in_wormhole
= true;
3549 if (gp
.tile
== v
->tile
) {
3550 new_in_wormhole
= WORMHOLE_NONE
;
3551 enterdir
= ReverseDiagDir(GetTunnelBridgeDirection(gp
.tile
));
3552 tsdir
= INVALID_DIAGDIR
;
3553 } else if (!(v
->vehstatus
& VS_HIDDEN
)) {
3554 /* Still on the bridge. */
3555 new_in_wormhole
= WORMHOLE_BRIDGE
;
3557 /* Still in the tunnel. */
3558 if (v
->IsFrontEngine() && maptile_has_tunnel_signal (v
->tile
, false) && (FindTunnelPrevTrain(v
) < TILE_SIZE
)) {
3559 /* too close to train ahead, stop */
3562 new_in_wormhole
= WORMHOLE_TUNNEL
;
3564 } else if (v
->trackdir
== TRACKDIR_DEPOT
) {
3566 assert(gp
.tile
== v
->tile
);
3568 } else if (gp
.tile
== v
->tile
) {
3569 /* Not inside tunnel or depot, staying in the old tile */
3571 old_in_wormhole
= false;
3572 new_in_wormhole
= WORMHOLE_NONE
;
3574 /* Not inside tunnel or depot, about to enter a new tile */
3576 old_in_wormhole
= false;
3578 /* Determine what direction we're entering the new tile from */
3579 enterdir
= DiagdirBetweenTiles(v
->tile
, gp
.tile
);
3580 assert(IsValidDiagDirection(enterdir
));
3582 if (IsTunnelTile(v
->tile
) && GetTunnelBridgeDirection(v
->tile
) == enterdir
) {
3583 TileIndex end_tile
= GetOtherTunnelEnd(v
->tile
);
3584 if (end_tile
!= gp
.tile
) {
3585 /* Entering a tunnel */
3586 new_in_wormhole
= WORMHOLE_TUNNEL
;
3589 new_in_wormhole
= WORMHOLE_NONE
;
3590 tsdir
= INVALID_DIAGDIR
;
3592 } else if (IsRailBridgeTile(v
->tile
) && GetTunnelBridgeDirection(v
->tile
) == enterdir
) {
3593 TileIndex end_tile
= GetOtherBridgeEnd(v
->tile
);
3594 if (end_tile
!= gp
.tile
) {
3595 /* Entering a bridge */
3596 new_in_wormhole
= WORMHOLE_BRIDGE
;
3598 ClrBit(v
->gv_flags
, GVF_GOINGUP_BIT
);
3599 ClrBit(v
->gv_flags
, GVF_GOINGDOWN_BIT
);
3601 first
->cur_speed
= min(first
->cur_speed
, GetBridgeSpec(GetRailBridgeType(v
->tile
))->speed
);
3603 new_in_wormhole
= WORMHOLE_NONE
;
3604 tsdir
= INVALID_DIAGDIR
;
3607 new_in_wormhole
= WORMHOLE_NONE
;
3608 tsdir
= ReverseDiagDir(enterdir
);
3612 if (enterdir
== INVALID_DIAGDIR
) {
3613 /* Staying on the same tile */
3615 /* Reverse when we are at the end of the track already, do not move to the new position */
3616 if ((new_in_wormhole
== WORMHOLE_NONE
) && v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3618 /* Entering a new tile */
3620 Trackdir chosen_trackdir
;
3621 if (new_in_wormhole
== WORMHOLE_BRIDGE
) {
3622 /* entering a bridge */
3623 assert(!old_in_wormhole
);
3625 SetBridgeMiddleReservation (old_tile
, true);
3626 SetBridgeMiddleReservation (gp
.tile
, true);
3628 } else if (new_in_wormhole
== WORMHOLE_TUNNEL
) {
3629 /* entering a tunnel */
3630 assert(!old_in_wormhole
);
3632 SetTunnelMiddleReservation (old_tile
, true);
3633 SetTunnelMiddleReservation (gp
.tile
, true);
3635 } else if (prev
== NULL
) {
3636 /* locomotive entering a new tile, so choose a track */
3637 chosen_trackdir
= TrainControllerChooseTrackdir(v
, gp
.tile
, enterdir
, tsdir
, !old_in_wormhole
&& _settings_game
.pf
.forbid_90_deg
, reverse
);
3638 if (chosen_trackdir
== INVALID_TRACKDIR
) return false;
3640 bool mark_dirty
= false;
3641 if (IsRailwayTile (gp
.tile
)) {
3642 if (HasSignalOnTrackdir (gp
.tile
, chosen_trackdir
) && IsPbsSignal (GetSignalType (gp
.tile
, TrackdirToTrack (chosen_trackdir
)))) {
3643 SetSignalStateByTrackdir (gp
.tile
, chosen_trackdir
, SIGNAL_STATE_RED
);
