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 "signal_func.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
, TileIndex tile
, TrackdirBits trackdirs
, bool force_res
, Trackdir
*best_trackdir
= NULL
);
45 static bool TryPathReserveFromDepot(Train
*v
);
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 same_length should length of vehicles stay the same?
109 void Train::ConsistChanged(bool same_length
)
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 u
->refit_cap
= min(new_cap
, u
->refit_cap
);
193 u
->cargo_cap
= new_cap
;
194 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_TRAIN_CARGO_AGE_PERIOD
, e_u
->info
.cargo_age_period
);
196 /* check the vehicle length (callback) */
197 uint16 veh_len
= CALLBACK_FAILED
;
198 if (e_u
->GetGRF() != NULL
&& e_u
->GetGRF()->grf_version
>= 8) {
199 /* Use callback 36 */
200 veh_len
= GetVehicleProperty(u
, PROP_TRAIN_SHORTEN_FACTOR
, CALLBACK_FAILED
);
202 if (veh_len
!= CALLBACK_FAILED
&& veh_len
>= VEHICLE_LENGTH
) {
203 ErrorUnknownCallbackResult(e_u
->GetGRFID(), CBID_VEHICLE_LENGTH
, veh_len
);
205 } else if (HasBit(e_u
->info
.callback_mask
, CBM_VEHICLE_LENGTH
)) {
206 /* Use callback 11 */
207 veh_len
= GetVehicleCallback(CBID_VEHICLE_LENGTH
, 0, 0, u
->engine_type
, u
);
209 if (veh_len
== CALLBACK_FAILED
) veh_len
= rvi_u
->shorten_factor
;
210 veh_len
= VEHICLE_LENGTH
- Clamp(veh_len
, 0, VEHICLE_LENGTH
- 1);
212 /* verify length hasn't changed */
213 if (same_length
&& veh_len
!= u
->gcache
.cached_veh_length
) VehicleLengthChanged(u
);
215 /* update vehicle length? */
216 if (!same_length
) u
->gcache
.cached_veh_length
= veh_len
;
218 this->gcache
.cached_total_length
+= u
->gcache
.cached_veh_length
;
219 this->InvalidateNewGRFCache();
220 u
->InvalidateNewGRFCache();
223 /* store consist weight/max speed in cache */
224 this->vcache
.cached_max_speed
= max_speed
;
225 this->tcache
.cached_tilt
= train_can_tilt
;
226 this->tcache
.cached_max_curve_speed
= this->GetCurveSpeedLimit();
228 /* 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) */
229 this->CargoChanged();
231 if (this->IsFrontEngine()) {
232 this->UpdateAcceleration();
233 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
234 InvalidateWindowData(WC_VEHICLE_REFIT
, this->index
, VIWD_CONSIST_CHANGED
);
235 InvalidateWindowData(WC_VEHICLE_ORDERS
, this->index
, VIWD_CONSIST_CHANGED
);
236 InvalidateNewGRFInspectWindow(GSF_TRAINS
, this->index
);
241 * Get the stop location of (the center) of the front vehicle of a train at
242 * a platform of a station.
243 * @param station_id the ID of the station where we're stopping
244 * @param tile the tile where the vehicle currently is
245 * @param v the vehicle to get the stop location of
246 * @param station_ahead 'return' the amount of 1/16th tiles in front of the train
247 * @param station_length 'return' the station length in 1/16th tiles
248 * @return the location, calculated from the begin of the station to stop at.
250 int GetTrainStopLocation(StationID station_id
, TileIndex tile
, const Train
*v
, int *station_ahead
, int *station_length
)
252 const Station
*st
= Station::Get(station_id
);
253 *station_ahead
= st
->GetPlatformLength(tile
, DirToDiagDir(v
->direction
)) * TILE_SIZE
;
254 *station_length
= st
->GetPlatformLength(tile
) * TILE_SIZE
;
256 /* Default to the middle of the station for stations stops that are not in
257 * the order list like intermediate stations when non-stop is disabled */
258 OrderStopLocation osl
= OSL_PLATFORM_MIDDLE
;
259 if (v
->gcache
.cached_total_length
>= *station_length
) {
260 /* The train is longer than the station, make it stop at the far end of the platform */
261 osl
= OSL_PLATFORM_FAR_END
;
262 } else if (v
->current_order
.IsType(OT_GOTO_STATION
) && v
->current_order
.GetDestination() == station_id
) {
263 osl
= v
->current_order
.GetStopLocation();
266 /* The stop location of the FRONT! of the train */
269 default: NOT_REACHED();
271 case OSL_PLATFORM_NEAR_END
:
272 stop
= v
->gcache
.cached_total_length
;
275 case OSL_PLATFORM_MIDDLE
:
276 stop
= *station_length
- (*station_length
- v
->gcache
.cached_total_length
) / 2;
279 case OSL_PLATFORM_FAR_END
:
280 stop
= *station_length
;
284 /* Subtract half the front vehicle length of the train so we get the real
285 * stop location of the train. */
286 return stop
- (v
->gcache
.cached_veh_length
+ 1) / 2;
291 * Computes train speed limit caused by curves
292 * @return imposed speed limit
294 int Train::GetCurveSpeedLimit() const
296 assert(this->First() == this);
298 static const int absolute_max_speed
= UINT16_MAX
;
299 int max_speed
= absolute_max_speed
;
301 if (_settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) return max_speed
;
303 int curvecount
[2] = {0, 0};
305 /* first find the curve speed limit */
310 for (const Vehicle
*u
= this; u
->Next() != NULL
; u
= u
->Next(), pos
++) {
311 Direction this_dir
= u
->direction
;
312 Direction next_dir
= u
->Next()->direction
;
314 DirDiff dirdiff
= DirDifference(this_dir
, next_dir
);
315 if (dirdiff
== DIRDIFF_SAME
) continue;
317 if (dirdiff
== DIRDIFF_45LEFT
) curvecount
[0]++;
318 if (dirdiff
== DIRDIFF_45RIGHT
) curvecount
[1]++;
319 if (dirdiff
== DIRDIFF_45LEFT
|| dirdiff
== DIRDIFF_45RIGHT
) {
322 sum
+= pos
- lastpos
;
323 if (pos
- lastpos
== 1 && max_speed
> 88) {
330 /* if we have a 90 degree turn, fix the speed limit to 60 */
331 if (dirdiff
== DIRDIFF_90LEFT
|| dirdiff
== DIRDIFF_90RIGHT
) {
336 if (numcurve
> 0 && max_speed
> 88) {
337 if (curvecount
[0] == 1 && curvecount
[1] == 1) {
338 max_speed
= absolute_max_speed
;
341 max_speed
= 232 - (13 - Clamp(sum
, 1, 12)) * (13 - Clamp(sum
, 1, 12));
345 if (max_speed
!= absolute_max_speed
) {
346 /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
347 const RailtypeInfo
*rti
= GetRailTypeInfo(this->railtype
);
348 max_speed
+= (max_speed
/ 2) * rti
->curve_speed
;
350 if (this->tcache
.cached_tilt
) {
351 /* Apply max_speed bonus of 20% for a tilting train */
352 max_speed
+= max_speed
/ 5;
359 static uint
FindTunnelPrevTrain(const Train
*t
, Vehicle
**vv
= NULL
)
361 assert(maptile_is_rail_tunnel(t
->tile
));
362 assert(t
->trackdir
== TRACKDIR_WORMHOLE
);
364 VehicleTileIterator
iter (t
->tile
);
365 Vehicle
*closest
= NULL
;
368 switch (GetTunnelBridgeDirection(t
->tile
)) {
369 default: NOT_REACHED();
372 while (!iter
.finished()) {
373 Vehicle
*v
= iter
.next();
375 if (pos
<= t
->x_pos
) continue; // v is behind
376 if (closest
== NULL
|| pos
< closest
->x_pos
) {
379 assert (pos
!= closest
->x_pos
);
382 dist
= closest
== NULL
? UINT_MAX
: closest
->x_pos
- t
->x_pos
;
386 while (!iter
.finished()) {
387 Vehicle
*v
= iter
.next();
389 if (pos
<= t
->y_pos
) continue; // v is behind
390 if (closest
== NULL
|| pos
< closest
->y_pos
) {
393 assert (pos
!= closest
->y_pos
);
396 dist
= closest
== NULL
? UINT_MAX
: closest
->y_pos
- t
->y_pos
;
400 while (!iter
.finished()) {
401 Vehicle
*v
= iter
.next();
403 if (pos
>= t
->x_pos
) continue; // v is behind
404 if (closest
== NULL
|| pos
> closest
->x_pos
) {
407 assert (pos
!= closest
->x_pos
);
410 dist
= closest
== NULL
? UINT_MAX
: t
->x_pos
- closest
->x_pos
;
414 while (!iter
.finished()) {
415 Vehicle
*v
= iter
.next();
417 if (pos
>= t
->y_pos
) continue; // v is behind
418 if (closest
== NULL
|| pos
> closest
->y_pos
) {
421 assert (pos
!= closest
->y_pos
);
424 dist
= closest
== NULL
? UINT_MAX
: t
->y_pos
- closest
->y_pos
;
428 if (vv
!= NULL
) *vv
= closest
;
434 * Calculates the maximum speed of the vehicle under its current conditions.
435 * @return Maximum speed of the vehicle.
437 int Train::GetCurrentMaxSpeed() const
439 int max_speed
= _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
?
440 this->gcache
.cached_max_track_speed
:
441 this->tcache
.cached_max_curve_speed
;
443 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& IsRailStationTile(this->tile
)) {
444 StationID sid
= GetStationIndex(this->tile
);
445 if (this->current_order
.ShouldStopAtStation(this, sid
)) {
448 int stop_at
= GetTrainStopLocation(sid
, this->tile
, this, &station_ahead
, &station_length
);
450 /* The distance to go is whatever is still ahead of the train minus the
451 * distance from the train's stop location to the end of the platform */
452 int distance_to_go
= station_ahead
/ TILE_SIZE
- (station_length
- stop_at
) / TILE_SIZE
;
454 if (distance_to_go
> 0) {
455 int st_max_speed
= 120;
457 int delta_v
= this->cur_speed
/ (distance_to_go
+ 1);
458 if (max_speed
> (this->cur_speed
- delta_v
)) {
459 st_max_speed
= this->cur_speed
- (delta_v
/ 10);
462 st_max_speed
= max(st_max_speed
, 25 * distance_to_go
);
463 max_speed
= min(max_speed
, st_max_speed
);
468 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
469 if (_settings_game
.vehicle
.train_acceleration_model
== AM_REALISTIC
&& u
->trackdir
== TRACKDIR_DEPOT
) {
470 max_speed
= min(max_speed
, 61);
474 /* Vehicle is on the middle part of a bridge. */
475 if (u
->trackdir
== TRACKDIR_WORMHOLE
&& !(u
->vehstatus
& VS_HIDDEN
)) {
476 max_speed
= min(max_speed
, GetBridgeSpec(GetRailBridgeType(u
->tile
))->speed
);
480 if (this->trackdir
== TRACKDIR_WORMHOLE
&& (this->vehstatus
& VS_HIDDEN
) && maptile_has_tunnel_signal(this->tile
, false)) {
482 uint dist
= FindTunnelPrevTrain(this, &v
);
484 if (dist
<= TILE_SIZE
) {
486 } else if (v
!= NULL
) {
487 max_speed
= min(max_speed
, (dist
- TILE_SIZE
) * this->GetAdvanceDistance() / 2);
488 if (dist
< 2 * TILE_SIZE
) max_speed
= min(max_speed
, v
->cur_speed
);
492 max_speed
= min(max_speed
, this->current_order
.max_speed
);
493 return min(max_speed
, this->gcache
.cached_max_track_speed
);
496 /** Update acceleration of the train from the cached power and weight. */
497 void Train::UpdateAcceleration()
499 assert(this->IsFrontEngine() || this->IsFreeWagon());
501 uint power
= this->gcache
.cached_power
;
502 uint weight
= this->gcache
.cached_weight
;
504 this->acceleration
= Clamp(power
/ weight
* 4, 1, 255);
508 * Get the width of a train vehicle image in the GUI.
509 * @param offset Additional offset for positioning the sprite; set to NULL if not needed
510 * @return Width in pixels
512 int Train::GetDisplayImageWidth(Point
*offset
) const
514 int reference_width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
;
515 int vehicle_pitch
= 0;
517 const Engine
*e
= this->GetEngine();
518 if (e
->GetGRF() != NULL
&& is_custom_sprite(e
->u
.rail
.image_index
)) {
519 reference_width
= e
->GetGRF()->traininfo_vehicle_width
;
520 vehicle_pitch
= e
->GetGRF()->traininfo_vehicle_pitch
;
523 if (offset
!= NULL
) {
524 offset
->x
= reference_width
/ 2;
525 offset
->y
= vehicle_pitch
;
527 return this->gcache
.cached_veh_length
* reference_width
/ VEHICLE_LENGTH
;
530 static SpriteID
GetDefaultTrainSprite(uint8 spritenum
, Direction direction
)
532 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
533 return ((direction
+ _engine_sprite_add
[spritenum
]) & _engine_sprite_and
[spritenum
]) + _engine_sprite_base
[spritenum
];
537 * Get the sprite to display the train.
538 * @param direction Direction of view/travel.
539 * @param image_type Visualisation context.
540 * @return Sprite to display.
542 SpriteID
Train::GetImage(Direction direction
, EngineImageType image_type
) const
544 uint8 spritenum
= this->spritenum
;
547 if (HasBit(this->flags
, VRF_REVERSE_DIRECTION
)) direction
= ReverseDir(direction
);
549 if (is_custom_sprite(spritenum
)) {
550 sprite
= GetCustomVehicleSprite(this, (Direction
)(direction
+ 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum
)), image_type
);
551 if (sprite
!= 0) return sprite
;
553 spritenum
= this->GetEngine()->original_image_index
;
556 assert(IsValidImageIndex
<VEH_TRAIN
>(spritenum
));
557 sprite
= GetDefaultTrainSprite(spritenum
, direction
);
559 if (this->cargo
.StoredCount() >= this->cargo_cap
/ 2U) sprite
+= _wagon_full_adder
[spritenum
];
564 static SpriteID
GetRailIcon(EngineID engine
, bool rear_head
, int &y
, EngineImageType image_type
)
566 const Engine
*e
= Engine::Get(engine
);
567 Direction dir
= rear_head
? DIR_E
: DIR_W
;
568 uint8 spritenum
= e
->u
.rail
.image_index
;
570 if (is_custom_sprite(spritenum
)) {
571 SpriteID sprite
= GetCustomVehicleIcon(engine
, dir
, image_type
);
573 if (e
->GetGRF() != NULL
) {
574 y
+= e
->GetGRF()->traininfo_vehicle_pitch
;
579 spritenum
= Engine::Get(engine
)->original_image_index
;
582 if (rear_head
) spritenum
++;
584 return GetDefaultTrainSprite(spritenum
, DIR_W
);
587 void DrawTrainEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
589 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
593 SpriteID spritef
= GetRailIcon(engine
, false, yf
, image_type
);
594 SpriteID spriter
= GetRailIcon(engine
, true, yr
, image_type
);
595 const Sprite
*real_spritef
= GetSprite(spritef
, ST_NORMAL
);
596 const Sprite
*real_spriter
= GetSprite(spriter
, ST_NORMAL
);
598 preferred_x
= Clamp(preferred_x
, left
- UnScaleByZoom(real_spritef
->x_offs
, ZOOM_LVL_GUI
) + 14, right
- UnScaleByZoom(real_spriter
->width
, ZOOM_LVL_GUI
) - UnScaleByZoom(real_spriter
->x_offs
, ZOOM_LVL_GUI
) - 15);
600 DrawSprite(spritef
, pal
, preferred_x
- 14, yf
);
601 DrawSprite(spriter
, pal
, preferred_x
+ 15, yr
);
603 SpriteID sprite
= GetRailIcon(engine
, false, y
, image_type
);
604 const Sprite
*real_sprite
= GetSprite(sprite
, ST_NORMAL
);
605 preferred_x
= Clamp(preferred_x
, left
- UnScaleByZoom(real_sprite
->x_offs
, ZOOM_LVL_GUI
), right
- UnScaleByZoom(real_sprite
->width
, ZOOM_LVL_GUI
) - UnScaleByZoom(real_sprite
->x_offs
, ZOOM_LVL_GUI
));
606 DrawSprite(sprite
, pal
, preferred_x
, y
);
611 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
612 * @param engine The engine to get the sprite from.
613 * @param[out] width The width of the sprite.
614 * @param[out] height The height of the sprite.
615 * @param[out] xoffs Number of pixels to shift the sprite to the right.
616 * @param[out] yoffs Number of pixels to shift the sprite downwards.
617 * @param image_type Context the sprite is used in.
619 void GetTrainSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
623 SpriteID sprite
= GetRailIcon(engine
, false, y
, image_type
);
624 const Sprite
*real_sprite
= GetSprite(sprite
, ST_NORMAL
);
626 width
= UnScaleByZoom(real_sprite
->width
, ZOOM_LVL_GUI
);
627 height
= UnScaleByZoom(real_sprite
->height
, ZOOM_LVL_GUI
);
628 xoffs
= UnScaleByZoom(real_sprite
->x_offs
, ZOOM_LVL_GUI
);
629 yoffs
= UnScaleByZoom(real_sprite
->y_offs
, ZOOM_LVL_GUI
);
631 if (RailVehInfo(engine
)->railveh_type
== RAILVEH_MULTIHEAD
) {
632 sprite
= GetRailIcon(engine
, true, y
, image_type
);
633 real_sprite
= GetSprite(sprite
, ST_NORMAL
);
635 /* Calculate values relative to an imaginary center between the two sprites. */
636 width
= TRAININFO_DEFAULT_VEHICLE_WIDTH
+ UnScaleByZoom(real_sprite
->width
, ZOOM_LVL_GUI
) + UnScaleByZoom(real_sprite
->x_offs
, ZOOM_LVL_GUI
) - xoffs
;
637 height
= max
<uint
>(height
, UnScaleByZoom(real_sprite
->height
, ZOOM_LVL_GUI
));
638 xoffs
= xoffs
- TRAININFO_DEFAULT_VEHICLE_WIDTH
/ 2;
639 yoffs
= min(yoffs
, UnScaleByZoom(real_sprite
->y_offs
, ZOOM_LVL_GUI
));
644 * Build a railroad wagon.
645 * @param tile tile of the depot where rail-vehicle is built.
646 * @param flags type of operation.
647 * @param e the engine to build.
648 * @param ret[out] the vehicle that has been built.
649 * @return the cost of this operation or an error.
