/* $Id$ */
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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 .
*/
/** @file train_cmd.cpp Handling of trains. */
#include "stdafx.h"
#include "gui.h"
#include "articulated_vehicles.h"
#include "command_func.h"
#include "pathfinder/npf/npf_func.h"
#include "pathfinder/yapf/yapf.hpp"
#include "news_func.h"
#include "company_func.h"
#include "vehicle_gui.h"
#include "newgrf_sound.h"
#include "newgrf_text.h"
#include "group.h"
#include "strings_func.h"
#include "viewport_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "ai/ai.hpp"
#include "newgrf_station.h"
#include "effectvehicle_func.h"
#include "gamelog.h"
#include "network/network.h"
#include "spritecache.h"
#include "core/random_func.hpp"
#include "company_base.h"
#include "newgrf.h"
#include "order_backup.h"
#include "table/strings.h"
#include "table/train_cmd.h"
static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
static bool TrainCheckIfLineEnds(Train *v);
static void TrainController(Train *v, Vehicle *nomove);
static TileIndex TrainApproachingCrossingTile(const Train *v);
static void CheckIfTrainNeedsService(Train *v);
static void CheckNextTrainTile(Train *v);
static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
/**
* Determine the side in which the train will leave the tile
*
* @param direction vehicle direction
* @param track vehicle track bits
* @return side of tile the train will leave
*/
static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
{
static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
DiagDirection diagdir = DirToDiagDir(direction);
/* Determine the diagonal direction in which we will exit this tile */
if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
}
return diagdir;
}
/**
* Return the cargo weight multiplier to use for a rail vehicle
* @param cargo Cargo type to get multiplier for
* @return Cargo weight multiplier
*/
byte FreightWagonMult(CargoID cargo)
{
if (!CargoSpec::Get(cargo)->is_freight) return 1;
return _settings_game.vehicle.freight_trains;
}
/**
* Logs a bug in GRF and shows a warning message if this
* is for the first time this happened.
* @param u first vehicle of chain
*/
static void RailVehicleLengthChanged(const Train *u)
{
/* show a warning once for each engine in whole game and once for each GRF after each game load */
const Engine *engine = Engine::Get(u->engine_type);
uint32 grfid = engine->grf_prop.grffile->grfid;
GRFConfig *grfconfig = GetGRFConfig(grfid);
if (GamelogGRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
}
}
/** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
void CheckTrainsLengths()
{
const Train *v;
bool first = true;
FOR_ALL_TRAINS(v) {
if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
if (u->track != TRACK_BIT_DEPOT) {
if ((w->track != TRACK_BIT_DEPOT &&
max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->gcache.cached_veh_length) ||
(w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
SetDParam(0, v->index);
SetDParam(1, v->owner);
ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
if (!_networking && first) {
first = false;
DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
}
/* Break so we warn only once for each train. */
break;
}
}
}
}
}
}
/**
* Update visual effect, power and acceleration caches.
* Called when a vehicle in the consist enters a different railtype.
*/
void Train::RailtypeChanged()
{
for (Train *u = this; u != NULL; u = u->Next()) {
/* The wagon-is-powered-state should not change, so the weight does not change. */
u->UpdateVisualEffect(false);
}
this->PowerChanged();
if (this->IsFrontEngine()) this->UpdateAcceleration();
}
/**
* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
* to/removed from the chain, and when the game is loaded.
* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
* @param same_length should length of vehicles stay the same?