3646 } else if (old_in_wormhole
) {
3647 assert (maptile_is_rail_tunnel (gp
.tile
));
3648 assert (TrackdirToExitdir (chosen_trackdir
) != GetTunnelBridgeDirection (gp
.tile
));
3649 if (maptile_has_tunnel_signal (gp
.tile
, false) && IsPbsSignal (maptile_get_tunnel_signal_type (gp
.tile
))) {
3650 maptile_set_tunnel_signal_state (gp
.tile
, false, SIGNAL_STATE_RED
);
3654 if (mark_dirty
) MarkTileDirtyByTile (gp
.tile
);
3656 /* wagon entering a new tile, just follow the previous vehicle */
3657 if (prev
->tile
== gp
.tile
) {
3658 /* Choose the same track as prev */
3659 assert(prev
->trackdir
!= TRACKDIR_WORMHOLE
);
3660 chosen_trackdir
= prev
->trackdir
;
3662 /* Choose the track that leads to the tile where prev is.
3663 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3664 * I.e. when the tile between them has only space for a single vehicle like
3665 * 1) horizontal/vertical track tiles and
3666 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3667 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3669 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.tile
, prev
->tile
);
3670 assert(IsValidDiagDirection(exitdir
));
3671 chosen_trackdir
= EnterdirExitdirToTrackdir(enterdir
, exitdir
);
3672 assert(!IsReversingRoadTrackdir(chosen_trackdir
));
3675 assert(CheckCompatibleRail(v
, gp
.tile
, TrackdirToTrack(chosen_trackdir
)));
3678 if (v
->Next() == NULL
) {
3679 /* Clear any track reservation when the last vehicle leaves the tile */
3680 ClearPathReservation (v
->GetPos());
3682 RailPathPos rev
= v
->GetReversePos();
3683 if (rev
.has_signals()) {
3684 assert(IsSignalBufferEmpty());
3685 AddPosToSignalBuffer(rev
, v
->owner
);
3686 /* Defer actual updating of signals until the train has moved */
3690 Direction chosen_dir
;
3691 if (new_in_wormhole
!= WORMHOLE_NONE
) {
3692 /* Just entered the wormhole */
3694 v
->trackdir
= TRACKDIR_WORMHOLE
;
3695 chosen_dir
= DiagDirToDir(enterdir
);
3697 bool track_changed
= !old_in_wormhole
&&
3698 (GetRailType (v
->tile
, TrackdirToTrack(v
->trackdir
)) !=
3699 GetRailType (gp
.tile
, TrackdirToTrack(chosen_trackdir
)));
3702 v
->trackdir
= chosen_trackdir
;
3704 if (track_changed
) {
3705 v
->First()->ConsistChanged(CCF_TRACK
);
3708 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3709 const InitialSubcoords
*b
= get_initial_subcoords (chosen_trackdir
);
3710 gp
.adjust_subcoords (b
);
3711 chosen_dir
= b
->dir
;
3714 if (chosen_dir
!= v
->direction
) {
3715 if (prev
== NULL
&& _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3716 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3717 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3718 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3720 direction_changed
= true;
3721 v
->direction
= chosen_dir
;
3724 /* update image of train, as well as delta XY */
3725 v
->UpdateDeltaXY(v
->direction
);
3728 if (new_in_wormhole
== WORMHOLE_NONE
) {
3729 /* Call the landscape function and tell it that the vehicle entered the tile */
3730 StationID sid
= TrainEnterTile(v
, gp
.tile
, gp
.xx
, gp
.yy
);
3731 if (sid
!= INVALID_STATION
) {
3732 /* The new position is the location where we want to stop */
3733 TrainEnterStation(v
, sid
);
3737 if (v
->IsFrontEngine()) {
3738 v
->wait_counter
= 0;
3740 /* Always try to extend the reservation when entering a tile. */
3741 bool check_next_tile
;