651 static CommandCost
CmdBuildRailWagon(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, Vehicle
**ret
)
653 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
655 /* Check that the wagon can drive on the track in question */
656 if (!IsCompatibleRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
658 if (flags
& DC_EXEC
) {
659 Train
*v
= new Train();
661 v
->spritenum
= rvi
->image_index
;
663 v
->engine_type
= e
->index
;
664 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
666 DiagDirection dir
= GetGroundDepotDirection(tile
);
668 v
->direction
= DiagDirToDir(dir
);
671 int x
= TileX(tile
) * TILE_SIZE
| _vehicle_initial_x_fract
[dir
];
672 int y
= TileY(tile
) * TILE_SIZE
| _vehicle_initial_y_fract
[dir
];
676 v
->z_pos
= GetSlopePixelZ(x
, y
);
677 v
->owner
= _current_company
;
678 v
->trackdir
= TRACKDIR_DEPOT
;
679 v
->vehstatus
= VS_HIDDEN
| VS_DEFPAL
;
684 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
686 v
->cargo_type
= e
->GetDefaultCargoType();
687 v
->cargo_cap
= rvi
->capacity
;
690 v
->railtype
= rvi
->railtype
;
692 v
->build_year
= _cur_year
;
693 v
->cur_image
= SPR_IMG_QUERY
;
694 v
->random_bits
= VehicleRandomBits();
696 v
->group_id
= DEFAULT_GROUP
;
698 AddArticulatedParts(v
);
700 _new_vehicle_id
= v
->index
;
702 VehicleUpdatePosition(v
);
703 v
->First()->ConsistChanged(false);
704 UpdateTrainGroupID(v
->First());
706 CheckConsistencyOfArticulatedVehicle(v
);
708 /* Try to connect the vehicle to one of free chains of wagons. */
711 if (w
->tile
== tile
&& ///< Same depot
712 w
->IsFreeWagon() && ///< A free wagon chain
713 w
->engine_type
== e
->index
&& ///< Same type
714 w
->First() != v
&& ///< Don't connect to ourself
715 !(w
->vehstatus
& VS_CRASHED
)) { ///< Not crashed/flooded
716 DoCommand(0, v
->index
| 1 << 20, w
->Last()->index
, DC_EXEC
, CMD_MOVE_RAIL_VEHICLE
);
722 return CommandCost();
725 /** Move all free vehicles in the depot to the train */
726 static void NormalizeTrainVehInDepot(const Train
*u
)
730 if (v
->IsFreeWagon() && v
->tile
== u
->tile
&&
731 v
->trackdir
== TRACKDIR_DEPOT
) {
732 if (DoCommand(0, v
->index
| 1 << 20, u
->index
, DC_EXEC
,
733 CMD_MOVE_RAIL_VEHICLE
).Failed())
739 static void AddRearEngineToMultiheadedTrain(Train
*v
)
741 Train
*u
= new Train();
744 u
->direction
= v
->direction
;
750 u
->trackdir
= TRACKDIR_DEPOT
;
751 u
->vehstatus
= v
->vehstatus
& ~VS_STOPPED
;
752 u
->spritenum
= v
->spritenum
+ 1;
753 u
->cargo_type
= v
->cargo_type
;
754 u
->cargo_subtype
= v
->cargo_subtype
;
755 u
->cargo_cap
= v
->cargo_cap
;
756 u
->refit_cap
= v
->refit_cap
;
757 u
->railtype
= v
->railtype
;
758 u
->engine_type
= v
->engine_type
;
759 u
->build_year
= v
->build_year
;
760 u
->cur_image
= SPR_IMG_QUERY
;
761 u
->random_bits
= VehicleRandomBits();
765 VehicleUpdatePosition(u
);
767 /* Now we need to link the front and rear engines together */
768 v
->other_multiheaded_part
= u
;
769 u
->other_multiheaded_part
= v
;
773 * Build a railroad vehicle.
774 * @param tile tile of the depot where rail-vehicle is built.
775 * @param flags type of operation.
776 * @param e the engine to build.
777 * @param data bit 0 prevents any free cars from being added to the train.
778 * @param ret[out] the vehicle that has been built.
779 * @return the cost of this operation or an error.
781 CommandCost
CmdBuildRailVehicle(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
783 const RailVehicleInfo
*rvi
= &e
->u
.rail
;
785 if (rvi
->railveh_type
== RAILVEH_WAGON
) return CmdBuildRailWagon(tile
, flags
, e
, ret
);
787 /* Check if depot and new engine uses the same kind of tracks *
788 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
789 if (!HasPowerOnRail(rvi
->railtype
, GetRailType(tile
))) return CMD_ERROR
;
791 if (flags
& DC_EXEC
) {
792 DiagDirection dir
= GetGroundDepotDirection(tile
);
793 int x
= TileX(tile
) * TILE_SIZE
+ _vehicle_initial_x_fract
[dir
];
794 int y
= TileY(tile
) * TILE_SIZE
+ _vehicle_initial_y_fract
[dir
];
796 Train
*v
= new Train();
798 v
->direction
= DiagDirToDir(dir
);
800 v
->owner
= _current_company
;
803 v
->z_pos
= GetSlopePixelZ(x
, y
);
804 v
->trackdir
= TRACKDIR_DEPOT
;
805 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
806 v
->spritenum
= rvi
->image_index
;
807 v
->cargo_type
= e
->GetDefaultCargoType();
808 v
->cargo_cap
= rvi
->capacity
;
810 v
->last_station_visited
= INVALID_STATION
;
811 v
->last_loading_station
= INVALID_STATION
;
813 v
->engine_type
= e
->index
;
814 v
->gcache
.first_engine
= INVALID_ENGINE
; // needs to be set before first callback
816 v
->reliability
= e
->reliability
;
817 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
818 v
->max_age
= e
->GetLifeLengthInDays();
820 v
->railtype
= rvi
->railtype
;
821 _new_vehicle_id
= v
->index
;
823 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_trains
);
824 v
->date_of_last_service
= _date
;
825 v
->build_year
= _cur_year
;
826 v
->cur_image
= SPR_IMG_QUERY
;
827 v
->random_bits
= VehicleRandomBits();
829 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
830 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
832 v
->group_id
= DEFAULT_GROUP
;
837 VehicleUpdatePosition(v
);
839 if (rvi
->railveh_type
== RAILVEH_MULTIHEAD
) {
840 AddRearEngineToMultiheadedTrain(v
);
842 AddArticulatedParts(v
);
845 v
->ConsistChanged(false);
846 UpdateTrainGroupID(v
);
848 if (!HasBit(data
, 0) && !(flags
& DC_AUTOREPLACE
)) { // check if the cars should be added to the new vehicle
849 NormalizeTrainVehInDepot(v
);
852 CheckConsistencyOfArticulatedVehicle(v
);
855 return CommandCost();
858 static Train
*FindGoodVehiclePos(const Train
*src
)
860 EngineID eng
= src
->engine_type
;
861 TileIndex tile
= src
->tile
;
864 FOR_ALL_TRAINS(dst
) {
865 if (dst
->IsFreeWagon() && dst
->tile
== tile
&& !(dst
->vehstatus
& VS_CRASHED
)) {
866 /* check so all vehicles in the line have the same engine. */
868 while (t
->engine_type
== eng
) {
870 if (t
== NULL
) return dst
;
878 /** Helper type for lists/vectors of trains */
879 typedef SmallVector
<Train
*, 16> TrainList
;
882 * Make a backup of a train into a train list.
883 * @param list to make the backup in
884 * @param t the train to make the backup of
886 static void MakeTrainBackup(TrainList
&list
, Train
*t
)
888 for (; t
!= NULL
; t
= t
->Next()) *list
.Append() = t
;
892 * Restore the train from the backup list.
893 * @param list the train to restore.
895 static void RestoreTrainBackup(TrainList
&list
)
897 /* No train, nothing to do. */
898 if (list
.Length() == 0) return;
901 /* Iterate over the list and rebuild it. */
902 for (Train
**iter
= list
.Begin(); iter
!= list
.End(); iter
++) {
906 } else if (t
->Previous() != NULL
) {
907 /* Make sure the head of the train is always the first in the chain. */
908 t
->Previous()->SetNext(NULL
);
915 * Remove the given wagon from its consist.
916 * @param part the part of the train to remove.
917 * @param chain whether to remove the whole chain.
919 static void RemoveFromConsist(Train
*part
, bool chain
= false)
921 Train
*tail
= chain
? part
->Last() : part
->GetLastEnginePart();
923 /* Unlink at the front, but make it point to the next
924 * vehicle after the to be remove part. */
925 if (part
->Previous() != NULL
) part
->Previous()->SetNext(tail
->Next());
927 /* Unlink at the back */
932 * Inserts a chain into the train at dst.
933 * @param dst the place where to append after.
934 * @param chain the chain to actually add.
936 static void InsertInConsist(Train
*dst
, Train
*chain
)
938 /* We do not want to add something in the middle of an articulated part. */
939 assert(dst
->Next() == NULL
|| !dst
->Next()->IsArticulatedPart());
941 chain
->Last()->SetNext(dst
->Next());
946 * Normalise the dual heads in the train, i.e. if one is
947 * missing move that one to this train.
948 * @param t the train to normalise.
950 static void NormaliseDualHeads(Train
*t
)
952 for (; t
!= NULL
; t
= t
->GetNextVehicle()) {
953 if (!t
->IsMultiheaded() || !t
->IsEngine()) continue;
955 /* Make sure that there are no free cars before next engine */
957 for (u
= t
; u
->Next() != NULL
&& !u
->Next()->IsEngine(); u
= u
->Next()) {}
959 if (u
== t
->other_multiheaded_part
) continue;
961 /* Remove the part from the 'wrong' train */
962 RemoveFromConsist(t
->other_multiheaded_part
);
963 /* And add it to the 'right' train */
964 InsertInConsist(u
, t
->other_multiheaded_part
);
969 * Normalise the sub types of the parts in this chain.
970 * @param chain the chain to normalise.
972 static void NormaliseSubtypes(Train
*chain
)
975 if (chain
== NULL
) return;
977 /* We must be the first in the chain. */
978 assert(chain
->Previous() == NULL
);
980 /* Set the appropriate bits for the first in the chain. */
981 if (chain
->IsWagon()) {
982 chain
->SetFreeWagon();
984 assert(chain
->IsEngine());
985 chain
->SetFrontEngine();
988 /* Now clear the bits for the rest of the chain */
989 for (Train
*t
= chain
->Next(); t
!= NULL
; t
= t
->Next()) {
991 t
->ClearFrontEngine();
996 * Check/validate whether we may actually build a new train.
997 * @note All vehicles are/were 'heads' of their chains.
998 * @param original_dst The original destination chain.
999 * @param dst The destination chain after constructing the train.
1000 * @param original_dst The original source chain.
1001 * @param dst The source chain after constructing the train.
1002 * @return possible error of this command.
1004 static CommandCost
CheckNewTrain(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
)
1006 /* Just add 'new' engines and subtract the original ones.
1007 * If that's less than or equal to 0 we can be sure we did
1008 * not add any engines (read: trains) along the way. */
1009 if ((src
!= NULL
&& src
->IsEngine() ? 1 : 0) +
1010 (dst
!= NULL
&& dst
->IsEngine() ? 1 : 0) -
1011 (original_src
!= NULL
&& original_src
->IsEngine() ? 1 : 0) -
1012 (original_dst
!= NULL
&& original_dst
->IsEngine() ? 1 : 0) <= 0) {
1013 return CommandCost();
1016 /* Get a free unit number and check whether it's within the bounds.
1017 * There will always be a maximum of one new train. */
1018 if (GetFreeUnitNumber(VEH_TRAIN
) <= _settings_game
.vehicle
.max_trains
) return CommandCost();
1020 return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
1024 * Check whether the train parts can be attached.
1025 * @param t the train to check
1026 * @return possible error of this command.
1028 static CommandCost
CheckTrainAttachment(Train
*t
)
1030 /* No multi-part train, no need to check. */
1031 if (t
== NULL
|| t
->Next() == NULL
|| !t
->IsEngine()) return CommandCost();
1033 /* The maximum length for a train. For each part we decrease this by one
1034 * and if the result is negative the train is simply too long. */
1035 int allowed_len
= _settings_game
.vehicle
.max_train_length
* TILE_SIZE
- t
->gcache
.cached_veh_length
;
1040 /* Break the prev -> t link so it always holds within the loop. */
1042 prev
->SetNext(NULL
);
1044 /* Make sure the cache is cleared. */
1045 head
->InvalidateNewGRFCache();
1048 allowed_len
-= t
->gcache
.cached_veh_length
;
1050 Train
*next
= t
->Next();
1052 /* Unlink the to-be-added piece; it is already unlinked from the previous
1053 * part due to the fact that the prev -> t link is broken. */
1056 /* Don't check callback for articulated or rear dual headed parts */
1057 if (!t
->IsArticulatedPart() && !t
->IsRearDualheaded()) {
1058 /* Back up and clear the first_engine data to avoid using wagon override group */
1059 EngineID first_engine
= t
->gcache
.first_engine
;
1060 t
->gcache
.first_engine
= INVALID_ENGINE
;
1062 /* We don't want the cache to interfere. head's cache is cleared before
1063 * the loop and after each callback does not need to be cleared here. */
1064 t
->InvalidateNewGRFCache();
1066 uint16 callback
= GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH
, 0, 0, head
->engine_type
, t
, head
);
1068 /* Restore original first_engine data */
1069 t
->gcache
.first_engine
= first_engine
;
1071 /* We do not want to remember any cached variables from the test run */
1072 t
->InvalidateNewGRFCache();
1073 head
->InvalidateNewGRFCache();
1075 if (callback
!= CALLBACK_FAILED
) {
1076 /* A failing callback means everything is okay */
1077 StringID error
= STR_NULL
;
1079 if (head
->GetGRF()->grf_version
< 8) {
1080 if (callback
== 0xFD) error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1081 if (callback
< 0xFD) error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1082 if (callback
>= 0x100) ErrorUnknownCallbackResult(head
->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH
, callback
);
1084 if (callback
< 0x400) {
1085 error
= GetGRFStringID(head
->GetGRFID(), 0xD000 + callback
);
1088 case 0x400: // allow if railtypes match (always the case for OpenTTD)
1089 case 0x401: // allow
1092 default: // unknown reason -> disallow
1093 case 0x402: // disallow attaching
1094 error
= STR_ERROR_INCOMPATIBLE_RAIL_TYPES
;
1100 if (error
!= STR_NULL
) return_cmd_error(error
);
1104 /* And link it to the new part. */
1110 if (allowed_len
< 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG
);
1111 return CommandCost();
1115 * Validate whether we are going to create valid trains.
1116 * @note All vehicles are/were 'heads' of their chains.
1117 * @param original_dst The original destination chain.
1118 * @param dst The destination chain after constructing the train.
1119 * @param original_dst The original source chain.
1120 * @param dst The source chain after constructing the train.
1121 * @param check_limit Whether to check the vehicle limit.
1122 * @return possible error of this command.
1124 static CommandCost
ValidateTrains(Train
*original_dst
, Train
*dst
, Train
*original_src
, Train
*src
, bool check_limit
)
1126 /* Check whether we may actually construct the trains. */
1127 CommandCost ret
= CheckTrainAttachment(src
);
1128 if (ret
.Failed()) return ret
;
1129 ret
= CheckTrainAttachment(dst
);
1130 if (ret
.Failed()) return ret
;
1132 /* Check whether we need to build a new train. */
1133 return check_limit
? CheckNewTrain(original_dst
, dst
, original_src
, src
) : CommandCost();
1137 * Arrange the trains in the wanted way.
1138 * @param dst_head The destination chain of the to be moved vehicle.
1139 * @param dst The destination for the to be moved vehicle.
1140 * @param src_head The source chain of the to be moved vehicle.
1141 * @param src The to be moved vehicle.
1142 * @param move_chain Whether to move all vehicles after src or not.
1144 static void ArrangeTrains(Train
**dst_head
, Train
*dst
, Train
**src_head
, Train
*src
, bool move_chain
)
1146 /* First determine the front of the two resulting trains */
1147 if (*src_head
== *dst_head
) {
1148 /* If we aren't moving part(s) to a new train, we are just moving the
1149 * front back and there is not destination head. */
1151 } else if (*dst_head
== NULL
) {
1152 /* If we are moving to a new train the head of the move train would become
1153 * the head of the new vehicle. */
1157 if (src
== *src_head
) {
1158 /* If we are moving the front of a train then we are, in effect, creating
1159 * a new head for the train. Point to that. Unless we are moving the whole
1160 * train in which case there is not 'source' train anymore.
1161 * In case we are a multiheaded part we want the complete thing to come
1162 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1163 * that is followed by a rear multihead we do not want to include that. */
1164 *src_head
= move_chain
? NULL
:
1165 (src
->IsMultiheaded() ? src
->GetNextUnit() : src
->GetNextVehicle());
1168 /* Now it's just simply removing the part that we are going to move from the
1169 * source train and *if* the destination is a not a new train add the chain
1170 * at the destination location. */
1171 RemoveFromConsist(src
, move_chain
);
1172 if (*dst_head
!= src
) InsertInConsist(dst
, src
);
1174 /* Now normalise the dual heads, that is move the dual heads around in such
1175 * a way that the head and rear of a dual head are in the same train */
1176 NormaliseDualHeads(*src_head
);
1177 NormaliseDualHeads(*dst_head
);
1181 * Normalise the head of the train again, i.e. that is tell the world that
1182 * we have changed and update all kinds of variables.
1183 * @param head the train to update.
1185 static void NormaliseTrainHead(Train
*head
)
1187 /* Not much to do! */
1188 if (head
== NULL
) return;
1190 /* Tell the 'world' the train changed. */
1191 head
->ConsistChanged(false);
1192 UpdateTrainGroupID(head
);
1194 /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1195 if (!head
->IsFrontEngine()) return;
1197 /* Update the refit button and window */
1198 InvalidateWindowData(WC_VEHICLE_REFIT
, head
->index
, VIWD_CONSIST_CHANGED
);
1199 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, head
->index
, WID_VV_REFIT
);
1201 /* If we don't have a unit number yet, set one. */
1202 if (head
->unitnumber
!= 0) return;
1203 head
->unitnumber
= GetFreeUnitNumber(VEH_TRAIN
);
1207 * Move a rail vehicle around inside the depot.
1208 * @param tile unused
1209 * @param flags type of operation
1210 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1211 * @param p1 various bitstuffed elements
1212 * - p1 (bit 0 - 19) source vehicle index
1213 * - p1 (bit 20) move all vehicles following the source vehicle
1214 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1215 * @param text unused
1216 * @return the cost of this operation or an error
1218 CommandCost
CmdMoveRailVehicle(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1220 VehicleID s
= GB(p1
, 0, 20);
1221 VehicleID d
= GB(p2
, 0, 20);
1222 bool move_chain
= HasBit(p1
, 20);
1224 Train
*src
= Train::GetIfValid(s
);
1225 if (src
== NULL
) return CMD_ERROR
;
1227 CommandCost ret
= CheckOwnership(src
->owner
);
1228 if (ret
.Failed()) return ret
;
1230 /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1231 if (src
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1233 /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1235 if (d
== INVALID_VEHICLE
) {
1236 dst
= src
->IsEngine() ? NULL
: FindGoodVehiclePos(src
);
1238 dst
= Train::GetIfValid(d
);
1239 if (dst
== NULL
) return CMD_ERROR
;
1241 CommandCost ret
= CheckOwnership(dst
->owner
);
1242 if (ret
.Failed()) return ret
;
1244 /* Do not allow appending to crashed vehicles, too */
1245 if (dst
->vehstatus
& VS_CRASHED
) return CMD_ERROR
;
1248 /* if an articulated part is being handled, deal with its parent vehicle */
1249 src
= src
->GetFirstEnginePart();
1251 dst
= dst
->GetFirstEnginePart();
1254 /* don't move the same vehicle.. */
1255 if (src
== dst
) return CommandCost();
1257 /* locate the head of the two chains */
1258 Train
*src_head
= src
->First();
1261 dst_head
= dst
->First();
1262 if (dst_head
->tile
!= src_head
->tile
) return CMD_ERROR
;
1263 /* Now deal with articulated part of destination wagon */
1264 dst
= dst
->GetLastEnginePart();
1269 if (src
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1271 /* When moving all wagons, we can't have the same src_head and dst_head */
1272 if (move_chain
&& src_head
== dst_head
) return CommandCost();
1274 /* When moving a multiheaded part to be place after itself, bail out. */
1275 if (!move_chain
&& dst
!= NULL
&& dst
->IsRearDualheaded() && src
== dst
->other_multiheaded_part
) return CommandCost();
1277 /* Check if all vehicles in the source train are stopped inside a depot. */
1278 if (!src_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1280 /* Check if all vehicles in the destination train are stopped inside a depot. */
1281 if (dst_head
!= NULL
&& !dst_head
->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1283 /* First make a backup of the order of the trains. That way we can do
1284 * whatever we want with the order and later on easily revert. */
1285 TrainList original_src
;
1286 TrainList original_dst
;
1288 MakeTrainBackup(original_src
, src_head
);
1289 MakeTrainBackup(original_dst
, dst_head
);
1291 /* Also make backup of the original heads as ArrangeTrains can change them.