*/
void Train::ConsistChanged(bool same_length)
{
uint16 max_speed = UINT16_MAX;
assert(this->IsFrontEngine() || this->IsFreeWagon());
const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
this->gcache.cached_total_length = 0;
this->compatible_railtypes = RAILTYPES_NONE;
bool train_can_tilt = true;
for (Train *u = this; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
/* Check the this->first cache. */
assert(u->First() == this);
/* update the 'first engine' */
u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
u->railtype = rvi_u->railtype;
if (u->IsEngine()) first_engine = u->engine_type;
/* Set user defined data to its default value */
u->tcache.user_def_data = rvi_u->user_def_data;
this->InvalidateNewGRFCache();
u->InvalidateNewGRFCache();
}
for (Train *u = this; u != NULL; u = u->Next()) {
/* Update user defined data (must be done before other properties) */
u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
this->InvalidateNewGRFCache();
u->InvalidateNewGRFCache();
}
for (Train *u = this; u != NULL; u = u->Next()) {
const Engine *e_u = Engine::Get(u->engine_type);
const RailVehicleInfo *rvi_u = &e_u->u.rail;
if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
/* Cache wagon override sprite group. NULL is returned if there is none */
u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
/* Reset colour map */
u->colourmap = PAL_NONE;
/* Update powered-wagon-status and visual effect */
u->UpdateVisualEffect(true);
if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
/* wagon is powered */
SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
} else {
ClrBit(u->flags, VRF_POWEREDWAGON);
}
if (!u->IsArticulatedPart()) {
/* Do not count powered wagons for the compatible railtypes, as wagons always
have railtype normal */
if (rvi_u->power > 0) {
this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
}
/* Some electric engines can be allowed to run on normal rail. It happens to all
* existing electric engines when elrails are disabled and then re-enabled */
if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
u->railtype = RAILTYPE_RAIL;
u->compatible_railtypes |= RAILTYPES_RAIL;
}
/* max speed is the minimum of the speed limits of all vehicles in the consist */
if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
if (speed != 0) max_speed = min(speed, max_speed);
}
}
u->cargo_cap = GetVehicleCapacity(u);
/* check the vehicle length (callback) */
uint16 veh_len = CALLBACK_FAILED;
if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
}
if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
/* verify length hasn't changed */
if (same_length && veh_len != u->gcache.cached_veh_length) RailVehicleLengthChanged(u);
/* update vehicle length? */
if (!same_length) u->gcache.cached_veh_length = veh_len;
this->gcache.cached_total_length += u->gcache.cached_veh_length;
this->InvalidateNewGRFCache();
u->InvalidateNewGRFCache();
}
/* store consist weight/max speed in cache */
this->vcache.cached_max_speed = max_speed;
this->tcache.cached_tilt = train_can_tilt;
this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
/* 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) */
this->CargoChanged();
if (this->IsFrontEngine()) {
this->UpdateAcceleration();
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
InvalidateWindowData(WC_VEHICLE_REFIT, this->index);
}
}
/**
* Get the stop location of (the center) of the front vehicle of a train at
* a platform of a station.
* @param station_id the ID of the station where we're stopping
* @param tile the tile where the vehicle currently is
* @param v the vehicle to get the stop location of
* @param station_ahead 'return' the amount of 1/16th tiles in front of the train
* @param station_length 'return' the station length in 1/16th tiles
* @return the location, calculated from the begin of the station to stop at.
*/
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
{
const Station *st = Station::Get(station_id);
*station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
*station_length = st->GetPlatformLength(tile) * TILE_SIZE;
/* Default to the middle of the station for stations stops that are not in
* the order list like intermediate stations when non-stop is disabled */
OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
if (v->gcache.cached_total_length >= *station_length) {
/* The train is longer than the station, make it stop at the far end of the platform */
osl = OSL_PLATFORM_FAR_END;
} else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
osl = v->current_order.GetStopLocation();
}
/* The stop location of the FRONT! of the train */
int stop;
switch (osl) {
default: NOT_REACHED();
case OSL_PLATFORM_NEAR_END:
stop = v->gcache.cached_total_length;
break;
case OSL_PLATFORM_MIDDLE:
stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
break;
case OSL_PLATFORM_FAR_END:
stop = *station_length;
break;
}
/* Subtract half the front vehicle length of the train so we get the real
* stop location of the train.
* Actually, the center of all vehicles is half a normal vehicle's length
* from the front of the vehicle, so even in case the vehicle is 1/8th
* long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
return stop - VEHICLE_LENGTH / 2;
}
/**
* Computes train speed limit caused by curves
* @return imposed speed limit
*/
int Train::GetCurveSpeedLimit() const
{
assert(this->First() == this);
static const int absolute_max_speed = UINT16_MAX;
int max_speed = absolute_max_speed;
if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
int curvecount[2] = {0, 0};
/* first find the curve speed limit */
int numcurve = 0;
int sum = 0;
int pos = 0;
int lastpos = -1;
for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
Direction this_dir = u->direction;
Direction next_dir = u->Next()->direction;
DirDiff dirdiff = DirDifference(this_dir, next_dir);
if (dirdiff == DIRDIFF_SAME) continue;
if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
if (lastpos != -1) {
numcurve++;
sum += pos - lastpos;
if (pos - lastpos == 1) {
max_speed = 88;
}
}
lastpos = pos;
}
/* if we have a 90 degree turn, fix the speed limit to 60 */
if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
max_speed = 61;
}
}
if (numcurve > 0 && max_speed > 88) {
if (curvecount[0] == 1 && curvecount[1] == 1) {
max_speed = absolute_max_speed;
} else {
sum /= numcurve;
max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
}
}
if (max_speed != absolute_max_speed) {
/* Apply the engine's rail type curve speed advantage, if it slowed by curves */
const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
max_speed += (max_speed / 2) * rti->curve_speed;
if (this->tcache.cached_tilt) {
/* Apply max_speed bonus of 20% for a tilting train */
max_speed += max_speed / 5;
}
}
return max_speed;
}
/**
* Calculates the maximum speed of the vehicle under its current conditions.