3742 if (new_in_wormhole
== WORMHOLE_NONE
) {
3743 /* If we are approaching a crossing that is reserved, play the sound now. */
3744 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3745 if (crossing
!= INVALID_TILE
&& HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3747 check_next_tile
= enterdir
!= INVALID_DIAGDIR
;
3749 check_next_tile
= (gp
.tile
!= old_tile
) &&
3750 DistanceAlongAxis (old_tile
, v
->tile
) == 2;
3753 if (check_next_tile
) CheckNextTrainTile(v
);
3758 v
->UpdatePosition();
3760 if (new_in_wormhole
== WORMHOLE_BRIDGE
) {
3761 v
->Vehicle::UpdateViewport (true);
3762 } else if (new_in_wormhole
== WORMHOLE_NONE
) {
3763 /* update the Z position of the vehicle */
3764 int old_z
= v
->z_pos
;
3766 if (enterdir
!= INVALID_DIAGDIR
) {
3767 v
->ResetZPosition();
3769 /* Only rail tiles can be sloped, and only
3770 * if they have a single trackbit and it is
3772 if (IsRailwayTile (v
->tile
)) {
3773 assert_compile (TRACK_BIT_X
== 1);
3774 assert_compile (TRACK_BIT_Y
== 2);
3775 if (GetTrackBits (v
->tile
) < 3) {
3776 v
->UpdateInclination();
3780 if (HasBit(v
->gv_flags
, GVF_GOINGUP_BIT
) || HasBit(v
->gv_flags
, GVF_GOINGDOWN_BIT
)) {
3781 v
->UpdateZPosition();
3783 assert (v
->z_pos
== GetSlopePixelZ (v
->x_pos
, v
->y_pos
));
3786 v
->UpdateViewport (true, false);
3789 /* This is the first vehicle in the train */
3790 AffectSpeedByZChange(v
, old_z
);
3794 if (enterdir
!= INVALID_DIAGDIR
) {
3795 /* Update signals or crossing state if we changed tile */
3796 /* Signals can only change when the first or the last vehicle moves. */
3797 if (v
->Next() == NULL
) {
3798 /* Update the signal segment added before, if any */
3799 UpdateSignalsInBuffer();
3800 if (!old_in_wormhole
&& IsLevelCrossingTile(old_tile
)) UpdateLevelCrossing(old_tile
);
3803 if (v
->IsFrontEngine()) {
3804 RailPathPos pos
= v
->GetPos();
3805 if (pos
.has_signals()) {
3806 assert(IsSignalBufferEmpty());
3807 AddPosToSignalBuffer(pos
, v
->owner
);
3809 if (UpdateSignalsInBuffer() == SIGSEG_PBS
&&
3810 pos
.has_signal_along() &&
3811 /* A PBS block with a non-PBS signal facing us? */
3812 !IsPbsSignal(pos
.get_signal_type())) {
3813 /* We are entering a block with PBS signals right now, but
3814 * not through a PBS signal. This means we don't have a
3815 * reservation right now. As a conventional signal will only
3816 * ever be green if no other train is in the block, getting
3817 * a path should always be possible. If the player built
3818 * such a strange network that it is not possible, the train
3819 * will be marked as stuck and the player has to deal with
3821 TryReserveRailTrack(pos
);
3822 /* Signals cannot be built on junctions, so
3823 * a track on which there is a signal either
3824 * is already reserved or can be reserved. */
3825 assert (HasReservedPos(pos
));
3826 if (!TryPathReserve(v
)) {
3827 MarkTrainAsStuck(v
);
3834 if (old_in_wormhole
&& old_tile
!= gp
.tile
&& v
->Next() == NULL
&& maptile_is_rail_tunnel(v
->tile
) && maptile_has_tunnel_signal(v
->tile
, false)
3835 && TileAddByDiagDir(old_tile
, GetTunnelBridgeDirection(v
->tile
)) == GetOtherTunnelEnd(v
->tile
)) {
3836 AddTunnelToSignalBuffer(v
->tile
, v
->owner
);
3837 UpdateSignalsInBuffer();
3840 /* Do not check on every tick to save some computing time. */
3841 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0
3842 && (!old_in_wormhole