1292 * For the destination head we do not care if it is the same as the source
1293 * head because in that case it's just a copy. */
1294 Train
*original_src_head
= src_head
;
1295 Train
*original_dst_head
= (dst_head
== src_head
? NULL
: dst_head
);
1297 /* We want this information from before the rearrangement, but execute this after the validation.
1298 * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1299 * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1300 bool original_src_head_front_engine
= original_src_head
->IsFrontEngine();
1301 bool original_dst_head_front_engine
= original_dst_head
!= NULL
&& original_dst_head
->IsFrontEngine();
1303 /* (Re)arrange the trains in the wanted arrangement. */
1304 ArrangeTrains(&dst_head
, dst
, &src_head
, src
, move_chain
);
1306 if ((flags
& DC_AUTOREPLACE
) == 0) {
1307 /* If the autoreplace flag is set we do not need to test for the validity
1308 * because we are going to revert the train to its original state. As we
1309 * assume the original state was correct autoreplace can skip this. */
1310 CommandCost ret
= ValidateTrains(original_dst_head
, dst_head
, original_src_head
, src_head
, true);
1312 /* Restore the train we had. */
1313 RestoreTrainBackup(original_src
);
1314 RestoreTrainBackup(original_dst
);
1320 if (flags
& DC_EXEC
) {
1321 /* Remove old heads from the statistics */
1322 if (original_src_head_front_engine
) GroupStatistics::CountVehicle(original_src_head
, -1);
1323 if (original_dst_head_front_engine
) GroupStatistics::CountVehicle(original_dst_head
, -1);
1325 /* First normalise the sub types of the chains. */
1326 NormaliseSubtypes(src_head
);
1327 NormaliseSubtypes(dst_head
);
1329 /* There are 14 different cases:
1330 * 1) front engine gets moved to a new train, it stays a front engine.
1331 * a) the 'next' part is a wagon that becomes a free wagon chain.
1332 * b) the 'next' part is an engine that becomes a front engine.
1333 * c) there is no 'next' part, nothing else happens
1334 * 2) front engine gets moved to another train, it is not a front engine anymore
1335 * a) the 'next' part is a wagon that becomes a free wagon chain.
1336 * b) the 'next' part is an engine that becomes a front engine.
1337 * c) there is no 'next' part, nothing else happens
1338 * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1339 * a) the 'next' part is a wagon that becomes a free wagon chain.
1340 * b) the 'next' part is an engine that becomes a front engine.
1341 * 4) free wagon gets moved
1342 * a) the 'next' part is a wagon that becomes a free wagon chain.
1343 * b) the 'next' part is an engine that becomes a front engine.
1344 * c) there is no 'next' part, nothing else happens
1345 * 5) non front engine gets moved and becomes a new train, nothing else happens
1346 * 6) non front engine gets moved within a train / to another train, nothing hapens
1347 * 7) wagon gets moved, nothing happens
1349 if (src
== original_src_head
&& src
->IsEngine() && !src
->IsFrontEngine()) {
1350 /* Cases #2 and #3: the front engine gets trashed. */
1351 DeleteWindowById(WC_VEHICLE_VIEW
, src
->index
);
1352 DeleteWindowById(WC_VEHICLE_ORDERS
, src
->index
);
1353 DeleteWindowById(WC_VEHICLE_REFIT
, src
->index
);
1354 DeleteWindowById(WC_VEHICLE_DETAILS
, src
->index
);
1355 DeleteWindowById(WC_VEHICLE_TIMETABLE
, src
->index
);
1356 DeleteNewGRFInspectWindow(GSF_TRAINS
, src
->index
);
1357 SetWindowDirty(WC_COMPANY
, _current_company
);
1359 /* Delete orders, group stuff and the unit number as we're not the
1360 * front of any vehicle anymore. */
1361 DeleteVehicleOrders(src
);
1362 RemoveVehicleFromGroup(src
);
1363 src
->unitnumber
= 0;
1366 /* We weren't a front engine but are becoming one. So
1367 * we should be put in the default group. */
1368 if (original_src_head
!= src
&& dst_head
== src
) {
1369 SetTrainGroupID(src
, DEFAULT_GROUP
);
1370 SetWindowDirty(WC_COMPANY
, _current_company
);
1373 /* Add new heads to statistics */
1374 if (src_head
!= NULL
&& src_head
->IsFrontEngine()) GroupStatistics::CountVehicle(src_head
, 1);
1375 if (dst_head
!= NULL
&& dst_head
->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head
, 1);
1377 /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1378 NormaliseTrainHead(src_head
);
1379 NormaliseTrainHead(dst_head
);
1381 if ((flags
& DC_NO_CARGO_CAP_CHECK
) == 0) {
1382 CheckCargoCapacity(src_head
);
1383 CheckCargoCapacity(dst_head
);
1386 if (src_head
!= NULL
) src_head
->First()->MarkDirty();
1387 if (dst_head
!= NULL
) dst_head
->First()->MarkDirty();
1389 /* We are undoubtedly changing something in the depot and train list. */
1390 InvalidateWindowData(WC_VEHICLE_DEPOT
, src
->tile
);
1391 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1393 /* We don't want to execute what we're just tried. */
1394 RestoreTrainBackup(original_src
);
1395 RestoreTrainBackup(original_dst
);
1398 return CommandCost();
1402 * Sell a (single) train wagon/engine.
1403 * @param flags type of operation
1404 * @param t the train wagon to sell
1405 * @param data the selling mode
1406 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1407 * - data = 1: sell the vehicle and all vehicles following it in the chain
1408 * if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1409 * @param user the user for the order backup.
1410 * @return the cost of this operation or an error
1412 CommandCost
CmdSellRailWagon(DoCommandFlag flags
, Vehicle
*t
, uint16 data
, uint32 user
)
1414 /* Sell a chain of vehicles or not? */
1415 bool sell_chain
= HasBit(data
, 0);
1417 Train
*v
= Train::From(t
)->GetFirstEnginePart();
1418 Train
*first
= v
->First();
1420 if (v
->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT
);
1422 /* First make a backup of the order of the train. That way we can do
1423 * whatever we want with the order and later on easily revert. */
1425 MakeTrainBackup(original
, first
);
1427 /* We need to keep track of the new head and the head of what we're going to sell. */
1428 Train
*new_head
= first
;
1429 Train
*sell_head
= NULL
;
1431 /* Split the train in the wanted way. */
1432 ArrangeTrains(&sell_head
, NULL
, &new_head
, v
, sell_chain
);
1434 /* We don't need to validate the second train; it's going to be sold. */
1435 CommandCost ret
= ValidateTrains(NULL
, NULL
, first
, new_head
, (flags
& DC_AUTOREPLACE
) == 0);
1437 /* Restore the train we had. */
1438 RestoreTrainBackup(original
);
1442 CommandCost
cost(EXPENSES_NEW_VEHICLES
);
1443 for (Train
*t
= sell_head
; t
!= NULL
; t
= t
->Next()) cost
.AddCost(-t
->value
);
1445 if (first
->orders
.list
== NULL
&& !OrderList::CanAllocateItem()) {
1446 return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS
);
1450 if (flags
& DC_EXEC
) {
1451 /* First normalise the sub types of the chain. */
1452 NormaliseSubtypes(new_head
);
1454 if (v
== first
&& v
->IsEngine() && !sell_chain
&& new_head
!= NULL
&& new_head
->IsFrontEngine()) {
1455 /* We are selling the front engine. In this case we want to
1456 * 'give' the order, unit number and such to the new head. */
1457 new_head
->orders
.list
= first
->orders
.list
;
1458 new_head
->AddToShared(first
);
1459 DeleteVehicleOrders(first
);
1461 /* Copy other important data from the front engine */
1462 new_head
->CopyVehicleConfigAndStatistics(first
);
1463 GroupStatistics::CountVehicle(new_head
, 1); // after copying over the profit
1464 } else if (v
->IsPrimaryVehicle() && data
& (MAKE_ORDER_BACKUP_FLAG
>> 20)) {
1465 OrderBackup::Backup(v
, user
);
1468 /* We need to update the information about the train. */
1469 NormaliseTrainHead(new_head
);
1471 /* We are undoubtedly changing something in the depot and train list. */
1472 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1473 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1475 /* Actually delete the sold 'goods' */
1478 /* We don't want to execute what we're just tried. */
1479 RestoreTrainBackup(original
);
1485 void Train::UpdateDeltaXY(Direction direction
)
1487 /* Set common defaults. */
1493 this->x_bb_offs
= 0;
1494 this->y_bb_offs
= 0;
1496 if (!IsDiagonalDirection(direction
)) {
1497 static const int _sign_table
[] =
1506 int half_shorten
= (VEHICLE_LENGTH
- this->gcache
.cached_veh_length
) / 2;
1508 /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1509 this->x_offs
-= half_shorten
* _sign_table
[direction
];
1510 this->y_offs
-= half_shorten
* _sign_table
[direction
+ 1];
1511 this->x_extent
+= this->x_bb_offs
= half_shorten
* _sign_table
[direction
];
1512 this->y_extent
+= this->y_bb_offs
= half_shorten
* _sign_table
[direction
+ 1];
1514 switch (direction
) {
1515 /* Shorten southern corner of the bounding box according the vehicle length
1516 * and center the bounding box on the vehicle. */
1518 this->x_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1519 this->x_extent
= this->gcache
.cached_veh_length
- 1;
1520 this->x_bb_offs
= -1;
1524 this->y_offs
= 1 - (this->gcache
.cached_veh_length
+ 1) / 2;
1525 this->y_extent
= this->gcache
.cached_veh_length
- 1;
1526 this->y_bb_offs
= -1;
1529 /* Move northern corner of the bounding box down according to vehicle length
1530 * and center the bounding box on the vehicle. */
1532 this->x_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1533 this->x_extent
= VEHICLE_LENGTH
- 1;
1534 this->x_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1538 this->y_offs
= 1 + (this->gcache
.cached_veh_length
+ 1) / 2 - VEHICLE_LENGTH
;
1539 this->y_extent
= VEHICLE_LENGTH
- 1;
1540 this->y_bb_offs
= VEHICLE_LENGTH
- this->gcache
.cached_veh_length
- 1;
1550 * Mark a train as stuck and stop it if it isn't stopped right now.
1551 * @param v %Train to mark as being stuck.
1553 static void MarkTrainAsStuck(Train
*v
)
1555 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1556 /* It is the first time the problem occurred, set the "train stuck" flag. */
1557 SetBit(v
->flags
, VRF_TRAIN_STUCK
);
1559 v
->wait_counter
= 0;
1566 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1571 * Swap the two up/down flags in two ways:
1572 * - Swap values of \a swap_flag1 and \a swap_flag2, and
1573 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1574 * @param swap_flag1 [inout] First train flag.
1575 * @param swap_flag2 [inout] Second train flag.
1577 static void SwapTrainFlags(uint16
*swap_flag1
, uint16
*swap_flag2
)
1579 uint16 flag1
= *swap_flag1
;
1580 uint16 flag2
= *swap_flag2
;
1582 /* Clear the flags */
1583 ClrBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1584 ClrBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1585 ClrBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1586 ClrBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1588 /* Reverse the rail-flags (if needed) */
1589 if (HasBit(flag1
, GVF_GOINGUP_BIT
)) {
1590 SetBit(*swap_flag2
, GVF_GOINGDOWN_BIT
);
1591 } else if (HasBit(flag1
, GVF_GOINGDOWN_BIT
)) {
1592 SetBit(*swap_flag2
, GVF_GOINGUP_BIT
);
1594 if (HasBit(flag2
, GVF_GOINGUP_BIT
)) {
1595 SetBit(*swap_flag1
, GVF_GOINGDOWN_BIT
);
1596 } else if (HasBit(flag2
, GVF_GOINGDOWN_BIT
)) {
1597 SetBit(*swap_flag1
, GVF_GOINGUP_BIT
);
1602 * Updates some variables after swapping the vehicle.
1603 * @param v swapped vehicle
1605 static void UpdateStatusAfterSwap(Train
*v
)
1607 /* Reverse the direction. */
1608 if (v
->trackdir
!= TRACKDIR_DEPOT
) v
->direction
= ReverseDir(v
->direction
);
1610 if (v
->trackdir
< TRACKDIR_END
) v
->trackdir
= ReverseTrackdir(v
->trackdir
);
1612 /* Call the proper EnterTile function unless we are in a wormhole. */
1613 if (v
->trackdir
!= TRACKDIR_WORMHOLE
) {
1614 TrainEnterTile(v
, v
->tile
, v
->x_pos
, v
->y_pos
);
1616 assert(v
->direction
== DiagDirToDir(GetTunnelBridgeDirection(v
->tile
)));
1617 v
->tile
= GetOtherTunnelBridgeEnd(v
->tile
);
1620 VehicleUpdatePosition(v
);
1621 v
->UpdateViewport(true, true);
1625 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1626 * @param v Consist to change.
1627 * @param l %Vehicle index in the consist of the first vehicle.
1628 * @param r %Vehicle index in the consist of the second vehicle.
1630 void ReverseTrainSwapVeh(Train
*v
, int l
, int r
)
1634 /* locate vehicles to swap */
1635 for (a
= v
; l
!= 0; l
--) a
= a
->Next();
1636 for (b
= v
; r
!= 0; r
--) b
= b
->Next();
1639 /* swap the hidden bits */
1641 uint16 tmp
= (a
->vehstatus
& ~VS_HIDDEN
) | (b
->vehstatus
& VS_HIDDEN
);
1642 b
->vehstatus
= (b
->vehstatus
& ~VS_HIDDEN
) | (a
->vehstatus
& VS_HIDDEN
);
1646 Swap(a
->trackdir
, b
->trackdir
);
1647 Swap(a
->direction
, b
->direction
);
1648 Swap(a
->x_pos
, b
->x_pos
);
1649 Swap(a
->y_pos
, b
->y_pos
);
1650 Swap(a
->tile
, b
->tile
);
1651 Swap(a
->z_pos
, b
->z_pos
);
1653 SwapTrainFlags(&a
->gv_flags
, &b
->gv_flags
);
1655 UpdateStatusAfterSwap(a
);
1656 UpdateStatusAfterSwap(b
);
1658 /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1659 * This is a little bit redundant way, a->gv_flags will
1660 * be (re)set twice, but it reduces code duplication */
1661 SwapTrainFlags(&a
->gv_flags
, &a
->gv_flags
);
1662 UpdateStatusAfterSwap(a
);
1668 * Check if there is a train on a tile
1669 * @param tile the tile to check
1670 * @return true if a train is on the tile
1672 static bool TrainOnTile (TileIndex tile
)
1674 VehicleTileFinder
iter (tile
);
1675 while (!iter
.finished()) {
1676 Vehicle
*v
= iter
.next();
1677 if (v
->type
== VEH_TRAIN
) iter
.set_found();
1679 return iter
.was_found();
1683 * Checks whether a train is approaching a rail-road crossing from a neighbour tile
1684 * @param tile the crossing tile
1685 * @param from the neighbour tile
1686 * @return true if a train is approaching the crossing
1688 static bool TrainApproachingCrossingFrom (TileIndex tile
, TileIndex from
)
1690 VehicleTileFinder
iter (from
);
1691 while (!iter
.finished()) {
1692 Vehicle
*v
= iter
.next();
1693 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) continue;
1695 Train
*t
= Train::From(v
);
1696 if (t
->IsFrontEngine() && TrainApproachingCrossingTile(t
) == tile
) iter
.set_found();
1698 return iter
.was_found();
1702 * Finds a vehicle approaching rail-road crossing
1703 * @param tile tile to test
1704 * @return true if a vehicle is approaching the crossing
1705 * @pre tile is a rail-road crossing
1707 static bool TrainApproachingCrossing(TileIndex tile
)
1709 assert(IsLevelCrossingTile(tile
));
1711 TileIndexDiff delta
= TileOffsByDiagDir(AxisToDiagDir(GetCrossingRailAxis(tile
)));
1712 return TrainApproachingCrossingFrom (tile
, tile
+ delta
) ||
1713 TrainApproachingCrossingFrom (tile
, tile
- delta
);
1718 * Sets correct crossing state
1719 * @param tile tile to update
1720 * @param sound should we play sound?
1721 * @pre tile is a rail-road crossing
1723 void UpdateLevelCrossing(TileIndex tile
, bool sound
)
1725 assert(IsLevelCrossingTile(tile
));
1727 /* reserved || train on crossing || train approaching crossing */
1728 bool new_state
= HasCrossingReservation(tile
) || TrainOnTile(tile
) || TrainApproachingCrossing(tile
);
1730 if (new_state
!= IsCrossingBarred(tile
)) {
1731 if (new_state
&& sound
) {
1732 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1734 SetCrossingBarred(tile
, new_state
);
1735 MarkTileDirtyByTile(tile
);
1741 * Bars crossing and plays ding-ding sound if not barred already
1742 * @param tile tile with crossing
1743 * @pre tile is a rail-road crossing
1745 static inline void MaybeBarCrossingWithSound(TileIndex tile
)
1747 if (!IsCrossingBarred(tile
)) {
1749 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, tile
);
1750 MarkTileDirtyByTile(tile
);
1756 * Advances wagons for train reversing, needed for variable length wagons.
1757 * This one is called before the train is reversed.
1758 * @param v First vehicle in chain
1760 static void AdvanceWagonsBeforeSwap(Train
*v
)
1763 Train
*first
= base
; // first vehicle to move
1764 Train
*last
= v
->Last(); // last vehicle to move
1765 uint length
= CountVehiclesInChain(v
);
1767 while (length
> 2) {
1768 last
= last
->Previous();
1769 first
= first
->Next();
1771 int differential
= base
->CalcNextVehicleOffset() - last
->CalcNextVehicleOffset();
1773 /* do not update images now
1774 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1775 for (int i
= 0; i
< differential
; i
++) TrainController(first
, last
->Next());
1777 base
= first
; // == base->Next()
1784 * Advances wagons for train reversing, needed for variable length wagons.
1785 * This one is called after the train is reversed.
1786 * @param v First vehicle in chain
1788 static void AdvanceWagonsAfterSwap(Train
*v
)
1790 /* first of all, fix the situation when the train was entering a depot */
1791 Train
*dep
= v
; // last vehicle in front of just left depot
1792 while (dep
->Next() != NULL
&& (dep
->trackdir
== TRACKDIR_DEPOT
|| dep
->Next()->trackdir
!= TRACKDIR_DEPOT
)) {
1793 dep
= dep
->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1796 Train
*leave
= dep
->Next(); // first vehicle in a depot we are leaving now
1798 if (leave
!= NULL
) {
1799 /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1800 int d
= TicksToLeaveDepot(dep
);
1803 leave
->vehstatus
&= ~VS_HIDDEN
; // move it out of the depot
1804 leave
->trackdir
= DiagDirToDiagTrackdir(GetGroundDepotDirection(leave
->tile
));
1805 for (int i
= 0; i
>= d
; i
--) TrainController(leave
, NULL
); // maybe move it, and maybe let another wagon leave
1808 dep
= NULL
; // no vehicle in a depot, so no vehicle leaving a depot
1812 Train
*first
= base
; // first vehicle to move
1813 Train
*last
= v
->Last(); // last vehicle to move
1814 uint length
= CountVehiclesInChain(v
);
1816 /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1817 * they have already correct spacing, so we have to make sure they are moved how they should */
1818 bool nomove
= (dep
== NULL
); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1820 while (length
> 2) {
1821 /* we reached vehicle (originally) in front of a depot, stop now
1822 * (we would move wagons that are already moved with new wagon length). */
1823 if (base
== dep
) break;
1825 /* the last wagon was that one leaving a depot, so do not move it anymore */
1826 if (last
== dep
) nomove
= true;
1828 last
= last
->Previous();
1829 first
= first
->Next();
1831 int differential
= last
->CalcNextVehicleOffset() - base
->CalcNextVehicleOffset();
1833 /* do not update images now */
1834 for (int i
= 0; i
< differential
; i
++) TrainController(first
, (nomove
? last
->Next() : NULL
));
1836 base
= first
; // == base->Next()
1842 * Turn a train around.