* @return Maximum speed of the vehicle.
*/
int Train::GetCurrentMaxSpeed() const
{
int max_speed = this->tcache.cached_max_curve_speed;
assert(max_speed == this->GetCurveSpeedLimit());
if (IsRailStationTile(this->tile)) {
StationID sid = GetStationIndex(this->tile);
if (this->current_order.ShouldStopAtStation(this, sid)) {
int station_ahead;
int station_length;
int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
/* The distance to go is whatever is still ahead of the train minus the
* distance from the train's stop location to the end of the platform */
int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
if (distance_to_go > 0) {
int st_max_speed = 120;
int delta_v = this->cur_speed / (distance_to_go + 1);
if (max_speed > (this->cur_speed - delta_v)) {
st_max_speed = this->cur_speed - (delta_v / 10);
}
st_max_speed = max(st_max_speed, 25 * distance_to_go);
max_speed = min(max_speed, st_max_speed);
}
}
}
for (const Train *u = this; u != NULL; u = u->Next()) {
if (u->track == TRACK_BIT_DEPOT) {
max_speed = min(max_speed, 61);
break;
}
}
return min(max_speed, this->gcache.cached_max_track_speed);
}
void Train::UpdateAcceleration()
{
assert(this->IsFrontEngine());
uint power = this->gcache.cached_power;
uint weight = this->gcache.cached_weight;
assert(weight != 0);
this->acceleration = Clamp(power / weight * 4, 1, 255);
}
/**
* Get the width of a train vehicle image in the GUI.
* @param offset Additional offset for positioning the sprite; set to NULL if not needed
* @return Width in pixels
*/
int Train::GetDisplayImageWidth(Point *offset) const
{
int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
int vehicle_pitch = 0;
const Engine *e = Engine::Get(this->engine_type);
if (e->grf_prop.grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
reference_width = e->grf_prop.grffile->traininfo_vehicle_width;
vehicle_pitch = e->grf_prop.grffile->traininfo_vehicle_pitch;
}
if (offset != NULL) {
offset->x = reference_width / 2;
offset->y = vehicle_pitch;
}
return this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
}
static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
{
return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
}
SpriteID Train::GetImage(Direction direction) const
{
uint8 spritenum = this->spritenum;
SpriteID sprite;
if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
if (is_custom_sprite(spritenum)) {
sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
if (sprite != 0) return sprite;
spritenum = Engine::Get(this->engine_type)->original_image_index;
}
sprite = GetDefaultTrainSprite(spritenum, direction);
if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
return sprite;
}
static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
{
const Engine *e = Engine::Get(engine);
Direction dir = rear_head ? DIR_E : DIR_W;
uint8 spritenum = e->u.rail.image_index;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleIcon(engine, dir);
if (sprite != 0) {
if (e->grf_prop.grffile != NULL) {
y += e->grf_prop.grffile->traininfo_vehicle_pitch;
}
return sprite;
}
spritenum = Engine::Get(engine)->original_image_index;
}
if (rear_head) spritenum++;
return GetDefaultTrainSprite(spritenum, DIR_W);
}
void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
{
if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
int yf = y;
int yr = y;
SpriteID spritef = GetRailIcon(engine, false, yf);
SpriteID spriter = GetRailIcon(engine, true, yr);
const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
DrawSprite(spritef, pal, preferred_x - 14, yf);
DrawSprite(spriter, pal, preferred_x + 15, yr);
} else {
SpriteID sprite = GetRailIcon(engine, false, y);
const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
DrawSprite(sprite, pal, preferred_x, y);
}
}
/**
* Build a railroad wagon.