|| (DistanceAlongAxis (old_tile
, v
->tile
) == 1))) {
3843 CheckNextTrainTile(v
);
3847 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
3854 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3855 * train, then goes to the last wagon and deletes that. Each call to this function
3856 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3857 * or inside a tunnel/bridge, recalculate the signals as they might need updating
3858 * @param v the Vehicle of which last wagon is to be removed
3860 static void DeleteLastWagon(Train
*v
)
3862 Train
*first
= v
->First();
3864 /* Go to the last wagon and delete the link pointing there
3865 * *u is then the one-before-last wagon, and *v the last
3866 * one which will physically be removed */
3868 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
3872 /* Recalculate cached train properties */
3873 first
->ConsistChanged(CCF_ARRANGE
);
3874 /* Update the depot window if the first vehicle is in depot -
3875 * if v == first, then it is updated in PreDestructor() */
3876 if (first
->trackdir
== TRACKDIR_DEPOT
) {
3877 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
3879 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
3882 /* 'v' shouldn't be accessed after it has been deleted */
3883 Trackdir trackdir
= v
->trackdir
;
3884 TileIndex tile
= v
->tile
;
3885 Owner owner
= v
->owner
;
3888 v
= NULL
; // make sure nobody will try to read 'v' anymore
3890 if (trackdir
== TRACKDIR_DEPOT
) return;
3892 if (trackdir
== TRACKDIR_WORMHOLE
) {
3893 TileIndex endtile
= GetOtherTunnelBridgeEnd(tile
);
3894 if (CheckTunnelBridgeMiddleFree (tile
, endtile
)) {
3895 if (IsRailwayTile(tile
)) {
3896 SetBridgeMiddleReservation(tile
, false);
3897 SetBridgeMiddleReservation(endtile
, false);
3899 SetTunnelMiddleReservation(tile
, false);
3900 SetTunnelMiddleReservation(endtile
, false);
3904 assert(IsSignalBufferEmpty());
3905 if (IsRailwayTile(tile
)) {
3906 AddBridgeToSignalBuffer(tile
, owner
);
3908 AddTunnelToSignalBuffer(tile
, owner
);
3910 UpdateSignalsInBuffer();
3914 Track track
= TrackdirToTrack(trackdir
);
3915 if (HasReservedTrack(tile
, track
)) {
3916 UnreserveRailTrack(tile
, track
);
3918 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3919 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
3920 VehicleTileIterator
iter (tile
);
3921 while (!iter
.finished()) {
3922 Vehicle
*v
= iter
.next();
3923 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
3924 Trackdir trackdir
= Train::From(v
)->trackdir
;
3925 if (IsValidTrackdir (trackdir
)) {
3926 remaining_trackbits
|= TrackToTrackBits(TrackdirToTrack(trackdir
));
3931 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3932 assert_compile (TRACK_X
== TRACK_BEGIN
);
3933 assert_compile (TRACK_Y
== TRACK_BEGIN
+ 1);
3935 FOR_EACH_SET_TRACK(t
, remaining_trackbits
) TryReserveRailTrack(tile
, t
);
3938 /* check if the wagon was on a road/rail-crossing */
3939 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
3941 /* Update signals */
3942 assert(IsSignalBufferEmpty());
3943 if (IsRailDepotTile(tile
)) {
3944 AddDepotToSignalBuffer(tile
, owner
);
3945 } else if (IsTunnelTile(tile
)) {
3946 AddTunnelToSignalBuffer(tile
, owner
);
3948 AddTrackToSignalBuffer(tile
, track
, owner
);
3950 UpdateSignalsInBuffer();
3954 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3955 * @param v First crashed vehicle.