1843 * @param v %Train to turn around.
1845 void ReverseTrainDirection(Train
*v
)
1847 if (IsRailDepotTile(v
->tile
)) {
1848 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1851 /* Clear path reservation in front if train is not stuck. */
1852 if (!HasBit(v
->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(v
);
1854 /* Check if we were approaching a rail/road-crossing */
1855 TileIndex crossing
= TrainApproachingCrossingTile(v
);
1857 /* count number of vehicles */
1858 int r
= CountVehiclesInChain(v
) - 1; // number of vehicles - 1
1860 AdvanceWagonsBeforeSwap(v
);
1862 /* swap start<>end, start+1<>end-1, ... */
1865 ReverseTrainSwapVeh(v
, l
++, r
--);
1868 AdvanceWagonsAfterSwap(v
);
1870 if (IsRailDepotTile(v
->tile
)) {
1871 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1874 ToggleBit(v
->flags
, VRF_TOGGLE_REVERSE
);
1876 ClrBit(v
->flags
, VRF_REVERSING
);
1878 /* recalculate cached data */
1879 v
->ConsistChanged(true);
1881 /* update all images */
1882 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) u
->UpdateViewport(false, false);
1884 /* update crossing we were approaching */
1885 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
1887 /* maybe we are approaching crossing now, after reversal */
1888 crossing
= TrainApproachingCrossingTile(v
);
1889 if (crossing
!= INVALID_TILE
) MaybeBarCrossingWithSound(crossing
);
1891 /* If we are inside a depot after reversing, don't bother with path reserving. */
1892 if (v
->trackdir
== TRACKDIR_DEPOT
) {
1893 /* Can't be stuck here as inside a depot is always a safe tile. */
1894 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1895 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1899 assert(IsSignalBufferEmpty());
1900 AddPosToSignalBuffer(v
->GetPos(), v
->owner
);
1902 if (UpdateSignalsInBuffer() == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
1903 RailPathPos pos
= v
->GetPos();
1905 /* If we are currently on a tile with conventional signals, we can't treat the
1906 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1907 bool first_tile_okay
= !(HasSignalAlongPos(pos
) &&
1908 !IsPbsSignal(GetSignalType(pos
)));
1910 /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1911 if (!pos
.in_wormhole() && IsRailDepotTile(pos
.tile
) && TrackdirToExitdir(pos
.td
) == GetGroundDepotDirection(pos
.tile
)) first_tile_okay
= false;
1913 if (!pos
.in_wormhole() && IsRailStationTile(pos
.tile
)) SetRailStationPlatformReservation(pos
, true);
1914 if (TryPathReserve(v
, false, first_tile_okay
)) {
1915 /* Do a look-ahead now in case our current tile was already a safe tile. */
1916 CheckNextTrainTile(v
);
1917 } else if (v
->current_order
.GetType() != OT_LOADING
) {
1918 /* Do not wait for a way out when we're still loading */
1919 MarkTrainAsStuck(v
);
1921 } else if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
1922 /* A train not inside a PBS block can't be stuck. */
1923 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
1924 v
->wait_counter
= 0;
1930 * @param tile unused
1931 * @param flags type of operation
1932 * @param p1 train to reverse
1933 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
1934 * @param text unused
1935 * @return the cost of this operation or an error
1937 CommandCost
CmdReverseTrainDirection(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1939 Train
*v
= Train::GetIfValid(p1
);
1940 if (v
== NULL
) return CMD_ERROR
;
1942 CommandCost ret
= CheckOwnership(v
->owner
);
1943 if (ret
.Failed()) return ret
;
1946 /* turn a single unit around */
1948 if (v
->IsMultiheaded() || HasBit(EngInfo(v
->engine_type
)->callback_mask
, CBM_VEHICLE_ARTIC_ENGINE
)) {
1949 return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS
);
1951 if (!HasBit(EngInfo(v
->engine_type
)->misc_flags
, EF_RAIL_FLIPS
)) return CMD_ERROR
;
1953 Train
*front
= v
->First();
1954 /* make sure the vehicle is stopped in the depot */
1955 if (!front
->IsStoppedInDepot()) {
1956 return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT
);
1959 if (flags
& DC_EXEC
) {
1960 ToggleBit(v
->flags
, VRF_REVERSE_DIRECTION
);
1962 front
->ConsistChanged(false);
1963 SetWindowDirty(WC_VEHICLE_DEPOT
, front
->tile
);
1964 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
1965 SetWindowDirty(WC_VEHICLE_VIEW
, front
->index
);
1966 SetWindowClassesDirty(WC_TRAINS_LIST
);
1969 /* turn the whole train around */
1970 if ((v
->vehstatus
& VS_CRASHED
) || v
->breakdown_ctr
!= 0) return CMD_ERROR
;
1972 if (flags
& DC_EXEC
) {
1973 /* Properly leave the station if we are loading and won't be loading anymore */
1974 if (v
->current_order
.IsType(OT_LOADING
)) {
1975 const Vehicle
*last
= v
;
1976 while (last
->Next() != NULL
) last
= last
->Next();
1978 /* not a station || different station --> leave the station */
1979 if (!IsStationTile(last
->tile
) || GetStationIndex(last
->tile
) != GetStationIndex(v
->tile
)) {
1984 /* We cancel any 'skip signal at dangers' here */
1985 v
->force_proceed
= TFP_NONE
;
1986 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
1988 if (_settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
&& v
->cur_speed
!= 0) {
1989 ToggleBit(v
->flags
, VRF_REVERSING
);
1993 HideFillingPercent(&v
->fill_percent_te_id
);
1994 ReverseTrainDirection(v
);
1998 return CommandCost();
2002 * Force a train through a red signal
2003 * @param tile unused
2004 * @param flags type of operation
2005 * @param p1 train to ignore the red signal
2007 * @param text unused
2008 * @return the cost of this operation or an error
2010 CommandCost
CmdForceTrainProceed(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
2012 Train
*t
= Train::GetIfValid(p1
);
2013 if (t
== NULL
) return CMD_ERROR
;
2015 if (!t
->IsPrimaryVehicle()) return CMD_ERROR
;
2017 CommandCost ret
= CheckOwnership(t
->owner
);
2018 if (ret
.Failed()) return ret
;
2021 if (flags
& DC_EXEC
) {
2022 /* If we are forced to proceed, cancel that order.
2023 * If we are marked stuck we would want to force the train
2024 * to proceed to the next signal. In the other cases we
2025 * would like to pass the signal at danger and run till the
2026 * next signal we encounter. */
2027 t
->force_proceed
= t
->force_proceed
== TFP_SIGNAL
? TFP_NONE
: HasBit(t
->flags
, VRF_TRAIN_STUCK
) || t
->IsChainInDepot() ? TFP_STUCK
: TFP_SIGNAL
;
2028 SetWindowDirty(WC_VEHICLE_VIEW
, t
->index
);
2031 return CommandCost();
2035 * Try to find a depot.
2036 * @param v %Train that wants a depot.
2037 * @param nearby Only consider nearby depots.
2038 * @param res Pointer to store information where the closest train depot is located.
2039 * @return Whether a depot was found.
2040 * @pre The given vehicle must not be crashed!
2042 static bool FindClosestTrainDepot(Train
*v
, bool nearby
, FindDepotData
*res
)
2044 assert(!(v
->vehstatus
& VS_CRASHED
));
2046 if (IsRailDepotTile(v
->tile
) && v
->trackdir
== DiagDirToDiagTrackdir(ReverseDiagDir(GetGroundDepotDirection(v
->tile
)))) {
2047 *res
= FindDepotData(v
->tile
);
2052 FollowTrainReservation(v
, &origin
);
2053 if (IsRailDepotTile(origin
.tile
) && origin
.td
== DiagDirToDiagTrackdir(ReverseDiagDir(GetGroundDepotDirection(origin
.tile
)))) {
2054 *res
= FindDepotData(origin
.tile
);
2058 return YapfTrainFindNearestDepot(v
,
2059 nearby
? _settings_game
.pf
.yapf
.maximum_go_to_depot_penalty
: 0, res
);
2063 * Locate the closest depot for this consist, and return the information to the caller.
2064 * @param location [out] If not \c NULL and a depot is found, store its location in the given address.
2065 * @param destination [out] If not \c NULL and a depot is found, store its index in the given address.
2066 * @param reverse [out] If not \c NULL and a depot is found, store reversal information in the given address.
2067 * @return A depot has been found.
2069 bool Train::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
2072 if (!FindClosestTrainDepot(this, false, &tfdd
)) return false;
2074 if (location
!= NULL
) *location
= tfdd
.tile
;
2075 if (destination
!= NULL
) *destination
= GetDepotIndex(tfdd
.tile
);
2076 if (reverse
!= NULL
) *reverse
= tfdd
.reverse
;
2081 /** Play a sound for a train leaving the station. */
2082 void Train::PlayLeaveStationSound() const
2084 static const SoundFx sfx
[] = {
2092 if (PlayVehicleSound(this, VSE_START
)) return;
2094 EngineID engtype
= this->engine_type
;
2095 SndPlayVehicleFx(sfx
[RailVehInfo(engtype
)->engclass
], this);
2099 * Check if the train is on the last reserved tile and try to extend the path then.
2100 * @param v %Train that needs its path extended.
2102 static void CheckNextTrainTile(Train
*v
)
2104 /* Don't do any look-ahead if path_backoff_interval is 255. */
2105 if (_settings_game
.pf
.path_backoff_interval
== 255) return;
2107 /* Exit if we are inside a depot. */
2108 if (v
->trackdir
== TRACKDIR_DEPOT
) return;
2110 switch (v
->current_order
.GetType()) {
2111 /* Exit if we reached our destination depot. */
2113 if (v
->tile
== v
->dest_tile
) return;
2116 case OT_GOTO_WAYPOINT
:
2117 /* If we reached our waypoint, make sure we see that. */
2118 if (IsRailWaypointTile(v
->tile
) && GetStationIndex(v
->tile
) == v
->current_order
.GetDestination()) ProcessOrders(v
);
2122 case OT_LEAVESTATION
:
2124 /* Exit if the current order doesn't have a destination, but the train has orders. */
2125 if (v
->GetNumOrders() > 0) return;
2131 /* Exit if we are on a station tile and are going to stop. */
2132 if (IsRailStationTile(v
->tile
) && v
->current_order
.ShouldStopAtStation(v
, GetStationIndex(v
->tile
))) return;
2134 RailPathPos pos
= v
->GetPos();
2136 /* On a tile with a red non-pbs signal, don't look ahead. */
2137 if (HasSignalAlongPos(pos
) &&
2138 !IsPbsSignal(GetSignalType(pos
)) &&
2139 GetSignalStateByPos(pos
) == SIGNAL_STATE_RED
) return;
2141 CFollowTrackRail
ft(v
, !_settings_game
.pf
.forbid_90_deg
);
2142 if (!ft
.Follow(pos
)) return;
2144 if (ft
.m_new
.is_single()) {
2145 /* Next tile is not reserved. */
2146 if (!HasReservedPos(ft
.m_new
)) {
2147 if (HasPbsSignalAlongPos(ft
.m_new
)) {
2148 /* If the next tile is a PBS signal, try to make a reservation. */
2149 ChooseTrainTrack(v
, pos
, ft
.m_new
.tile
, ft
.m_new
.trackdirs
, false);
2156 * Will the train stay in the depot the next tick?
2157 * @param v %Train to check.
2158 * @return True if it stays in the depot, false otherwise.
2160 static bool CheckTrainStayInDepot(Train
*v
)
2162 /* bail out if not all wagons are in the same depot or not in a depot at all */
2163 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2164 if (u
->trackdir
!= TRACKDIR_DEPOT
|| u
->tile
!= v
->tile
) return false;
2167 /* if the train got no power, then keep it in the depot */
2168 if (v
->gcache
.cached_power
== 0) {
2169 v
->vehstatus
|= VS_STOPPED
;
2170 SetWindowDirty(WC_VEHICLE_DEPOT
, v
->tile
);
2176 if (v
->force_proceed
== TFP_NONE
) {
2177 /* force proceed was not pressed */
2178 if (++v
->wait_counter
< 37) {
2179 SetWindowClassesDirty(WC_TRAINS_LIST
);
2183 v
->wait_counter
= 0;
2185 if (HasDepotReservation(v
->tile
)) {
2186 /* Depot reserved, can't exit. */
2187 SetWindowClassesDirty(WC_TRAINS_LIST
);
2191 if (_settings_game
.pf
.reserve_paths
) {
2194 assert(IsSignalBufferEmpty());
2195 AddDepotToSignalBuffer(v
->tile
, v
->owner
);
2196 SigSegState seg_state
= UpdateSignalsInBuffer();
2197 if (seg_state
== SIGSEG_FULL
) {
2198 /* Full and no PBS signal in block, can't exit. */
2199 SetWindowClassesDirty(WC_TRAINS_LIST
);
2202 try_reserve
= seg_state
== SIGSEG_PBS
;
2204 } else if (_settings_game
.pf
.reserve_paths
) {
2207 assert(IsSignalBufferEmpty());
2208 AddDepotToSignalBuffer(v
->tile
, v
->owner
);
2209 try_reserve
= UpdateSignalsInBuffer() == SIGSEG_PBS
;
2212 /* We are leaving a depot, but have to go to the exact same one; re-enter */
2213 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->tile
== v
->dest_tile
) {
2214 /* We need to have a reservation for this to work. */
2215 if (HasDepotReservation(v
->tile
)) return true;
2216 SetDepotReservation(v
->tile
, true);
2217 VehicleEnterDepot(v
);
2221 /* Only leave when we can reserve a path to our destination. */
2222 if (try_reserve
&& !TryPathReserveFromDepot(v
) && v
->force_proceed
== TFP_NONE
) {
2223 /* No path and no force proceed. */
2224 SetWindowClassesDirty(WC_TRAINS_LIST
);
2225 MarkTrainAsStuck(v
);
2229 SetDepotReservation(v
->tile
, true);
2230 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2232 VehicleServiceInDepot(v
);
2233 SetWindowClassesDirty(WC_TRAINS_LIST
);
2234 v
->PlayLeaveStationSound();
2236 v
->trackdir
= DiagDirToDiagTrackdir(DirToDiagDir(v
->direction
));
2238 v
->vehstatus
&= ~VS_HIDDEN
;
2241 v
->UpdateViewport(true, true);
2242 VehicleUpdatePosition(v
);
2244 assert(IsSignalBufferEmpty());
2245 AddDepotToSignalBuffer(v
->tile
, v
->owner
);
2246 UpdateSignalsInBuffer();
2248 v
->UpdateAcceleration();
2249 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
2255 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2256 * @param v %Train owning the reservation.
2257 * @param pos position to clear.
2259 static void ClearPathReservation(const Train
*v
, const RailPathPos
&pos
)
2261 DiagDirection dir
= TrackdirToExitdir(pos
.td
);
2263 if (pos
.in_wormhole()) {
2264 UnreserveRailTrack(pos
);
2265 } else if (IsRailStationTile(pos
.tile
)) {
2266 TileIndex new_tile
= TileAddByDiagDir(pos
.tile
, dir
);
2267 /* If the new tile is not a further tile of the same station, we
2268 * clear the reservation for the whole platform. */
2269 if (!IsCompatibleTrainStationTile(new_tile
, pos
.tile
)) {
2270 SetRailStationPlatformReservation(pos
.tile
, ReverseDiagDir(dir
), false);
2273 /* Any other tile */
2274 UnreserveRailTrack(pos
);
2279 * Free the reserved path in front of a vehicle.
2280 * @param v %Train owning the reserved path.
2282 void FreeTrainTrackReservation(const Train
*v
)
2284 assert(v
->IsFrontEngine());
2286 RailPathPos pos
= v
->GetPos();
2289 /* Can't be holding a reservation if we enter a depot. */
2290 if (IsRailDepotTile(pos
.tile
) && TrackdirToExitdir(pos
.td
) != GetGroundDepotDirection(pos
.tile
)) return;
2291 if (v
->trackdir
== TRACKDIR_DEPOT
) {
2292 /* Front engine is in a depot. We enter if some part is not in the depot. */
2293 for (const Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2294 if (u
->trackdir
!= TRACKDIR_DEPOT
|| u
->tile
!= v
->tile
) return;
2297 /* Don't free reservation if it's not ours. */
2298 if (!pos
.in_wormhole() && TracksOverlap(GetReservedTrackbits(pos
.tile
) | TrackToTrackBits(TrackdirToTrack(pos
.td
)))) return;
2300 CFollowTrackRail
ft(v
, true, v
->railtype
);
2303 while (ft
.FollowNext()) {
2304 if (!ft
.m_new
.in_wormhole()) {
2305 TrackdirBits trackdirs
= ft
.m_new
.trackdirs
& TrackBitsToTrackdirBits(GetReservedTrackbits(ft
.m_new
.tile
));
2306 if (trackdirs
== TRACKDIR_BIT_NONE
) break;
2307 ft
.m_new
.set_trackdirs (trackdirs
);
2308 assert(ft
.m_new
.is_single());
2311 if (HasSignalAlongPos(ft
.m_new
) && !IsPbsSignal(GetSignalType(ft
.m_new
))) {
2312 /* Conventional signal along trackdir: remove reservation and stop. */
2313 UnreserveRailTrack(ft
.m_new
);
2317 if (HasPbsSignalAlongPos(ft
.m_new
)) {
2318 if (GetSignalStateByPos(ft
.m_new
) == SIGNAL_STATE_RED
) {
2319 /* Red PBS signal? Can't be our reservation, would be green then. */
2322 /* Turn the signal back to red. */
2323 SetSignalState(ft
.m_new
.tile
, ft
.m_new
.td
, SIGNAL_STATE_RED
);
2324 MarkTileDirtyByTile(ft
.m_new
.tile
);
2326 } else if (HasSignalAgainstPos(ft
.m_new
) && IsOnewaySignal(GetSignalType(ft
.m_new
))) {
2331 if (ft
.m_flag
== ft
.TF_BRIDGE
) {
2332 assert(IsRailBridgeTile(ft
.m_old
.in_wormhole() ? ft
.m_old
.wormhole
: ft
.m_old
.tile
));
2333 } else if (ft
.m_flag
== ft
.TF_TUNNEL
) {
2334 assert(IsTunnelTile(ft
.m_old
.in_wormhole() ? ft
.m_old
.wormhole
: ft
.m_old
.tile
));
2338 /* Don't free first station if we are on it. */
2339 if (!first
|| (ft
.m_flag
!= ft
.TF_STATION
) ||
2340 !IsRailStationTile(ft
.m_old
.tile
) || GetStationIndex(ft
.m_new
.tile
) != GetStationIndex(ft
.m_old
.tile
)) {
2341 ClearPathReservation(v
, ft
.m_new
);
2348 static const byte _initial_tile_subcoord
[TRACKDIR_END
][3] = {
2349 {15, 8, 1}, // TRACKDIR_X_NE
2350 { 8, 0, 3}, // TRACKDIR_Y_SE
2351 { 7, 0, 2}, // TRACKDIR_UPPER_E
2352 {15, 8, 2}, // TRACKDIR_LOWER_E
2353 { 8, 0, 4}, // TRACKDIR_LEFT_S
2354 { 0, 8, 4}, // TRACKDIR_RIGHT_S
2357 { 0, 8, 5}, // TRACKDIR_X_SW
2358 { 8,15, 7}, // TRACKDIR_Y_NW
2359 { 0, 7, 6}, // TRACKDIR_UPPER_W
2360 { 8,15, 6}, // TRACKDIR_LOWER_W
2361 {15, 7, 0}, // TRACKDIR_LEFT_N
2362 { 7,15, 0}, // TRACKDIR_RIGHT_N
2366 * Perform pathfinding for a train.