* @param tile tile of the depot where rail-vehicle is built.
* @param flags type of operation.
* @param e the engine to build.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
{
const RailVehicleInfo *rvi = &e->u.rail;
/* Check that the wagon can drive on the track in question */
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
if (flags & DC_EXEC) {
Train *v = new Train();
*ret = v;
v->spritenum = rvi->image_index;
v->engine_type = e->index;
v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
DiagDirection dir = GetRailDepotDirection(tile);
v->direction = DiagDirToDir(dir);
v->tile = tile;
int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->owner = _current_company;
v->track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
v->SetWagon();
v->SetFreeWagon();
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = rvi->capacity;
v->railtype = rvi->railtype;
v->build_year = _cur_year;
v->cur_image = SPR_IMG_QUERY;
v->random_bits = VehicleRandomBits();
v->group_id = DEFAULT_GROUP;
AddArticulatedParts(v);
_new_vehicle_id = v->index;
VehicleMove(v, false);
v->First()->ConsistChanged(false);
UpdateTrainGroupID(v->First());
CheckConsistencyOfArticulatedVehicle(v);
/* Try to connect the vehicle to one of free chains of wagons. */
Train *w;
FOR_ALL_TRAINS(w) {
if (w->tile == tile && ///< Same depot
w->IsFreeWagon() && ///< A free wagon chain
w->engine_type == e->index && ///< Same type
w->First() != v && ///< Don't connect to ourself
!(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
break;
}
}
}
return CommandCost();
}
/** Move all free vehicles in the depot to the train */
static void NormalizeTrainVehInDepot(const Train *u)
{
const Train *v;
FOR_ALL_TRAINS(v) {
if (v->IsFreeWagon() && v->tile == u->tile &&
v->track == TRACK_BIT_DEPOT) {
if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE).Failed())
break;
}
}
}
static void AddRearEngineToMultiheadedTrain(Train *v)
{
Train *u = new Train();
v->value >>= 1;
u->value = v->value;
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->track = TRACK_BIT_DEPOT;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_subtype = v->cargo_subtype;
u->cargo_cap = v->cargo_cap;
u->railtype = v->railtype;
u->engine_type = v->engine_type;
u->build_year = v->build_year;
u->cur_image = SPR_IMG_QUERY;
u->random_bits = VehicleRandomBits();
v->SetMultiheaded();
u->SetMultiheaded();
v->SetNext(u);
VehicleMove(u, false);
/* Now we need to link the front and rear engines together */
v->other_multiheaded_part = u;
u->other_multiheaded_part = v;
}
/**
* Build a railroad vehicle.
* @param tile tile of the depot where rail-vehicle is built.
* @param flags type of operation.
* @param e the engine to build.
* @param data bit 0 prevents any free cars from being added to the train.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
const RailVehicleInfo *rvi = &e->u.rail;
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
/* Check if depot and new engine uses the same kind of tracks *
* We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
Train *v = new Train();
*ret = v;
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_company;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = rvi->capacity;
v->last_station_visited = INVALID_STATION;
v->engine_type = e->index;
v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->GetLifeLengthInDays();
v->railtype = rvi->railtype;
_new_vehicle_id = v->index;
v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->cur_image = SPR_IMG_QUERY;
v->random_bits = VehicleRandomBits();
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->group_id = DEFAULT_GROUP;
v->SetFrontEngine();
v->SetEngine();
VehicleMove(v, false);
if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
AddRearEngineToMultiheadedTrain(v);
} else {
AddArticulatedParts(v);
}
v->ConsistChanged(false);
UpdateTrainGroupID(v);
if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
CheckConsistencyOfArticulatedVehicle(v);
}
return CommandCost();
}
bool Train::IsInDepot() const
{
/* Is the front engine stationary in the depot? */
if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
/* Check whether the rest is also already trying to enter the depot. */
for (const Train *v = this; v != NULL; v = v->Next()) {
if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
}
return true;
}
bool Train::IsStoppedInDepot() const
{
/* Are we stopped? Of course wagons don't really care... */
if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
return this->IsInDepot();
}
static Train *FindGoodVehiclePos(const Train *src)
{
EngineID eng = src->engine_type;
TileIndex tile = src->tile;
Train *dst;
FOR_ALL_TRAINS(dst) {
if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
/* check so all vehicles in the line have the same engine. */
Train *t = dst;
while (t->engine_type == eng) {
t = t->Next();
if (t == NULL) return dst;
}
}
}
return NULL;
}
/** Helper type for lists/vectors of trains */
typedef SmallVector TrainList;
/**
* Make a backup of a train into a train list.