3957 static void ChangeTrainDirRandomly(Train
*v
)
3959 static const DirDiff delta
[] = {
3960 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
3964 /* We don't need to twist around vehicles if they're not visible */
3965 if (!(v
->vehstatus
& VS_HIDDEN
)) {
3966 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
3967 v
->UpdateDeltaXY(v
->direction
);
3968 v
->GetImage(v
->direction
, EIT_ON_MAP
, &v
->sprite_seq
);
3969 if (v
->trackdir
!= TRACKDIR_WORMHOLE
) {
3970 v
->UpdatePosition();
3971 v
->UpdateViewport (true, false);
3974 } while ((v
= v
->Next()) != NULL
);
3978 * Handle a crashed train.
3979 * @param v First train vehicle.
3980 * @return %Vehicle chain still exists.
3982 static bool HandleCrashedTrain(Train
*v
)
3984 int state
= ++v
->crash_anim_pos
;
3986 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
3987 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
3991 if (state
<= 200 && Chance16R(1, 7, r
)) {
3992 int index
= (r
* 10 >> 16);
3999 CreateEffectVehicleRel(u
,
4003 EV_EXPLOSION_SMALL
);
4006 } while ((u
= u
->Next()) != NULL
);
4009 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
4011 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
4012 bool ret
= v
->Next() != NULL
;
4020 /** Maximum speeds for train that is broken down or approaching line end */
4021 static const uint16 _breakdown_speeds
[16] = {
4022 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
4027 * Train is approaching line end, slow down and possibly reverse
4029 * @param v front train engine
4030 * @param signal not line end, just a red signal
4031 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4032 * @return true iff we did NOT have to reverse
4034 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
4036 /* Calc position within the current tile */
4037 uint x
= v
->x_pos
& 0xF;
4038 uint y
= v
->y_pos
& 0xF;
4040 /* for diagonal directions, 'x' will be 0..15 -
4041 * for other directions, it will be 1, 3, 5, ..., 15 */
4042 switch (v
->direction
) {
4043 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
4044 case DIR_NW
: x
= y
; // FALL THROUGH
4045 case DIR_NE
: x
= ~x
+ 16; break;
4046 case DIR_E
: x
= ~x
+ y
+ 9; break;
4047 case DIR_SE
: x
= y
; break;
4048 case DIR_S
: x
= x
+ y
- 7; break;
4049 case DIR_W
: x
= ~y
+ x
+ 9; break;
4053 /* Do not reverse when approaching red signal. Make sure the vehicle's front
4054 * does not cross the tile boundary when we do reverse, but as the vehicle's
4055 * location is based on their center, use half a vehicle's length as offset.