2368 * @param v The train
2369 * @param origin The end of the current reservation
2370 * @param do_track_reservation Path reservation is requested
2371 * @param dest [out] State and destination of the requested path
2372 * @return The best trackdir the train should follow
2374 static Trackdir
DoTrainPathfind(const Train
*v
, const RailPathPos
&origin
, bool do_track_reservation
, PFResult
*dest
)
2376 return YapfTrainChooseTrack(v
, origin
, do_track_reservation
, dest
);
2380 * Return value type for ExtendTrainReservation
2382 enum ExtendReservationResult
{
2383 EXTEND_RESERVATION_SAFE
, ///< Reservation extended to a safe tile
2384 EXTEND_RESERVATION_UNSAFE
, ///< Reservation extended to an unsafe tile
2385 EXTEND_RESERVATION_FAILED
, ///< Reservation could not be extended
2389 * Extend a train path as far as possible. Stops on encountering a safe tile,
2390 * another reservation or a track choice.
2391 * @param v The train whose reservation to extend
2392 * @param origin The end of the current reservation, which will be updated
2393 * @return An ExtendReservationResult value, showing reservation extension outcome
2395 static ExtendReservationResult
ExtendTrainReservation(const Train
*v
, RailPathPos
*origin
)
2397 CFollowTrackRail
ft(v
, !_settings_game
.pf
.forbid_90_deg
);
2401 if (!ft
.FollowNext()) {
2402 if (ft
.m_err
== CFollowTrackRail::EC_OWNER
|| ft
.m_err
== CFollowTrackRail::EC_NO_WAY
) {
2403 /* End of line, path valid and okay. */
2405 return EXTEND_RESERVATION_SAFE
;
2410 /* A depot is always a safe waiting position. */
2411 if (!ft
.m_new
.in_wormhole() && IsRailDepotTile(ft
.m_new
.tile
)) {
2412 /* Depot must be free for reservation to continue. */
2413 if (HasDepotReservation(ft
.m_new
.tile
)) break;
2415 SetDepotReservation(ft
.m_new
.tile
, true);
2417 return EXTEND_RESERVATION_SAFE
;
2420 /* Station and waypoints are possible targets. */
2421 if (ft
.m_flag
== ft
.TF_STATION
) {
2422 /* Possible target encountered.
2423 * On finding a possible target, we need to stop and let the pathfinder handle the
2424 * remaining path. This is because we don't know if this target is in one of our
2425 * orders, so we might cause pathfinding to fail later on if we find a choice.
2426 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2427 * a wrong path not leading to our next destination. */
2428 if (!ft
.MaskReservedTracks()) break;
2430 /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2431 * actually starts its search at the first unreserved tile. */
2432 ft
.m_new
.tile
-= TileOffsByDiagDir(ft
.m_exitdir
) * ft
.m_tiles_skipped
;
2434 /* Possible target found, path valid but not okay. */
2436 return EXTEND_RESERVATION_UNSAFE
;
2439 if (!ft
.m_new
.is_single()) {
2441 if (HasReservedTracks(ft
.m_new
.tile
, TrackdirBitsToTrackBits(ft
.m_new
.trackdirs
))) break;
2443 assert(ft
.m_tiles_skipped
== 0);
2445 /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2447 return EXTEND_RESERVATION_UNSAFE
;
2450 /* Possible signal tile. */
2451 if (HasOnewaySignalBlockingPos(ft
.m_new
)) break;
2453 PBSPositionState state
= CheckWaitingPosition(v
, ft
.m_new
, _settings_game
.pf
.forbid_90_deg
);
2454 if (state
== PBS_BUSY
) break;
2456 if (!TryReserveRailTrack(ft
.m_new
)) break;
2458 if (state
== PBS_FREE
) {
2459 /* Safe position is all good, path valid and okay. */
2461 return EXTEND_RESERVATION_SAFE
;
2465 /* Sorry, can't reserve path, back out. */
2466 RailPathPos stopped
= ft
.m_old
;
2468 while (ft
.m_new
!= stopped
) {
2469 if (!ft
.FollowNext()) NOT_REACHED();
2471 assert(!ft
.m_new
.is_empty());
2472 assert(ft
.m_new
.is_single());
2474 UnreserveRailTrack(ft
.m_new
);
2478 return EXTEND_RESERVATION_FAILED
;
2482 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2483 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2485 * @param v The vehicle.
2486 * @param pos The position the search should start from.
2487 * @param override_railtype Whether all physically compatible railtypes should be followed.
2488 * @return True if a path to a safe stopping tile could be reserved.
2490 static bool TryReserveSafeTrack(const Train
*v
, const RailPathPos
&pos
, bool override_tailtype
)
2492 return YapfTrainFindNearestSafeTile(v
, pos
, override_tailtype
);
2495 /** This class will save the current order of a vehicle and restore it on destruction. */
2496 class VehicleOrderSaver
{
2500 TileIndex old_dest_tile
;
2501 StationID old_last_station_visited
;
2502 VehicleOrderID index
;
2503 bool suppress_implicit_orders
;
2506 VehicleOrderSaver(Train
*_v
) :
2508 old_order(_v
->current_order
),
2509 old_dest_tile(_v
->dest_tile
),
2510 old_last_station_visited(_v
->last_station_visited
),
2511 index(_v
->cur_real_order_index
),
2512 suppress_implicit_orders(HasBit(_v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
))
2516 ~VehicleOrderSaver()
2518 this->v
->current_order
= this->old_order
;
2519 this->v
->dest_tile
= this->old_dest_tile
;
2520 this->v
->last_station_visited
= this->old_last_station_visited
;
2521 SB(this->v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
, 1, suppress_implicit_orders
? 1: 0);
2525 * Set the current vehicle order to the next order in the order list.
2526 * @param skip_first Shall the first (i.e. active) order be skipped?
2527 * @return True if a suitable next order could be found.
2529 bool SwitchToNextOrder(bool skip_first
)
2531 if (this->v
->GetNumOrders() == 0) return false;
2533 if (skip_first
) ++this->index
;
2539 if (this->index
>= this->v
->GetNumOrders()) this->index
= 0;
2541 Order
*order
= this->v
->GetOrder(this->index
);
2542 assert(order
!= NULL
);
2544 switch (order
->GetType()) {
2546 /* Skip service in depot orders when the train doesn't need service. */
2547 if ((order
->GetDepotOrderType() & ODTFB_SERVICE
) && !this->v
->NeedsServicing()) break;
2548 case OT_GOTO_STATION
:
2549 case OT_GOTO_WAYPOINT
:
2550 this->v
->current_order
= *order
;
2551 return UpdateOrderDest(this->v
, order
, 0, true);
2552 case OT_CONDITIONAL
: {
2553 VehicleOrderID next
= ProcessConditionalOrder(order
, this->v
);
2554 if (next
!= INVALID_VEH_ORDER_ID
) {
2557 /* Don't increment next, so no break here. */
2565 /* Don't increment inside the while because otherwise conditional
2566 * orders can lead to an infinite loop. */
2569 } while (this->index
!= this->v
->cur_real_order_index
&& depth
< this->v
->GetNumOrders());
2575 /* choose a track */
2576 static bool ChooseTrainTrack(Train
*v
, RailPathPos origin
, TileIndex tile
, TrackdirBits trackdirs
, bool force_res
, Trackdir
*best_trackdir
)
2578 bool do_track_reservation
= _settings_game
.pf
.reserve_paths
|| force_res
;
2579 bool change_signal
= false;
2581 assert (trackdirs
!= TRACKDIR_BIT_NONE
);
2583 /* Quick return in case only one possible trackdir is available */
2584 Trackdir single_trackdir
= INVALID_TRACKDIR
;
2585 if (HasAtMostOneBit(trackdirs
)) {
2586 single_trackdir
= FindFirstTrackdir(trackdirs
);
2587 if (best_trackdir
!= NULL
) *best_trackdir
= single_trackdir
;
2588 /* We need to check for signals only here, as a junction tile can't have signals. */
2589 if (HasPbsSignalOnTrackdir(tile
, single_trackdir
)) {
2590 do_track_reservation
= true;
2591 change_signal
= true;
2592 } else if (!do_track_reservation
) {
2597 if (do_track_reservation
) {
2598 switch (ExtendTrainReservation(v
, &origin
)) {
2599 default: NOT_REACHED();
2600 case EXTEND_RESERVATION_FAILED
:
2601 if (best_trackdir
!= NULL
) *best_trackdir
= FindFirstTrackdir(trackdirs
);
2603 case EXTEND_RESERVATION_SAFE
:
2604 if (change_signal
) {
2605 SetSignalState(tile
, single_trackdir
, SIGNAL_STATE_GREEN
);
2606 MarkTileDirtyByTile(tile
);
2608 TryReserveRailTrack(v
->GetPos());
2609 assert (single_trackdir
!= INVALID_TRACKDIR
);
2611 case EXTEND_RESERVATION_UNSAFE
:
2615 /* Check if the train needs service here, so it has a chance to always find a depot.
2616 * Also check if the current order is a service order so we don't reserve a path to
2617 * the destination but instead to the next one if service isn't needed. */
2618 CheckIfTrainNeedsService(v
);
2619 if (v
->current_order
.IsType(OT_DUMMY
) || v
->current_order
.IsType(OT_CONDITIONAL
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) ProcessOrders(v
);
2622 /* Save the current train order. The destructor will restore the old order on function exit. */
2623 VehicleOrderSaver
orders(v
);
2625 /* If the current tile is the destination of the current order and
2626 * a reservation was requested, advance to the next order.
2627 * Don't advance on a depot order as depots are always safe end points
2628 * for a path and no look-ahead is necessary. This also avoids a
2629 * problem with depot orders not part of the order list when the
2630 * order list itself is empty. */
2631 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
2632 orders
.SwitchToNextOrder(false);
2633 } else if (v
->current_order
.IsType(OT_LOADING
) || (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && (
2634 v
->current_order
.IsType(OT_GOTO_STATION
) ?
2635 IsRailStationTile(v
->tile
) && v
->current_order
.GetDestination() == GetStationIndex(v
->tile
) :
2636 v
->tile
== v
->dest_tile
))) {
2637 orders
.SwitchToNextOrder(true);
2640 /* Call the pathfinder... */
2642 Trackdir next_trackdir
= DoTrainPathfind(v
, origin
, do_track_reservation
, &res_dest
);
2643 v
->HandlePathfindingResult(res_dest
.found
);
2644 /* ...but only use the result if we were at the original tile. */
2645 if (best_trackdir
!= NULL
&& single_trackdir
== INVALID_TRACKDIR
) {
2646 /* The initial tile had more than one available trackdir.
2647 * This means that ExtendTrainReservation cannot possibly
2648 * have extended the reservation, and we are pathfinding
2649 * at the original tile. */
2650 *best_trackdir
= next_trackdir
!= INVALID_TRACKDIR
? next_trackdir
: FindFirstTrackdir(trackdirs
);
2651 /* If the initial tile only had one available trackdir, then
2652 * *best_trackdir was set along with single_trackdir. */
2655 /* No track reservation requested -> finished. */
2656 if (!do_track_reservation
) {
2657 assert (!change_signal
);
2661 if (change_signal
) SetSignalState(tile
, single_trackdir
, SIGNAL_STATE_GREEN
);
2663 /* A path was found, but could not be reserved. */
2664 if (res_dest
.pos
.is_valid_tile() && !res_dest
.okay
) {
2665 FreeTrainTrackReservation(v
);
2669 /* No possible reservation target found, we are probably lost. */
2670 if (!res_dest
.pos
.is_valid_tile()) {
2671 /* Try to find any safe destination. */
2672 if (TryReserveSafeTrack(v
, origin
, false)) {
2673 if (best_trackdir
!= NULL
&& single_trackdir
== INVALID_TRACKDIR
) {
2674 TrackBits res
= GetReservedTrackbits(tile
);
2675 *best_trackdir
= FindFirstTrackdir(TrackBitsToTrackdirBits(res
) & trackdirs
);
2677 TryReserveRailTrack(v
->GetPos());
2678 if (change_signal
) MarkTileDirtyByTile(tile
);
2681 FreeTrainTrackReservation(v
);
2686 TryReserveRailTrack(v
->GetPos());
2688 /* Extend reservation until we have found a safe position. */
2691 origin
= res_dest
.pos
;
2692 if (IsSafeWaitingPosition(v
, origin
, _settings_game
.pf
.forbid_90_deg
)) {
2697 /* Get next order with destination. */
2698 if (!orders
.SwitchToNextOrder(true)) break;
2700 DoTrainPathfind(v
, origin
, true, &res_dest
);
2701 /* Break if no safe position was found. */
2702 if (!res_dest
.pos
.is_valid_tile()) break;
2704 if (!res_dest
.okay
) {
2705 /* Path found, but could not be reserved. */
2706 FreeTrainTrackReservation(v
);
2711 /* No order or no safe position found, try any position. */
2712 if (!safe
) safe
= TryReserveSafeTrack(v
, origin
, true);
2715 FreeTrainTrackReservation(v
);
2716 } else if (change_signal
) {
2717 MarkTileDirtyByTile(tile
);
2724 * Try to reserve a path to a safe position.
2726 * @param v The vehicle
2727 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2728 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2729 * @return True if a path could be reserved.
2731 bool TryPathReserve(Train
*v
, bool mark_as_stuck
, bool first_tile_okay
)
2733 assert(v
->IsFrontEngine());
2734 assert(v
->trackdir
!= TRACKDIR_DEPOT
);
2736 Vehicle
*other_train
= NULL
;
2738 FollowTrainReservation(v
, &origin
, &other_train
);
2739 /* The path we are driving on is already blocked by some other train.
2740 * This can only happen in certain situations when mixing path and
2741 * block signals or when changing tracks and/or signals.
2742 * Exit here as doing any further reservations will probably just
2743 * make matters worse. */
2744 if (other_train
!= NULL
&& other_train
->index
!= v
->index
) {
2745 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2749 /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2750 if ((v
->tile
!= origin
.tile
|| first_tile_okay
) && IsSafeWaitingPosition(v
, origin
, _settings_game
.pf
.forbid_90_deg
)) {
2751 /* Can't be stuck then. */
2752 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2753 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2757 DiagDirection exitdir
= TrackdirToExitdir(origin
.td
);
2758 TileIndex new_tile
= TileAddByDiagDir(origin
.tile
, exitdir
);
2759 TrackdirBits reachable
= TrackStatusToTrackdirBits(GetTileRailwayStatus(new_tile
)) & DiagdirReachesTrackdirs(exitdir
);
2761 if (_settings_game
.pf
.forbid_90_deg
) reachable
&= ~TrackdirCrossesTrackdirs(origin
.td
);
2763 if (reachable
!= TRACKDIR_BIT_NONE
&& !ChooseTrainTrack(v
, origin
, new_tile
, reachable
, true)) {
2764 if (mark_as_stuck
) MarkTrainAsStuck(v
);
2768 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2769 v
->wait_counter
= 0;
2770 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2772 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2777 * Try to reserve a path to a safe position from a depot.
2779 * @param v The vehicle
2780 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2781 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2782 * @return True if a path could be reserved.
2784 static bool TryPathReserveFromDepot(Train
*v
)
2786 assert(v
->IsFrontEngine());
2787 assert(v
->trackdir
== TRACKDIR_DEPOT
);
2789 /* We have to handle depots specially as the track follower won't look
2790 * at the depot tile itself but starts from the next tile. If we are still
2791 * inside the depot, a depot reservation can never be ours. */
2792 if (HasDepotReservation(v
->tile
)) return false;
2794 /* Depot not reserved, but the next tile might be. */
2795 DiagDirection exitdir
= GetGroundDepotDirection(v
->tile
);
2796 TileIndex new_tile
= TileAddByDiagDir(v
->tile
, exitdir
);
2797 if (HasReservedTracks(new_tile
, DiagdirReachesTracks(exitdir
))) return false;
2799 TrackdirBits reachable
= TrackStatusToTrackdirBits(GetTileRailwayStatus(new_tile
)) & DiagdirReachesTrackdirs(exitdir
);
2801 if (reachable
!= TRACKDIR_BIT_NONE
&& !ChooseTrainTrack(v
, v
->GetPos(), new_tile
, reachable
, true)) {
2805 SetDepotReservation(v
->tile
, true);
2806 if (_settings_client
.gui
.show_track_reservation
) MarkTileDirtyByTile(v
->tile
);
2808 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
2809 v
->wait_counter
= 0;
2810 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2811 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
2818 static bool CheckReverseTrain(const Train
*v
)
2820 if (_settings_game
.difficulty
.line_reverse_mode
!= 0 ||
2821 v
->trackdir
== TRACKDIR_DEPOT
|| v
->trackdir
== TRACKDIR_WORMHOLE
||
2822 !(v
->direction
& 1)) {
2826 assert(IsValidTrackdir(v
->trackdir
));
2828 return YapfTrainCheckReverse(v
);
2832 * Get the location of the next station to visit.
2833 * @param station Next station to visit.
2834 * @return Location of the new station.
2836 TileIndex
Train::GetOrderStationLocation(StationID station
)
2838 if (station
== this->last_station_visited
) this->last_station_visited
= INVALID_STATION
;
2840 const Station
*st
= Station::Get(station
);
2841 if (!(st
->facilities
& FACIL_TRAIN
)) {
2842 /* The destination station has no trainstation tiles. */
2843 this->IncrementRealOrderIndex();
2850 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
2851 void Train::MarkDirty()
2855 v
->colourmap
= PAL_NONE
;
2856 v
->UpdateViewport(true, false);
2857 } while ((v
= v
->Next()) != NULL
);
2859 /* need to update acceleration and cached values since the goods on the train changed. */
2860 this->CargoChanged();
2861 this->UpdateAcceleration();
2865 * This function looks at the vehicle and updates its speed (cur_speed
2866 * and subspeed) variables. Furthermore, it returns the distance that
2867 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2868 * the distance to drive before moving a step on the map.
2869 * @return distance to drive.
2871 int Train::UpdateSpeed()
2873 switch (_settings_game
.vehicle
.train_acceleration_model
) {
2874 default: NOT_REACHED();
2876 return this->DoUpdateSpeed(this->acceleration
* (this->GetAccelerationStatus() == AS_BRAKE
? -4 : 2), 0, this->GetCurrentMaxSpeed());
2879 return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE
? 0 : 2, this->GetCurrentMaxSpeed());
2884 * Trains enters a station, send out a news item if it is the first train, and start loading.
2885 * @param v Train that entered the station.
2886 * @param station Station visited.
2888 static void TrainEnterStation(Train
*v
, StationID station
)
2890 v
->last_station_visited
= station
;
2892 /* check if a train ever visited this station before */
2893 Station
*st
= Station::Get(station
);
2894 if (!(st
->had_vehicle_of_type
& HVOT_TRAIN
)) {
2895 st
->had_vehicle_of_type
|= HVOT_TRAIN
;
2896 SetDParam(0, st
->index
);
2898 STR_NEWS_FIRST_TRAIN_ARRIVAL
,
2899 v
->owner
== _local_company
? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
2903 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2904 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
2907 v
->force_proceed
= TFP_NONE
;
2908 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
2912 TriggerStationRandomisation(st
, v
->tile
, SRT_TRAIN_ARRIVES
);
2913 TriggerStationAnimation(st
, v
->tile
, SAT_TRAIN_ARRIVES
);
2916 /* Check if the vehicle is compatible with the specified tile */
2917 static inline bool CheckCompatibleRail(const Train
*v
, TileIndex tile
, Track track
= INVALID_TRACK
)
2919 return IsTileOwner(tile
, v
->owner
) &&
2920 (!v
->IsFrontEngine() || HasBit(v
->compatible_railtypes
, GetRailType(tile
, track
)));
2923 /** Data structure for storing engine speed changes of an acceleration type. */
2924 struct AccelerationSlowdownParams
{
2925 byte small_turn
; ///< Speed change due to a small turn.