4056 * Multiply the half-length by two for straight directions to compensate that
4057 * we only get odd x offsets there. */
4058 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
4059 /* we are too near the tile end, reverse now */
4061 if (reverse
) ReverseTrainDirection(v
);
4066 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4067 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
4068 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4075 * Determines whether a train is on the map and will stay on it after leaving the current tile
4076 * (as opposed to being in a wormhole or depot)
4077 * @param v train to test
4078 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
4080 static bool TrainStayOnMap(const Train
*v
)
4082 /* Exit if inside a tunnel/bridge or a depot */
4083 if (v
->trackdir
== TRACKDIR_WORMHOLE
|| v
->trackdir
== TRACKDIR_DEPOT
) return false;
4085 TileIndex tile
= v
->tile
;
4087 /* entering a tunnel/bridge? */
4088 if (IsRailBridgeTile(tile
)) {
4089 if (TrackdirToExitdir(v
->trackdir
) == GetTunnelBridgeDirection(tile
)) return false;
4092 if (IsTunnelTile(tile
)) {
4093 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
4094 if (DiagDirToDir(dir
) == v
->direction
) return false;
4097 /* entering a depot? */
4098 if (IsRailDepotTile(tile
)) {
4099 DiagDirection dir
= ReverseDiagDir(GetGroundDepotDirection(tile
));
4100 if (DiagDirToDir(dir
) == v
->direction
) return false;
4108 * Determines whether train is approaching a rail-road crossing
4109 * (thus making it barred)
4110 * @param v front engine of train
4111 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
4112 * @pre v in non-crashed front engine
4114 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
4116 assert(v
->IsFrontEngine());
4117 assert(!(v
->vehstatus
& VS_CRASHED
));
4119 if (!TrainStayOnMap(v
)) return INVALID_TILE
;
4121 DiagDirection dir
= TrackdirToExitdir(v
->trackdir
);
4122 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4124 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
4125 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
4126 !CheckCompatibleRail(v
, tile
)) {
4127 return INVALID_TILE
;
4135 * Checks for line end. Also, bars crossing at next tile if needed
4137 * @param v vehicle we are checking
4138 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4139 * @return true iff we did NOT have to reverse
4141 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
4143 /* First, handle broken down train */
4145 int t
= v
->breakdown_ctr
;
4147 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4149 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
4150 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4152 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
4155 if (v
->trackdir
== TRACKDIR_WORMHOLE
) {
4156 DiagDirection dir
= GetTunnelBridgeDirection(v
->tile
);
4158 /* Only check when the train is on the last tile segment */
4159 if (TileVirtXY(v
->x_pos
, v
->y_pos
) != v
->tile
+ TileOffsByDiagDir(dir
)) return true;
4161 TrackStatus ts
= GetTileRailwayStatus(v
->tile
, INVALID_DIAGDIR
);
4162 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(ReverseDiagDir(dir
));
4164 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
4165 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
4167 assert(trackdirbits
!= TRACKDIR_BIT_NONE
);
4168 assert(CheckCompatibleRail(v
, v
->tile
, TrackdirToTrack(FindFirstTrackdir(trackdirbits
))));
4170 return (trackdirbits
& red_signals
) == 0 || TrainApproachingLineEnd(v
, true, reverse
);
4173 if (!TrainStayOnMap(v
)) return true;
4175 /* Determine the non-diagonal direction in which we will exit this tile */
4176 DiagDirection dir
= TrackdirToExitdir(v
->trackdir
);
4177 /* Calculate next tile */
4178 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4180 /* Determine the track status on the next tile */
4181 TrackStatus ts
= GetTileRailwayStatus(tile
, ReverseDiagDir(dir
));
4182 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
4184 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
4185 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
4187 /* We are sure the train is not entering a depot, it is detected above */
4189 /* mask unreachable track bits if we are forbidden to do 90deg turns */
4190 if (_settings_game
.pf
.forbid_90_deg
) {
4191 trackdirbits
&= ~TrackdirCrossesTrackdirs(v
->trackdir
);
4194 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
4195 if (trackdirbits
== TRACKDIR_BIT_NONE
|| !CheckCompatibleRail(v
, tile
, TrackdirToTrack(FindFirstTrackdir(trackdirbits
)))) {
4196 return TrainApproachingLineEnd(v
, false, reverse
);
4199 /* approaching red signal */
4200 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
4202 /* approaching a rail/road crossing? then make it red */
4203 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
4209 static bool TrainLocoHandler(Train
*v
, bool mode
)
4211 /* train has crashed? */
4212 if (v
->vehstatus
& VS_CRASHED
) {
4213 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
4216 if (v
->force_proceed
!= TFP_NONE
) {
4217 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4218 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4221 /* train is broken down? */
4222 if (v
->HandleBreakdown()) return true;
4224 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
4225 ReverseTrainDirection(v
);
4228 /* exit if train is stopped */
4229 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
4231 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
4232 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
4233 v
->wait_counter
= 0;
4236 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4237 ReverseTrainDirection(v
);
4239 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
4240 /* Try to reserve a path when leaving the station as we
4241 * might not be marked as wanting a reservation, e.g.