2926 byte large_turn
; ///< Speed change due to a large turn.
2927 byte z_up
; ///< Fraction to remove when moving up.
2928 byte z_down
; ///< Fraction to add when moving down.
2931 /** Speed update fractions for each acceleration type. */
2932 static const AccelerationSlowdownParams _accel_slowdown
[] = {
2934 {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
2935 {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
2936 {0, 256 / 2, 256 / 4, 2}, ///< maglev
2940 * Modify the speed of the vehicle due to a change in altitude.
2941 * @param v %Train to update.
2942 * @param old_z Previous height.
2944 static inline void AffectSpeedByZChange(Train
*v
, int old_z
)
2946 if (old_z
== v
->z_pos
|| _settings_game
.vehicle
.train_acceleration_model
!= AM_ORIGINAL
) return;
2948 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
2950 if (old_z
< v
->z_pos
) {
2951 v
->cur_speed
-= (v
->cur_speed
* asp
->z_up
>> 8);
2953 uint16 spd
= v
->cur_speed
+ asp
->z_down
;
2954 if (spd
<= v
->gcache
.cached_max_track_speed
) v
->cur_speed
= spd
;
2958 /** Tries to reserve track under whole train consist. */
2959 void Train::ReserveTrackUnderConsist() const
2961 for (const Train
*u
= this; u
!= NULL
; u
= u
->Next()) {
2962 switch (u
->trackdir
) {
2963 case TRACKDIR_WORMHOLE
:
2964 if (IsRailwayTile(u
->tile
)) {
2965 SetBridgeMiddleReservation(u
->tile
, true);
2966 SetBridgeMiddleReservation(GetOtherBridgeEnd(u
->tile
), true);
2968 SetTunnelMiddleReservation(u
->tile
, true);
2969 SetTunnelMiddleReservation(GetOtherTunnelEnd(u
->tile
), true);
2972 case TRACKDIR_DEPOT
:
2975 TryReserveRailTrack(u
->tile
, TrackdirToTrack(u
->trackdir
));
2982 * The train vehicle crashed!
2983 * Update its status and other parts around it.
2984 * @param flooded Crash was caused by flooding.
2985 * @return Number of people killed.
2987 uint
Train::Crash(bool flooded
)
2990 if (this->IsFrontEngine()) {
2991 pass
+= 2; // driver
2993 /* Remove the reserved path in front of the train if it is not stuck.
2994 * Also clear all reserved tracks the train is currently on. */
2995 if (!HasBit(this->flags
, VRF_TRAIN_STUCK
)) FreeTrainTrackReservation(this);
2996 for (const Train
*v
= this; v
!= NULL
; v
= v
->Next()) {
2997 ClearPathReservation(v
, v
->GetPos());
3000 /* we may need to update crossing we were approaching,
3001 * but must be updated after the train has been marked crashed */
3002 TileIndex crossing
= TrainApproachingCrossingTile(this);
3003 if (crossing
!= INVALID_TILE
) UpdateLevelCrossing(crossing
);
3005 /* Remove the loading indicators (if any) */
3006 HideFillingPercent(&this->fill_percent_te_id
);
3009 pass
+= this->GroundVehicleBase::Crash(flooded
);
3011 this->crash_anim_pos
= flooded
? 4000 : 1; // max 4440, disappear pretty fast when flooded
3016 * Marks train as crashed and creates an AI event.
3017 * Doesn't do anything if the train is crashed already.
3018 * @param v first vehicle of chain
3019 * @return number of victims (including 2 drivers; zero if train was already crashed)
3021 static uint
TrainCrashed(Train
*v
)
3025 /* do not crash train twice */
3026 if (!(v
->vehstatus
& VS_CRASHED
)) {
3028 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3029 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, ScriptEventVehicleCrashed::CRASH_TRAIN
));
3032 /* Try to re-reserve track under already crashed train too.
3033 * Crash() clears the reservation! */
3034 v
->ReserveTrackUnderConsist();
3040 * Collision test function.
3041 * @param tcc %Train being examined.
3042 * @param v %Train vehicle to test collision with.
3043 * @return Total number of victims if train collided, else 0.
3045 static uint
FindTrainCollision(Train
*tcc
, Vehicle
*v
)
3047 /* not a train or in depot */
3048 if (v
->type
!= VEH_TRAIN
|| Train::From(v
)->trackdir
== TRACKDIR_DEPOT
) return 0;
3050 /* do not crash into trains of another company. */
3051 if (v
->owner
!= tcc
->owner
) return 0;
3053 /* get first vehicle now to make most usual checks faster */
3054 Train
*coll
= Train::From(v
)->First();
3056 /* can't collide with own wagons */
3057 if (coll
== tcc
) return 0;
3059 int x_diff
= v
->x_pos
- tcc
->x_pos
;
3060 int y_diff
= v
->y_pos
- tcc
->y_pos
;
3062 /* Do fast calculation to check whether trains are not in close vicinity
3063 * and quickly reject trains distant enough for any collision.
3064 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3065 * Differences are then ORed and then we check for any higher bits */
3066 uint hash
= (y_diff
+ 7) | (x_diff
+ 7);
3067 if (hash
& ~15) return 0;
3069 /* Slower check using multiplication */
3070 int min_diff
= (Train::From(v
)->gcache
.cached_veh_length
+ 1) / 2 + (tcc
->gcache
.cached_veh_length
+ 1) / 2 - 1;
3071 if (x_diff
* x_diff
+ y_diff
* y_diff
> min_diff
* min_diff
) return 0;
3073 /* Happens when there is a train under bridge next to bridge head */
3074 if (abs(v
->z_pos
- tcc
->z_pos
) > 5) return 0;
3076 /* crash both trains */
3077 return TrainCrashed(tcc
) + TrainCrashed(coll
);
3080 /** Temporary data storage for testing collisions. */
3081 struct TrainCollideChecker
{
3082 Train
*v
; ///< %Vehicle we are testing for collision.
3083 uint num
; ///< Total number of victims if train collided.
3087 * Collision test function.
3088 * @param v %Train vehicle to test collision with.
3089 * @param data %Train being examined.
3090 * @return \c NULL (always continue search)
3092 static Vehicle
*FindTrainCollideEnum(Vehicle
*v
, void *data
)
3094 TrainCollideChecker
*tcc
= (TrainCollideChecker
*)data
;
3096 tcc
->num
+= FindTrainCollision (tcc
->v
, v
);
3102 * Checks whether the specified train has a collision with another vehicle. If
3103 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3104 * Reports the incident in a flashy news item, modifies station ratings and
3106 * @param v %Train to test.
3108 static bool CheckTrainCollision(Train
*v
)
3110 /* can't collide in depot */
3111 if (v
->trackdir
== TRACKDIR_DEPOT
) return false;
3113 assert(v
->trackdir
== TRACKDIR_WORMHOLE
|| TileVirtXY(v
->x_pos
, v
->y_pos
) == v
->tile
);
3115 TrainCollideChecker tcc
;
3119 /* find colliding vehicles */
3120 if (v
->trackdir
== TRACKDIR_WORMHOLE
) {
3121 VehicleTileIterator
iter1 (v
->tile
);
3122 while (!iter1
.finished()) {
3123 tcc
.num
+= FindTrainCollision (v
, iter1
.next());
3125 VehicleTileIterator
iter2 (GetOtherTunnelBridgeEnd(v
->tile
));
3126 while (!iter2
.finished()) {
3127 tcc
.num
+= FindTrainCollision (v
, iter2
.next());
3130 FindVehicleOnPosXY(v
->x_pos
, v
->y_pos
, &tcc
, FindTrainCollideEnum
);
3133 /* any dead -> no crash */
3134 if (tcc
.num
== 0) return false;
3136 SetDParam(0, tcc
.num
);
3137 AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH
, NT_ACCIDENT
, v
->index
);
3139 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
3140 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_13_BIG_CRASH
, v
);
3146 * Tile callback routine when vehicle enters a track tile
3147 * @see vehicle_enter_tile_proc
3149 static void TrainEnter_Track(Train
*v
, TileIndex tile
, int x
, int y
)
3151 if (IsTileSubtype(tile
, TT_TRACK
)) return;
3153 assert(abs((int)(GetSlopePixelZ(x
, y
) - v
->z_pos
)) < 3);
3155 /* modify speed of vehicle */
3156 uint16 spd
= GetBridgeSpec(GetRailBridgeType(tile
))->speed
;
3157 Vehicle
*first
= v
->First();
3158 first
->cur_speed
= min(first
->cur_speed
, spd
);
3162 * Frame when the 'enter tunnel' sound should be played. This is the second
3163 * frame on a tile, so the sound is played shortly after entering the tunnel
3164 * tile, while the vehicle is still visible.
3166 static const byte TUNNEL_SOUND_FRAME
= 1;
3168 extern const byte _tunnel_visibility_frame
[DIAGDIR_END
];
3171 * Compute number of ticks when next wagon will leave a depot.
3172 * Negative means next wagon should have left depot n ticks before.
3173 * @param v vehicle outside (leaving) the depot
3174 * @return number of ticks when the next wagon will leave
3176 int TicksToLeaveDepot(const Train
*v
)
3178 DiagDirection dir
= GetGroundDepotDirection(v
->tile
);
3179 int length
= v
->CalcNextVehicleOffset();
3182 case DIAGDIR_NE
: return ((int)(v
->x_pos
& 0x0F) - (_vehicle_initial_x_fract
[dir
] - (length
+ 1)));
3183 case DIAGDIR_SE
: return -((int)(v
->y_pos
& 0x0F) - (_vehicle_initial_y_fract
[dir
] + (length
+ 1)));
3184 case DIAGDIR_SW
: return -((int)(v
->x_pos
& 0x0F) - (_vehicle_initial_x_fract
[dir
] + (length
+ 1)));
3186 case DIAGDIR_NW
: return ((int)(v
->y_pos
& 0x0F) - (_vehicle_initial_y_fract
[dir
] - (length
+ 1)));
3189 return 0; // make compilers happy
3192 static void TrainEnter_Misc(Train
*u
, TileIndex tile
, int x
, int y
)
3194 switch (GetTileSubtype(tile
)) {
3197 case TT_MISC_TUNNEL
: {
3198 assert(abs((int)GetSlopePixelZ(x
, y
) - u
->z_pos
) < 3);
3200 /* Direction into the wormhole */
3201 const DiagDirection dir
= GetTunnelBridgeDirection(tile
);
3203 if (u
->direction
== DiagDirToDir(dir
)) {
3204 uint frame
= DistanceFromTileEdge(ReverseDiagDir(dir
), x
& 0xF, y
& 0xF);
3205 if (u
->IsFrontEngine() && frame
== TUNNEL_SOUND_FRAME
) {
3206 if (!PlayVehicleSound(u
, VSE_TUNNEL
) && RailVehInfo(u
->engine_type
)->engclass
== 0) {
3207 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL
, u
);
3210 if (frame
== _tunnel_visibility_frame
[dir
]) {
3211 u
->vehstatus
|= VS_HIDDEN
;
3213 } else if (u
->direction
== ReverseDir(DiagDirToDir(dir
))) {
3214 uint frame
= DistanceFromTileEdge(dir
, x
& 0xF, y
& 0xF);
3215 if (frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
]) {
3216 u
->vehstatus
&= ~VS_HIDDEN
;
3223 case TT_MISC_DEPOT
: {
3224 if (!IsRailDepot(tile
)) break;
3226 /* depot direction */
3227 DiagDirection dir
= GetGroundDepotDirection(tile
);
3229 /* make sure a train is not entering the tile from behind */
3230 assert(DistanceFromTileEdge(ReverseDiagDir(dir
), x
& 0xF, y
& 0xF) != 0);
3232 int fract_x
= (int)(x
& 0xF) - _vehicle_initial_x_fract
[dir
];
3233 int fract_y
= (int)(y
& 0xF) - _vehicle_initial_y_fract
[dir
];
3235 if (u
->direction
== DiagDirToDir(ReverseDiagDir(dir
))) {
3236 if (fract_x
== 0 && fract_y
== 0) {
3237 /* enter the depot */
3238 u
->trackdir
= TRACKDIR_DEPOT
,
3239 u
->vehstatus
|= VS_HIDDEN
; // hide it
3240 u
->direction
= ReverseDir(u
->direction
);
3241 if (u
->Next() == NULL
) VehicleEnterDepot(u
->First());
3244 InvalidateWindowData(WC_VEHICLE_DEPOT
, u
->tile
);
3246 } else if (u
->direction
== DiagDirToDir(dir
)) {
3247 static const int8 delta_x
[4] = { -1, 0, 1, 0 };
3248 static const int8 delta_y
[4] = { 0, 1, 0, -1 };
3250 /* Calculate the point where the following wagon should be activated. */
3251 int length
= u
->CalcNextVehicleOffset() + 1;
3253 if ((fract_x
== length
* delta_x
[dir
]) && (fract_y
== length
* delta_y
[dir
])) {
3254 /* leave the depot? */
3255 if ((u
= u
->Next()) != NULL
) {
3256 u
->vehstatus
&= ~VS_HIDDEN
;
3257 u
->trackdir
= DiagDirToDiagTrackdir(dir
);
3267 static StationID
TrainEnter_Station(Train
*v
, TileIndex tile
, int x
, int y
)
3269 StationID station_id
= GetStationIndex(tile
);
3270 if (!v
->current_order
.ShouldStopAtStation(v
, station_id
)) return INVALID_STATION
;
3271 if (!IsRailStation(tile
) || !v
->IsFrontEngine()) return INVALID_STATION
;
3275 int stop
= GetTrainStopLocation(station_id
, tile
, Train::From(v
), &station_ahead
, &station_length
);
3277 /* Stop whenever that amount of station ahead + the distance from the
3278 * begin of the platform to the stop location is longer than the length
3279 * of the platform. Station ahead 'includes' the current tile where the
3280 * vehicle is on, so we need to subtract that. */
3281 if (stop
+ station_ahead
- (int)TILE_SIZE
>= station_length
) return INVALID_STATION
;
3283 DiagDirection dir
= DirToDiagDir(v
->direction
);
3288 if (DiagDirToAxis(dir
) != AXIS_X
) Swap(x
, y
);
3289 if (y
== TILE_SIZE
/ 2) {
3290 if (dir
!= DIAGDIR_SE
&& dir
!= DIAGDIR_SW
) x
= TILE_SIZE
- 1 - x
;
3291 stop
&= TILE_SIZE
- 1;
3294 return station_id
; // enter station
3295 } else if (x
< stop
) {
3296 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3297 uint16 spd
= max(0, (stop
- x
) * 20 - 15);
3298 if (spd
< v
->cur_speed
) v
->cur_speed
= spd
;
3302 return INVALID_STATION
;
3306 * Call the tile callback function for a train entering a tile
3307 * @param v Train entering the tile
3308 * @param tile Tile entered
3309 * @param x X position
3310 * @param y Y position
3311 * @return Station ID of an entered station, or INVALID_STATION otherwise
3313 static StationID
TrainEnterTile(Train
*v
, TileIndex tile
, int x
, int y
)
3315 switch (GetTileType(tile
)) {
3316 default: NOT_REACHED();
3319 TrainEnter_Track(v
, tile
, x
, y
);
3323 TrainEnter_Misc(v
, tile
, x
, y
);
3327 return TrainEnter_Station(v
, tile
, x
, y
);
3330 return INVALID_STATION
;
3334 * Choose the trackdir to follow when a train enters a new tile.
3335 * @param v The train that enters the tile
3336 * @param tile The tile entered
3337 * @param enterdir The direction the train is moving between tiles
3338 * @param tsdir The direction to use for GetTileRailwayStatus
3339 * @param check_90deg Check for 90-degree turns and disallow them
3340 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3341 * @return The trackdir to use, or INVALID_TRACKDIR if the train cannot go forward
3343 static Trackdir
TrainControllerChooseTrackdir(Train
*v
, TileIndex tile
, DiagDirection enterdir
, DiagDirection tsdir
, bool check_90deg
, bool reverse
)
3345 /* Get the status of the tracks in the new tile and mask
3346 * away the bits that aren't reachable. */
3347 TrackStatus ts
= GetTileRailwayStatus(tile
, tsdir
);
3348 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(enterdir
);
3350 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
3351 if (check_90deg
) trackdirbits
&= ~TrackdirCrossesTrackdirs(v
->trackdir
);
3353 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
);
3355 /* Check if the new tile constrains tracks that are compatible
3356 * with the current train, if not, bail out. */
3357 if (trackdirbits
== TRACKDIR_BIT_NONE
|| !CheckCompatibleRail(v
, tile
, TrackdirToTrack(FindFirstTrackdir(trackdirbits
)))) {
3359 v
->wait_counter
= 0;
3362 ReverseTrainDirection(v
);
3365 return INVALID_TRACKDIR
;
3368 Trackdir chosen_trackdir
;
3370 /* Don't use trackdirbits here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
3371 TrackdirBits res_trackdirs
= TrackBitsToTrackdirBits(GetReservedTrackbits(tile
)) & reachable_trackdirs
;
3372 /* Do we have a suitable reserved trackdir? */
3373 if (res_trackdirs
!= TRACKDIR_BIT_NONE
) {
3374 chosen_trackdir
= FindFirstTrackdir(res_trackdirs
);
3376 if (!ChooseTrainTrack(v
, v
->GetPos(), tile
, trackdirbits
, false, &chosen_trackdir
)) {
3377 MarkTrainAsStuck(v
);
3379 assert(chosen_trackdir
!= INVALID_TRACKDIR
);
3380 assert(HasBit(trackdirbits
, chosen_trackdir
));
3383 /* Make sure chosen trackdir is a valid trackdir */
3384 assert(IsValidTrackdir(chosen_trackdir
));
3386 if (v
->force_proceed
!= TFP_NONE
) {
3387 /* For each signal we find decrease the counter by one.