4242 * when an overlength train gets turned around in a station. */
4243 if (v
->trackdir
!= TRACKDIR_DEPOT
) {
4244 assert(IsSignalBufferEmpty());
4245 AddPosToSignalBuffer(v
->GetPos(), v
->owner
);
4246 if (UpdateSignalsInBuffer() == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
4247 TryPathReserve(v
, true, true);
4250 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4253 v
->HandleLoading(mode
);
4255 if (v
->current_order
.IsType(OT_LOADING
)) return true;
4257 if (CheckTrainStayInDepot(v
)) return true;
4259 if (!mode
) v
->ShowVisualEffect();
4261 /* We had no order but have an order now, do look ahead. */
4262 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
4263 CheckNextTrainTile(v
);
4266 /* Handle stuck trains. */
4267 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
4270 /* Should we try reversing this tick if still stuck? */
4271 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
4273 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
4274 if (!TryPathReserve(v
)) {
4276 if (turn_around
) ReverseTrainDirection(v
);
4278 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
4279 /* Show message to player. */
4280 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
4281 AddNewsItem
<VehicleAdviceNewsItem
> (STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
4283 v
->wait_counter
= 0;
4285 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4286 if (v
->force_proceed
== TFP_NONE
) return true;
4287 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4288 v
->wait_counter
= 0;
4289 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4293 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
4294 v
->current_order
.Clear();
4295 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4299 int j
= v
->UpdateSpeed();
4301 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4302 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
4303 /* If we manually stopped, we're not force-proceeding anymore. */
4304 v
->force_proceed
= TFP_NONE
;
4305 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
4308 int adv_spd
= v
->GetAdvanceDistance();
4310 /* if the vehicle has speed 0, update the last_speed field. */
4311 if (v
->cur_speed
== 0) v
->SetLastSpeed();
4313 TrainCheckIfLineEnds(v
);
4314 /* Loop until the train has finished moving. */
4317 TrainController(v
, NULL
);
4318 /* Don't continue to move if the train crashed. */
4319 if (CheckTrainCollision(v
)) break;
4320 /* Determine distance to next map position */
4321 adv_spd
= v
->GetAdvanceDistance();
4323 /* No more moving this tick */
4324 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
4326 OrderType order_type
= v
->current_order
.GetType();
4327 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4328 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
4329 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
4330 IsStationTile(v
->tile
) &&
4331 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
4338 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
4339 if ((u
->vehstatus
& VS_HIDDEN
) != 0) continue;
4341 u
->UpdateViewport(false, false);
4344 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
4350 * Get running cost for the train consist.
4351 * @return Yearly running costs.
4353 Money
Train::GetRunningCost() const
4356 const Train
*v
= this;
4359 const Engine
*e
= v
->GetEngine();
4360 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
4362 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
4363 if (cost_factor
== 0) continue;
4365 /* Halve running cost for multiheaded parts */
4366 if (v
->IsMultiheaded()) cost_factor
/= 2;
4368 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
4369 } while ((v
= v
->GetNextVehicle()) != NULL
);
4375 * Update train vehicle data for a tick.