3388 * We start at two, so the first signal we pass decreases
3389 * this to one, then if we reach the next signal it is
3390 * decreased to zero and we won't pass that new signal. */
3392 if (IsRailwayTile(tile
)) {
3393 Track track
= TrackdirToTrack(chosen_trackdir
);
3394 /* However, we do not want to be stopped by PBS
3395 * signals entered via the back. */
3396 at_signal
= HasSignalOnTrack(tile
, track
) &&
3397 (GetSignalType(tile
, track
) != SIGTYPE_PBS
||
3398 HasSignalOnTrackdir(tile
, chosen_trackdir
));
3399 } else if (maptile_is_rail_tunnel(tile
)) {
3400 at_signal
= maptile_has_tunnel_signals(tile
);
3406 v
->force_proceed
= (v
->force_proceed
== TFP_SIGNAL
) ? TFP_STUCK
: TFP_NONE
;
3407 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
3411 /* Check if it's a red signal and if force proceed is clicked. */
3412 if (!HasBit(red_signals
, chosen_trackdir
) || v
->force_proceed
!= TFP_NONE
) {
3414 TryReserveRailTrack(tile
, TrackdirToTrack(chosen_trackdir
), false);
3415 return chosen_trackdir
;
3418 /* In front of a red signal */
3419 assert(trackdirbits
== TrackdirToTrackdirBits(chosen_trackdir
));
3421 /* Don't handle stuck trains here. */
3422 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
)) return INVALID_TRACKDIR
;
3424 if (!HasSignalOnTrackdir(tile
, ReverseTrackdir(chosen_trackdir
))) {
3427 v
->progress
= 255 - 100;
3428 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_oneway_signal
* 20) return INVALID_TRACKDIR
;
3429 } else if (HasSignalOnTrackdir(tile
, chosen_trackdir
)) {
3432 v
->progress
= 255 - 10;
3433 if (!_settings_game
.pf
.reverse_at_signals
|| ++v
->wait_counter
< _settings_game
.pf
.wait_twoway_signal
* 73) {
3434 DiagDirection exitdir
= TrackdirToExitdir(chosen_trackdir
);
3435 TileIndex o_tile
= TileAddByDiagDir(tile
, exitdir
);
3437 exitdir
= ReverseDiagDir(exitdir
);
3439 /* check if a train is waiting on the other side */
3440 VehicleTileFinder
iter (o_tile
);
3441 while (!iter
.finished()) {
3442 Vehicle
*v
= iter
.next();
3443 if (v
->type
!= VEH_TRAIN
|| (v
->vehstatus
& VS_CRASHED
)) continue;
3445 Train
*t
= Train::From(v
);
3446 if (t
->IsFrontEngine() && (t
->trackdir
< TRACKDIR_END
) && (t
->cur_speed
<= 5) && TrackdirToExitdir(t
->trackdir
) == exitdir
) {
3450 if (!iter
.was_found()) return INVALID_TRACKDIR
;
3454 /* If we would reverse but are currently in a PBS block and
3455 * reversing of stuck trains is disabled, don't reverse.
3456 * This does not apply if the reason for reversing is a one-way
3457 * signal blocking us, because a train would then be stuck forever. */
3458 if (!_settings_game
.pf
.reverse_at_signals
&& !HasOnewaySignalBlockingTrackdir(tile
, chosen_trackdir
)) {
3459 assert(IsSignalBufferEmpty());
3460 AddPosToSignalBuffer(v
->GetPos(), v
->owner
);
3461 if (UpdateSignalsInBuffer() == SIGSEG_PBS
) {
3462 v
->wait_counter
= 0;
3463 return INVALID_TRACKDIR
;
3468 v
->wait_counter
= 0;
3471 ReverseTrainDirection(v
);
3474 return INVALID_TRACKDIR
;
3478 * Move a vehicle chain one movement stop forwards.
3479 * @param v First vehicle to move.
3480 * @param nomove Stop moving this and all following vehicles.
3481 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3482 * @return True if the vehicle could be moved forward, false otherwise.
3484 bool TrainController(Train
*v
, Vehicle
*nomove
, bool reverse
)
3486 Train
*first
= v
->First();
3488 bool direction_changed
= false; // has direction of any part changed?
3490 /* For every vehicle after and including the given vehicle */
3491 for (prev
= v
->Previous(); v
!= nomove
; prev
= v
, v
= v
->Next()) {
3492 TileIndex old_tile
; // old virtual tile
3493 bool old_in_wormhole
, new_in_wormhole
; // old position was in wormhole, new position is in wormhole
3494 DiagDirection enterdir
= INVALID_DIAGDIR
; // direction into the new tile, or INVALID_DIAGDIR if we stay on the old tile
3495 DiagDirection tsdir
= INVALID_DIAGDIR
; // direction to use for GetTileRailwayStatus, only when moving into a new tile
3497 VehiclePos gp
= GetNewVehiclePos(v
);
3498 if (v
->trackdir
== TRACKDIR_WORMHOLE
) {
3499 /* In a tunnel or on a bridge (middle part) */
3500 old_tile
= TileVirtXY(v
->x_pos
, v
->y_pos
);
3501 old_in_wormhole
= true;
3503 if (gp
.new_tile
!= v
->tile
) {
3504 /* Still in the wormhole */
3505 new_in_wormhole
= true;
3506 if (v
->IsFrontEngine() && (v
->vehstatus
& VS_HIDDEN
) && maptile_has_tunnel_signal(v
->tile
, false) && (FindTunnelPrevTrain(v
) < TILE_SIZE
)) {
3507 /* too close to train ahead, stop */
3511 new_in_wormhole
= false;
3512 enterdir
= ReverseDiagDir(GetTunnelBridgeDirection(gp
.new_tile
));
3513 tsdir
= INVALID_DIAGDIR
;
3515 } else if (v
->trackdir
== TRACKDIR_DEPOT
) {
3517 assert(gp
.new_tile
== v
->tile
);
3519 } else if (gp
.new_tile
== v
->tile
) {
3520 /* Not inside tunnel or depot, staying in the old tile */
3522 old_in_wormhole
= false;
3523 new_in_wormhole
= false;
3525 /* Not inside tunnel or depot, about to enter a new tile */
3527 old_in_wormhole
= false;
3529 /* Determine what direction we're entering the new tile from */
3530 enterdir
= DiagdirBetweenTiles(v
->tile
, gp
.new_tile
);
3531 assert(IsValidDiagDirection(enterdir
));
3533 if (IsTunnelTile(v
->tile
) && GetTunnelBridgeDirection(v
->tile
) == enterdir
) {
3534 TileIndex end_tile
= GetOtherTunnelEnd(v
->tile
);
3535 if (end_tile
!= gp
.new_tile
) {
3536 /* Entering a tunnel */
3537 new_in_wormhole
= true;
3538 gp
.new_tile
= end_tile
;
3540 new_in_wormhole
= false;
3541 tsdir
= INVALID_DIAGDIR
;
3543 } else if (IsRailBridgeTile(v
->tile
) && GetTunnelBridgeDirection(v
->tile
) == enterdir
) {
3544 TileIndex end_tile
= GetOtherBridgeEnd(v
->tile
);
3545 if (end_tile
!= gp
.new_tile
) {
3546 /* Entering a bridge */
3547 new_in_wormhole
= true;
3548 gp
.new_tile
= end_tile
;
3549 ClrBit(v
->gv_flags
, GVF_GOINGUP_BIT
);
3550 ClrBit(v
->gv_flags
, GVF_GOINGDOWN_BIT
);
3552 first
->cur_speed
= min(first
->cur_speed
, GetBridgeSpec(GetRailBridgeType(v
->tile
))->speed
);
3554 new_in_wormhole
= false;
3555 tsdir
= INVALID_DIAGDIR
;
3558 new_in_wormhole
= false;
3559 tsdir
= ReverseDiagDir(enterdir
);
3563 if (enterdir
== INVALID_DIAGDIR
) {
3564 /* Staying on the same tile */
3566 /* Reverse when we are at the end of the track already, do not move to the new position */
3567 if (!new_in_wormhole
&& v
->IsFrontEngine() && !TrainCheckIfLineEnds(v
, reverse
)) return false;
3569 /* Entering a new tile */
3571 Trackdir chosen_trackdir
;
3572 if (!new_in_wormhole
) {
3574 /* Currently the locomotive is active. Determine which one of the
3575 * available tracks to choose */
3576 chosen_trackdir
= TrainControllerChooseTrackdir(v
, gp
.new_tile
, enterdir
, tsdir
, !old_in_wormhole
&& _settings_game
.pf
.forbid_90_deg
, reverse
);
3577 if (chosen_trackdir
== INVALID_TRACKDIR
) return false;
3579 if (HasPbsSignalOnTrackdir(gp
.new_tile
, chosen_trackdir
)) {
3580 SetSignalState(gp
.new_tile
, chosen_trackdir
, SIGNAL_STATE_RED
);
3581 MarkTileDirtyByTile(gp
.new_tile
);
3584 /* The wagon is active, simply follow the prev vehicle. */
3585 if (prev
->tile
== gp
.new_tile
) {
3586 /* Choose the same track as prev */
3587 assert(prev
->trackdir
!= TRACKDIR_WORMHOLE
);
3588 chosen_trackdir
= prev
->trackdir
;
3590 /* Choose the track that leads to the tile where prev is.
3591 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3592 * I.e. when the tile between them has only space for a single vehicle like
3593 * 1) horizontal/vertical track tiles and
3594 * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3595 * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3597 DiagDirection exitdir
= DiagdirBetweenTiles(gp
.new_tile
, prev
->tile
);
3598 assert(IsValidDiagDirection(exitdir
));
3599 chosen_trackdir
= EnterdirExitdirToTrackdir(enterdir
, exitdir
);
3600 assert(!IsReversingRoadTrackdir(chosen_trackdir
));
3603 assert(CheckCompatibleRail(v
, gp
.new_tile
, TrackdirToTrack(chosen_trackdir
)));
3606 /* new_in_wormhole */
3607 assert(!old_in_wormhole
);
3609 if (IsRailwayTile(old_tile
)) {
3610 SetBridgeMiddleReservation(old_tile
, true);
3611 SetBridgeMiddleReservation(gp
.new_tile
, true);
3613 SetTunnelMiddleReservation(old_tile
, true);
3614 SetTunnelMiddleReservation(gp
.new_tile
, true);
3619 if (v
->Next() == NULL
) {
3620 /* Clear any track reservation when the last vehicle leaves the tile */
3621 ClearPathReservation(v
, v
->GetPos());
3623 RailPathPos rev
= v
->GetReversePos();
3624 if (HasSignalOnPos(rev
)) {
3625 assert(IsSignalBufferEmpty());
3626 AddPosToSignalBuffer(rev
, v
->owner
);
3627 /* Defer actual updating of signals until the train has moved */
3631 if (new_in_wormhole
) {
3632 /* Just entered the wormhole */
3633 v
->tile
= gp
.new_tile
;
3634 v
->trackdir
= TRACKDIR_WORMHOLE
;
3636 RailType old_rt
= v
->GetTrackRailType();
3638 v
->tile
= gp
.new_tile
;
3639 v
->trackdir
= chosen_trackdir
;
3641 if (GetRailType(gp
.new_tile
, TrackdirToTrack(chosen_trackdir
)) != old_rt
) {
3642 v
->First()->ConsistChanged(true);
3646 Direction chosen_dir
;
3647 if (new_in_wormhole
) {
3648 chosen_dir
= DiagDirToDir(enterdir
);
3650 /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3651 const byte
*b
= _initial_tile_subcoord
[chosen_trackdir
];
3652 gp
.x
= (gp
.x
& ~0xF) | b
[0];
3653 gp
.y
= (gp
.y
& ~0xF) | b
[1];
3654 chosen_dir
= (Direction
)b
[2];
3657 if (chosen_dir
!= v
->direction
) {
3658 if (prev
== NULL
&& _settings_game
.vehicle
.train_acceleration_model
== AM_ORIGINAL
) {
3659 const AccelerationSlowdownParams
*asp
= &_accel_slowdown
[GetRailTypeInfo(v
->railtype
)->acceleration_type
];
3660 DirDiff diff
= DirDifference(v
->direction
, chosen_dir
);
3661 v
->cur_speed
-= (diff
== DIRDIFF_45RIGHT
|| diff
== DIRDIFF_45LEFT
? asp
->small_turn
: asp
->large_turn
) * v
->cur_speed
>> 8;
3663 direction_changed
= true;
3664 v
->direction
= chosen_dir
;
3667 /* update image of train, as well as delta XY */
3668 v
->UpdateDeltaXY(v
->direction
);
3671 if (!new_in_wormhole
) {
3672 /* Call the landscape function and tell it that the vehicle entered the tile */
3673 StationID sid
= TrainEnterTile(v
, gp
.new_tile
, gp
.x
, gp
.y
);
3674 if (sid
!= INVALID_STATION
) {
3675 /* The new position is the location where we want to stop */
3676 TrainEnterStation(v
, sid
);
3680 if (v
->IsFrontEngine()) {
3681 v
->wait_counter
= 0;
3683 /* Always try to extend the reservation when entering a tile. */
3684 bool check_next_tile
;
3685 if (!new_in_wormhole
) {
3686 /* If we are approaching a crossing that is reserved, play the sound now. */
3687 TileIndex crossing
= TrainApproachingCrossingTile(v
);
3688 if (crossing
!= INVALID_TILE
&& HasCrossingReservation(crossing
) && _settings_client
.sound
.ambient
) SndPlayTileFx(SND_0E_LEVEL_CROSSING
, crossing
);
3690 check_next_tile
= enterdir
!= INVALID_DIAGDIR
;
3691 } else if (old_in_wormhole
) {
3692 TileIndex last_wormhole_tile
= TileAddByDiagDir(v
->tile
, GetTunnelBridgeDirection(v
->tile
));
3693 check_next_tile
= (gp
.new_tile
== last_wormhole_tile
) && (gp
.new_tile
!= old_tile
);
3695 TileIndexDiff diff
= TileOffsByDiagDir(GetTunnelBridgeDirection(v
->tile
));
3696 check_next_tile
= (old_tile
== TILE_ADD(v
->tile
, 2*diff
));
3699 if (check_next_tile
) CheckNextTrainTile(v
);
3704 VehicleUpdatePosition(v
);
3706 if (new_in_wormhole
) {
3707 if ((v
->vehstatus
& VS_HIDDEN
) == 0) VehicleUpdateViewport(v
, true);
3709 /* update the Z position of the vehicle */
3710 int old_z
= v
->UpdateInclination(enterdir
!= INVALID_DIAGDIR
, false);
3713 /* This is the first vehicle in the train */
3714 AffectSpeedByZChange(v
, old_z
);
3718 if (enterdir
!= INVALID_DIAGDIR
) {
3719 /* Update signals or crossing state if we changed tile */
3720 /* Signals can only change when the first or the last vehicle moves. */
3721 if (v
->Next() == NULL
) {
3722 /* Update the signal segment added before, if any */
3723 UpdateSignalsInBuffer();
3724 if (!old_in_wormhole
&& IsLevelCrossingTile(old_tile
)) UpdateLevelCrossing(old_tile
);
3727 if (v
->IsFrontEngine()) {
3728 RailPathPos pos
= v
->GetPos();
3729 if (HasSignalOnPos(pos
)) {
3730 assert(IsSignalBufferEmpty());
3731 AddPosToSignalBuffer(pos
, v
->owner
);
3733 if (UpdateSignalsInBuffer() == SIGSEG_PBS
&&
3734 HasSignalAlongPos(pos
) &&
3735 /* A PBS block with a non-PBS signal facing us? */
3736 !IsPbsSignal(GetSignalType(pos
))) {
3737 /* We are entering a block with PBS signals right now, but
3738 * not through a PBS signal. This means we don't have a
3739 * reservation right now. As a conventional signal will only
3740 * ever be green if no other train is in the block, getting
3741 * a path should always be possible. If the player built
3742 * such a strange network that it is not possible, the train
3743 * will be marked as stuck and the player has to deal with
3745 TryReserveRailTrack(pos
);
3746 /* Signals cannot be built on junctions, so
3747 * a track on which there is a signal either
3748 * is already reserved or can be reserved. */
3749 assert (HasReservedPos(pos
));
3750 if (!TryPathReserve(v
)) {
3751 MarkTrainAsStuck(v
);
3758 if (old_in_wormhole
&& old_tile
!= gp
.new_tile
&& v
->Next() == NULL
&& maptile_is_rail_tunnel(v
->tile
) && maptile_has_tunnel_signal(v
->tile
, false)
3759 && TileAddByDiagDir(old_tile
, GetTunnelBridgeDirection(v
->tile
)) == GetOtherTunnelEnd(v
->tile
)) {
3760 AddTunnelToSignalBuffer(v
->tile
, v
->owner
);
3761 UpdateSignalsInBuffer();
3764 /* Do not check on every tick to save some computing time. */
3765 if (v
->IsFrontEngine() && v
->tick_counter
% _settings_game
.pf
.path_backoff_interval
== 0) {
3766 CheckNextTrainTile(v
);
3770 if (direction_changed
) first
->tcache
.cached_max_curve_speed
= first
->GetCurveSpeedLimit();
3777 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3778 * train, then goes to the last wagon and deletes that. Each call to this function
3779 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3780 * or inside a tunnel/bridge, recalculate the signals as they might need updating
3781 * @param v the Vehicle of which last wagon is to be removed
3783 static void DeleteLastWagon(Train
*v
)
3785 Train
*first
= v
->First();
3787 /* Go to the last wagon and delete the link pointing there
3788 * *u is then the one-before-last wagon, and *v the last
3789 * one which will physically be removed */
3791 for (; v
->Next() != NULL
; v
= v
->Next()) u
= v
;
3795 /* Recalculate cached train properties */
3796 first
->ConsistChanged(false);
3797 /* Update the depot window if the first vehicle is in depot -
3798 * if v == first, then it is updated in PreDestructor() */
3799 if (first
->trackdir
== TRACKDIR_DEPOT
) {
3800 SetWindowDirty(WC_VEHICLE_DEPOT
, first
->tile
);
3802 v
->last_station_visited
= first
->last_station_visited
; // for PreDestructor
3805 /* 'v' shouldn't be accessed after it has been deleted */
3806 Trackdir trackdir
= v
->trackdir
;
3807 TileIndex tile
= v
->tile
;
3808 Owner owner
= v
->owner
;
3811 v
= NULL
; // make sure nobody will try to read 'v' anymore
3813 if (trackdir
== TRACKDIR_DEPOT
) return;
3815 if (trackdir
== TRACKDIR_WORMHOLE
) {
3816 TileIndex endtile
= GetOtherTunnelBridgeEnd(tile
);
3817 if (EnsureNoTrainOnTunnelBridgeMiddle(tile
, endtile
).Succeeded()) {
3818 if (IsRailwayTile(tile
)) {
3819 SetBridgeMiddleReservation(tile
, false);
3820 SetBridgeMiddleReservation(endtile
, false);
3822 SetTunnelMiddleReservation(tile
, false);
3823 SetTunnelMiddleReservation(endtile
, false);
3827 assert(IsSignalBufferEmpty());
3828 if (IsRailwayTile(tile
)) {
3829 AddBridgeToSignalBuffer(tile
, owner
);
3831 AddTunnelToSignalBuffer(tile
, owner
);
3833 UpdateSignalsInBuffer();
3837 Track track
= TrackdirToTrack(trackdir
);
3838 if (HasReservedTrack(tile
, track
)) {
3839 UnreserveRailTrack(tile
, track
);
3841 /* If there are still crashed vehicles on the tile, give the track reservation to them */
3842 TrackBits remaining_trackbits
= TRACK_BIT_NONE
;
3843 VehicleTileIterator
iter (tile
);
3844 while (!iter
.finished()) {
3845 Vehicle
*v
= iter
.next();
3846 if (v
->type
== VEH_TRAIN
&& (v
->vehstatus
& VS_CRASHED
) != 0) {
3847 Trackdir trackdir
= Train::From(v
)->trackdir
;
3848 if (trackdir
== TRACKDIR_WORMHOLE
) {
3849 /* Vehicle is inside a wormhole, v->trackdir contains no useful value then. */
3850 remaining_trackbits
|= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v
->tile
));
3851 } else if (trackdir
!= TRACKDIR_DEPOT
) {
3852 remaining_trackbits
|= TrackToTrackBits(TrackdirToTrack(trackdir
));
3857 /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3858 assert(TRACK_BEGIN
== TRACK_X
&& TRACK_Y
== TRACK_BEGIN
+ 1);
3860 FOR_EACH_SET_TRACK(t
, remaining_trackbits
) TryReserveRailTrack(tile
, t
);
3863 /* check if the wagon was on a road/rail-crossing */
3864 if (IsLevelCrossingTile(tile
)) UpdateLevelCrossing(tile
);
3866 /* Update signals */
3867 assert(IsSignalBufferEmpty());
3868 if (IsRailDepotTile(tile
)) {
3869 AddDepotToSignalBuffer(tile
, owner
);
3870 } else if (IsTunnelTile(tile
)) {
3871 AddTunnelToSignalBuffer(tile
, owner
);
3873 AddTrackToSignalBuffer(tile
, track
, owner
);
3875 UpdateSignalsInBuffer();
3879 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3880 * @param v First crashed vehicle.
3882 static void ChangeTrainDirRandomly(Train
*v
)
3884 static const DirDiff delta
[] = {
3885 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
3889 /* We don't need to twist around vehicles if they're not visible */
3890 if (!(v
->vehstatus
& VS_HIDDEN
)) {
3891 v
->direction
= ChangeDir(v
->direction
, delta
[GB(Random(), 0, 2)]);
3892 v
->UpdateDeltaXY(v
->direction
);
3893 v
->cur_image
= v
->GetImage(v
->direction
, EIT_ON_MAP
);
3894 /* Refrain from updating the z position of the vehicle when on
3895 * a bridge, because UpdateInclination() will put the vehicle under
3896 * the bridge in that case */
3897 if (v
->trackdir
!= TRACKDIR_WORMHOLE
) {
3898 VehicleUpdatePosition(v
);
3899 v
->UpdateInclination(false, false);
3902 } while ((v
= v
->Next()) != NULL
);
3906 * Handle a crashed train.
3907 * @param v First train vehicle.
3908 * @return %Vehicle chain still exists.
3910 static bool HandleCrashedTrain(Train
*v
)
3912 int state
= ++v
->crash_anim_pos
;
3914 if (state
== 4 && !(v
->vehstatus
& VS_HIDDEN
)) {
3915 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
3919 if (state
<= 200 && Chance16R(1, 7, r
)) {
3920 int index
= (r
* 10 >> 16);
3927 CreateEffectVehicleRel(u
,
3931 EV_EXPLOSION_SMALL
);
3934 } while ((u
= u
->Next()) != NULL
);
3937 if (state
<= 240 && !(v
->tick_counter
& 3)) ChangeTrainDirRandomly(v
);
3939 if (state
>= 4440 && !(v
->tick_counter
& 0x1F)) {
3940 bool ret
= v
->Next() != NULL
;
3948 /** Maximum speeds for train that is broken down or approaching line end */
3949 static const uint16 _breakdown_speeds
[16] = {
3950 225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3955 * Train is approaching line end, slow down and possibly reverse
3957 * @param v front train engine
3958 * @param signal not line end, just a red signal
3959 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3960 * @return true iff we did NOT have to reverse
3962 static bool TrainApproachingLineEnd(Train
*v
, bool signal
, bool reverse
)
3964 /* Calc position within the current tile */
3965 uint x
= v
->x_pos
& 0xF;
3966 uint y
= v
->y_pos
& 0xF;
3968 /* for diagonal directions, 'x' will be 0..15 -
3969 * for other directions, it will be 1, 3, 5, ..., 15 */
3970 switch (v
->direction
) {
3971 case DIR_N
: x
= ~x
+ ~y
+ 25; break;
3972 case DIR_NW
: x
= y
; // FALL THROUGH
3973 case DIR_NE
: x
= ~x
+ 16; break;
3974 case DIR_E
: x
= ~x
+ y
+ 9; break;
3975 case DIR_SE
: x
= y
; break;
3976 case DIR_S
: x
= x
+ y
- 7; break;
3977 case DIR_W
: x
= ~y
+ x
+ 9; break;
3981 /* Do not reverse when approaching red signal. Make sure the vehicle's front
3982 * does not cross the tile boundary when we do reverse, but as the vehicle's
3983 * location is based on their center, use half a vehicle's length as offset.
3984 * Multiply the half-length by two for straight directions to compensate that
3985 * we only get odd x offsets there. */
3986 if (!signal
&& x
+ (v
->gcache
.cached_veh_length
+ 1) / 2 * (IsDiagonalDirection(v
->direction
) ? 1 : 2) >= TILE_SIZE
) {
3987 /* we are too near the tile end, reverse now */
3989 if (reverse
) ReverseTrainDirection(v
);
3994 v
->vehstatus
|= VS_TRAIN_SLOWING
;
3995 uint16 break_speed
= _breakdown_speeds
[x
& 0xF];
3996 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4003 * Determines whether a train is on the map and will stay on it after leaving the current tile
4004 * (as opposed to being in a wormhole or depot)
4005 * @param v train to test
4006 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
4008 static bool TrainStayOnMap(const Train
*v
)
4010 /* Exit if inside a tunnel/bridge or a depot */
4011 if (v
->trackdir
== TRACKDIR_WORMHOLE
|| v
->trackdir
== TRACKDIR_DEPOT
) return false;
4013 TileIndex tile
= v
->tile
;
4015 /* entering a tunnel/bridge? */
4016 if (IsRailBridgeTile(tile
)) {
4017 if (TrackdirToExitdir(v
->trackdir
) == GetTunnelBridgeDirection(tile
)) return false;
4020 if (IsTunnelTile(tile
)) {
4021 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
4022 if (DiagDirToDir(dir
) == v
->direction
) return false;
4025 /* entering a depot? */
4026 if (IsRailDepotTile(tile
)) {
4027 DiagDirection dir
= ReverseDiagDir(GetGroundDepotDirection(tile
));
4028 if (DiagDirToDir(dir
) == v
->direction
) return false;
4036 * Determines whether train is approaching a rail-road crossing
4037 * (thus making it barred)
4038 * @param v front engine of train
4039 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
4040 * @pre v in non-crashed front engine
4042 static TileIndex
TrainApproachingCrossingTile(const Train
*v
)
4044 assert(v
->IsFrontEngine());
4045 assert(!(v
->vehstatus
& VS_CRASHED
));
4047 if (!TrainStayOnMap(v
)) return INVALID_TILE
;
4049 DiagDirection dir
= TrackdirToExitdir(v
->trackdir
);
4050 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4052 /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
4053 if (!IsLevelCrossingTile(tile
) || DiagDirToAxis(dir
) == GetCrossingRoadAxis(tile
) ||
4054 !CheckCompatibleRail(v
, tile
)) {
4055 return INVALID_TILE
;
4063 * Checks for line end. Also, bars crossing at next tile if needed
4065 * @param v vehicle we are checking
4066 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
4067 * @return true iff we did NOT have to reverse
4069 static bool TrainCheckIfLineEnds(Train
*v
, bool reverse
)
4071 /* First, handle broken down train */
4073 int t
= v
->breakdown_ctr
;
4075 v
->vehstatus
|= VS_TRAIN_SLOWING
;
4077 uint16 break_speed
= _breakdown_speeds
[GB(~t
, 4, 4)];
4078 if (break_speed
< v
->cur_speed
) v
->cur_speed
= break_speed
;
4080 v
->vehstatus
&= ~VS_TRAIN_SLOWING
;
4083 if (v
->trackdir
== TRACKDIR_WORMHOLE
) {
4084 DiagDirection dir
= GetTunnelBridgeDirection(v
->tile
);
4086 /* Only check when the train is on the last tile segment */
4087 if (TileVirtXY(v
->x_pos
, v
->y_pos
) != v
->tile
+ TileOffsByDiagDir(dir
)) return true;
4089 TrackStatus ts
= GetTileRailwayStatus(v
->tile
, INVALID_DIAGDIR
);
4090 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(ReverseDiagDir(dir
));
4092 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
4093 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
4095 assert(trackdirbits
!= TRACKDIR_BIT_NONE
);
4096 assert(CheckCompatibleRail(v
, v
->tile
, TrackdirToTrack(FindFirstTrackdir(trackdirbits
))));
4098 return (trackdirbits
& red_signals
) == 0 || TrainApproachingLineEnd(v
, true, reverse
);
4101 if (!TrainStayOnMap(v
)) return true;
4103 /* Determine the non-diagonal direction in which we will exit this tile */
4104 DiagDirection dir
= TrackdirToExitdir(v
->trackdir
);
4105 /* Calculate next tile */
4106 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(dir
);
4108 /* Determine the track status on the next tile */
4109 TrackStatus ts
= GetTileRailwayStatus(tile
, ReverseDiagDir(dir
));
4110 TrackdirBits reachable_trackdirs
= DiagdirReachesTrackdirs(dir
);
4112 TrackdirBits trackdirbits
= TrackStatusToTrackdirBits(ts
) & reachable_trackdirs
;
4113 TrackdirBits red_signals
= TrackStatusToRedSignals(ts
) & reachable_trackdirs
;
4115 /* We are sure the train is not entering a depot, it is detected above */
4117 /* mask unreachable track bits if we are forbidden to do 90deg turns */
4118 if (_settings_game
.pf
.forbid_90_deg
) {
4119 trackdirbits
&= ~TrackdirCrossesTrackdirs(v
->trackdir
);
4122 /* no suitable trackbits at all || unusable rail (wrong type or owner) */
4123 if (trackdirbits
== TRACKDIR_BIT_NONE
|| !CheckCompatibleRail(v
, tile
, TrackdirToTrack(FindFirstTrackdir(trackdirbits
)))) {
4124 return TrainApproachingLineEnd(v
, false, reverse
);
4127 /* approaching red signal */
4128 if ((trackdirbits
& red_signals
) != 0) return TrainApproachingLineEnd(v
, true, reverse
);
4130 /* approaching a rail/road crossing? then make it red */
4131 if (IsLevelCrossingTile(tile
)) MaybeBarCrossingWithSound(tile
);
4137 static bool TrainLocoHandler(Train
*v
, bool mode
)
4139 /* train has crashed? */
4140 if (v
->vehstatus
& VS_CRASHED
) {
4141 return mode
? true : HandleCrashedTrain(v
); // 'this' can be deleted here
4144 if (v
->force_proceed
!= TFP_NONE
) {
4145 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4146 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4149 /* train is broken down? */
4150 if (v
->HandleBreakdown()) return true;
4152 if (HasBit(v
->flags
, VRF_REVERSING
) && v
->cur_speed
== 0) {
4153 ReverseTrainDirection(v
);
4156 /* exit if train is stopped */
4157 if ((v
->vehstatus
& VS_STOPPED
) && v
->cur_speed
== 0) return true;
4159 bool valid_order
= !v
->current_order
.IsType(OT_NOTHING
) && v
->current_order
.GetType() != OT_CONDITIONAL
;
4160 if (ProcessOrders(v
) && CheckReverseTrain(v
)) {
4161 v
->wait_counter
= 0;
4164 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4165 ReverseTrainDirection(v
);
4167 } else if (HasBit(v
->flags
, VRF_LEAVING_STATION
)) {
4168 /* Try to reserve a path when leaving the station as we
4169 * might not be marked as wanting a reservation, e.g.
4170 * when an overlength train gets turned around in a station. */
4171 assert(IsSignalBufferEmpty());
4172 AddPosToSignalBuffer(v
->GetPos(), v
->owner
);
4173 if (UpdateSignalsInBuffer() == SIGSEG_PBS
|| _settings_game
.pf
.reserve_paths
) {
4174 TryPathReserve(v
, true, true);
4176 ClrBit(v
->flags
, VRF_LEAVING_STATION
);
4179 v
->HandleLoading(mode
);
4181 if (v
->current_order
.IsType(OT_LOADING
)) return true;
4183 if (CheckTrainStayInDepot(v
)) return true;
4185 if (!mode
) v
->ShowVisualEffect();
4187 /* We had no order but have an order now, do look ahead. */
4188 if (!valid_order
&& !v
->current_order
.IsType(OT_NOTHING
)) {
4189 CheckNextTrainTile(v
);
4192 /* Handle stuck trains. */
4193 if (!mode
&& HasBit(v
->flags
, VRF_TRAIN_STUCK
)) {
4196 /* Should we try reversing this tick if still stuck? */
4197 bool turn_around
= v
->wait_counter
% (_settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) == 0 && _settings_game
.pf
.reverse_at_signals
;
4199 if (!turn_around
&& v
->wait_counter
% _settings_game
.pf
.path_backoff_interval
!= 0 && v
->force_proceed
== TFP_NONE
) return true;
4200 if (!TryPathReserve(v
)) {
4202 if (turn_around
) ReverseTrainDirection(v
);
4204 if (HasBit(v
->flags
, VRF_TRAIN_STUCK
) && v
->wait_counter
> 2 * _settings_game
.pf
.wait_for_pbs_path
* DAY_TICKS
) {
4205 /* Show message to player. */
4206 if (_settings_client
.gui
.lost_vehicle_warn
&& v
->owner
== _local_company
) {
4207 SetDParam(0, v
->index
);
4208 AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK
, v
->index
);
4210 v
->wait_counter
= 0;
4212 /* Exit if force proceed not pressed, else reset stuck flag anyway. */
4213 if (v
->force_proceed
== TFP_NONE
) return true;
4214 ClrBit(v
->flags
, VRF_TRAIN_STUCK
);
4215 v
->wait_counter
= 0;
4216 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4220 if (v
->current_order
.IsType(OT_LEAVESTATION
)) {
4221 v
->current_order
.Free();
4222 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4226 int j
= v
->UpdateSpeed();
4228 /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
4229 if (v
->cur_speed
== 0 && (v
->vehstatus
& VS_STOPPED
)) {
4230 /* If we manually stopped, we're not force-proceeding anymore. */
4231 v
->force_proceed
= TFP_NONE
;
4232 SetWindowDirty(WC_VEHICLE_VIEW
, v
->index
);
4235 int adv_spd
= v
->GetAdvanceDistance();
4237 /* if the vehicle has speed 0, update the last_speed field. */
4238 if (v
->cur_speed
== 0) v
->SetLastSpeed();
4240 TrainCheckIfLineEnds(v
);
4241 /* Loop until the train has finished moving. */
4244 TrainController(v
, NULL
);
4245 /* Don't continue to move if the train crashed. */
4246 if (CheckTrainCollision(v
)) break;
4247 /* Determine distance to next map position */
4248 adv_spd
= v
->GetAdvanceDistance();
4250 /* No more moving this tick */
4251 if (j
< adv_spd
|| v
->cur_speed
== 0) break;
4253 OrderType order_type
= v
->current_order
.GetType();
4254 /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
4255 if ((order_type
== OT_GOTO_WAYPOINT
|| order_type
== OT_GOTO_STATION
) &&
4256 (v
->current_order
.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION
) &&
4257 IsStationTile(v
->tile
) &&
4258 v
->current_order
.GetDestination() == GetStationIndex(v
->tile
)) {
4265 for (Train
*u
= v
; u
!= NULL
; u
= u
->Next()) {
4266 if ((u
->vehstatus
& VS_HIDDEN
) != 0) continue;
4268 u
->UpdateViewport(false, false);
4271 if (v
->progress
== 0) v
->progress
= j
; // Save unused spd for next time, if TrainController didn't set progress
4277 * Get running cost for the train consist.
4278 * @return Yearly running costs.
4280 Money
Train::GetRunningCost() const
4283 const Train
*v
= this;
4286 const Engine
*e
= v
->GetEngine();
4287 if (e
->u
.rail
.running_cost_class
== INVALID_PRICE
) continue;
4289 uint cost_factor
= GetVehicleProperty(v
, PROP_TRAIN_RUNNING_COST_FACTOR
, e
->u
.rail
.running_cost
);
4290 if (cost_factor
== 0) continue;
4292 /* Halve running cost for multiheaded parts */
4293 if (v
->IsMultiheaded()) cost_factor
/= 2;
4295 cost
+= GetPrice(e
->u
.rail
.running_cost_class
, cost_factor
, e
->GetGRF());
4296 } while ((v
= v
->GetNextVehicle()) != NULL
);
4302 * Update train vehicle data for a tick.
4303 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
4307 this->tick_counter
++;
4309 if (this->IsFrontEngine()) {
4310 if (!(this->vehstatus
& VS_STOPPED
) || this->cur_speed
> 0) this->running_ticks
++;
4312 this->current_order_time
++;
4314 if (!TrainLocoHandler(this, false)) return false;
4316 return TrainLocoHandler(this, true);
4317 } else if (this->IsFreeWagon() && (this->vehstatus
& VS_CRASHED
)) {
4318 /* Delete flooded standalone wagon chain */
4319 if (++this->crash_anim_pos
>= 4400) {
4329 * Check whether a train needs service, and if so, find a depot or service it.
4330 * @return v %Train to check.
4332 static void CheckIfTrainNeedsService(Train
*v
)
4334 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_trains
== 0 || !v
->NeedsAutomaticServicing()) return;
4335 if (v
->IsChainInDepot()) {
4336 VehicleServiceInDepot(v
);
4341 /* Only go to the depot if it is not too far out of our way. */
4342 if (!FindClosestTrainDepot(v
, true, &tfdd
)) {
4343 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
4344 /* If we were already heading for a depot but it has
4345 * suddenly moved farther away, we continue our normal
4347 v
->current_order
.MakeDummy();
4348 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4353 DepotID depot
= GetDepotIndex(tfdd
.tile
);
4355 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) &&
4356 v
->current_order
.GetDestination() != depot
&&
4361 SetBit(v
->gv_flags
, GVF_SUPPRESS_IMPLICIT_ORDERS
);
4362 v
->current_order
.MakeGoToDepot(depot
, ODTFB_SERVICE
);
4363 v
->dest_tile
= tfdd
.tile
;
4364 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
4367 /** Update day counters of the train vehicle. */
4368 void Train::OnNewDay()
4372 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
4374 if (this->IsFrontEngine()) {
4375 CheckVehicleBreakdown(this);
4377 CheckIfTrainNeedsService(this);
4381 /* update destination */
4382 if (this->current_order
.IsType(OT_GOTO_STATION
)) {
4383 TileIndex tile
= Station::Get(this->current_order
.GetDestination())->train_station
.tile
;
4384 if (tile
!= INVALID_TILE
) this->dest_tile
= tile
;
4387 if (this->running_ticks
!= 0) {
4389 CommandCost
cost(EXPENSES_TRAIN_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
4391 this->profit_this_year
-= cost
.GetCost();
4392 this->running_ticks
= 0;
4394 SubtractMoneyFromCompanyFract(this->owner
, cost
);
4396 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
4397 SetWindowClassesDirty(WC_TRAINS_LIST
);
4403 * Get the trackdir of the train vehicle.
4404 * @return Current trackdir of the vehicle.
4406 Trackdir
Train::GetTrackdir() const
4408 assert(!(this->vehstatus
& VS_CRASHED
));
4409 assert(this->trackdir
!= TRACKDIR_WORMHOLE
);
4411 if (this->trackdir
== TRACKDIR_DEPOT
) {
4412 /* We'll assume the train is facing outwards */
4413 return DiagDirToDiagTrackdir(GetGroundDepotDirection(this->tile
)); // Train in depot
4416 return this->trackdir
;
4419 RailPathPos
Train::GetPos() const
4421 if (this->vehstatus
& VS_CRASHED
) return RailPathPos();
4423 if (this->trackdir
== TRACKDIR_WORMHOLE
) {
4424 DiagDirection rev
= GetTunnelBridgeDirection(this->tile
);
4425 assert(ReverseDiagDir(rev
) == DirToDiagDir(this->direction
));
4426 return RailPathPos(TILE_ADD(this->tile
, TileOffsByDiagDir(rev
)), DiagDirToDiagTrackdir(ReverseDiagDir(rev
)), this->tile
);
4429 return RailPathPos(this->tile
, this->GetTrackdir());
4432 RailPathPos
Train::GetReversePos() const
4434 if (this->vehstatus
& VS_CRASHED
) return RailPathPos();
4436 if (this->trackdir
== TRACKDIR_WORMHOLE
) {
4437 TileIndex other_end
= GetOtherTunnelBridgeEnd(this->tile
);
4438 DiagDirection dir
= GetTunnelBridgeDirection(other_end
);
4439 assert(dir
== DirToDiagDir(this->direction
));
4440 return RailPathPos(TILE_ADD(other_end
, TileOffsByDiagDir(dir
)), DiagDirToDiagTrackdir(ReverseDiagDir(dir
)), other_end
);
4443 return RailPathPos(this->tile
, ReverseTrackdir(this->GetTrackdir()));