4376 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
4380 this->tick_counter
++;
4382 if (this->IsFrontEngine()) {
4383 if (!(this->vehstatus
& VS_STOPPED
) || this->cur_speed
> 0) this->running_ticks
++;
4385 this->current_order_time
++;
4387 if (!TrainLocoHandler(this, false)) return false;
4389 return TrainLocoHandler(this, true);
4390 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
4391 /* Delete flooded standalone wagon chain */
4392 if (++this->crash_anim_pos
>= 4400) {
4402 * Check whether a train needs service, and if so, find a depot or service it.
4403 * @return v %Train to check.
4405 static void CheckIfTrainNeedsService(Train
*v
)
4407 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
4408 if (v
->IsChainInDepot()) {
4409 VehicleServiceInDepot(v
);
4414 /* Only go to the depot if it is not too far out of our way. */
4415 if (!FindClosestTrainDepot(v
, true, &tfdd
)) {
4416 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
4417 /* If we were already heading for a depot but it has
4418 * suddenly moved farther away, we continue our normal
4420 v
->current_order
.MakeDummy();
4421 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4426 DepotID depot
= GetDepotIndex(tfdd
.tile
);
4428 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
4429 v
->current_order
.GetDestination() != depot
&&
4434 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
4435 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
4436 v
->dest_tile
= tfdd
.tile
;
4437 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4440 /** Update day counters of the train vehicle. */
4441 void Train::OnNewDay()
4445 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
4447 if (this->IsFrontEngine()) {
4448 CheckVehicleBreakdown(this);
4450 CheckIfTrainNeedsService(this);
4454 /* update destination */
4455 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4456 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4457 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4460 if (this->running_ticks
!= 0) {
4462 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4464 this->profit_this_year
-= cost
.GetCost();
4465 this->running_ticks
= 0;
4467 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4469 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4470 SetWindowClassesDirty(WC_TRAINS_LIST
);
4476 * Get the trackdir of the train vehicle.
4477 * @return Current trackdir of the vehicle.
4479 Trackdir
Train::GetTrackdir() const
4481 assert(!(this->vehstatus
& VS_CRASHED
));
4482 assert(this->trackdir
!= TRACKDIR_WORMHOLE
);
4484 if (this->trackdir
== TRACKDIR_DEPOT
) {
4485 /* We'll assume the train is facing outwards */
4486 return DiagDirToDiagTrackdir(GetGroundDepotDirection(this->tile
)); // Train in depot
4489 return this->trackdir
;
4492 RailPathPos
Train::GetPos() const
4494 if (this->vehstatus
& VS_CRASHED
) return RailPathPos();
4496 if (this->trackdir
== TRACKDIR_WORMHOLE
) {
4497 DiagDirection rev
= GetTunnelBridgeDirection(this->tile
);
4498 assert(ReverseDiagDir(rev
) == DirToDiagDir(this->direction
));
4499 return RailPathPos(TILE_ADD(this->tile
, TileOffsByDiagDir(rev
)), DiagDirToDiagTrackdir(ReverseDiagDir(rev
)), this->tile
);
4502 return RailPathPos(this->tile
, this->GetTrackdir());
4505 RailPathPos
Train::GetReversePos() const
4507 if (this->vehstatus
& VS_CRASHED
) return RailPathPos();
4509 if (this->trackdir
== TRACKDIR_WORMHOLE
) {
4510 TileIndex other_end
= GetOtherTunnelBridgeEnd(this->tile
);
4511 DiagDirection dir
= GetTunnelBridgeDirection(other_end
);
4512 assert(dir
== DirToDiagDir(this->direction
));
4513 return RailPathPos(TILE_ADD(other_end
, TileOffsByDiagDir(dir
)), DiagDirToDiagTrackdir(ReverseDiagDir(dir
)), other_end
);
4516 return RailPathPos(this->tile
, ReverseTrackdir(this->GetTrackdir()));