* @param list to make the backup in
* @param t the train to make the backup of
*/
static void MakeTrainBackup(TrainList &list, Train *t)
{
for (; t != NULL; t = t->Next()) *list.Append() = t;
}
/**
* Restore the train from the backup list.
* @param list the train to restore.
*/
static void RestoreTrainBackup(TrainList &list)
{
/* No train, nothing to do. */
if (list.Length() == 0) return;
Train *prev = NULL;
/* Iterate over the list and rebuild it. */
for (Train **iter = list.Begin(); iter != list.End(); iter++) {
Train *t = *iter;
if (prev != NULL) {
prev->SetNext(t);
} else if (t->Previous() != NULL) {
/* Make sure the head of the train is always the first in the chain. */
t->Previous()->SetNext(NULL);
}
prev = t;
}
}
/**
* Remove the given wagon from its consist.
* @param part the part of the train to remove.
* @param chain whether to remove the whole chain.
*/
static void RemoveFromConsist(Train *part, bool chain = false)
{
Train *tail = chain ? part->Last() : part->GetLastEnginePart();
/* Unlink at the front, but make it point to the next
* vehicle after the to be remove part. */
if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
/* Unlink at the back */
tail->SetNext(NULL);
}
/**
* Inserts a chain into the train at dst.
* @param dst the place where to append after.
* @param chain the chain to actually add.
*/
static void InsertInConsist(Train *dst, Train *chain)
{
/* We do not want to add something in the middle of an articulated part. */
assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
chain->Last()->SetNext(dst->Next());
dst->SetNext(chain);
}
/**
* Normalise the dual heads in the train, i.e. if one is
* missing move that one to this train.
* @param t the train to normalise.
*/
static void NormaliseDualHeads(Train *t)
{
for (; t != NULL; t = t->GetNextVehicle()) {
if (!t->IsMultiheaded() || !t->IsEngine()) continue;
/* Make sure that there are no free cars before next engine */
Train *u;
for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
if (u == t->other_multiheaded_part) continue;
/* Remove the part from the 'wrong' train */
RemoveFromConsist(t->other_multiheaded_part);
/* And add it to the 'right' train */
InsertInConsist(u, t->other_multiheaded_part);
}
}
/**
* Normalise the sub types of the parts in this chain.
* @param chain the chain to normalise.
*/
static void NormaliseSubtypes(Train *chain)
{
/* Nothing to do */
if (chain == NULL) return;
/* We must be the first in the chain. */
assert(chain->Previous() == NULL);
/* Set the appropriate bits for the first in the chain. */
if (chain->IsWagon()) {
chain->SetFreeWagon();
} else {
assert(chain->IsEngine());
chain->SetFrontEngine();
}
/* Now clear the bits for the rest of the chain */
for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
t->ClearFreeWagon();
t->ClearFrontEngine();
}
}
/**
* Check/validate whether we may actually build a new train.
* @note All vehicles are/were 'heads' of their chains.
* @param original_dst The original destination chain.
* @param dst The destination chain after constructing the train.
* @param original_dst The original source chain.
* @param dst The source chain after constructing the train.
* @return possible error of this command.
*/
static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
{
/* Just add 'new' engines and subtract the original ones.
* If that's less than or equal to 0 we can be sure we did
* not add any engines (read: trains) along the way. */
if ((src != NULL && src->IsEngine() ? 1 : 0) +
(dst != NULL && dst->IsEngine() ? 1 : 0) -
(original_src != NULL && original_src->IsEngine() ? 1 : 0) -
(original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
return CommandCost();
}
/* Get a free unit number and check whether it's within the bounds.
* There will always be a maximum of one new train. */
if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
/**
* Check whether the train parts can be attached.
* @param t the train to check
* @return possible error of this command.
*/
static CommandCost CheckTrainAttachment(Train *t)
{
/* No multi-part train, no need to check. */
if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
/* The maximum length for a train. For each part we decrease this by one
* and if the result is negative the train is simply too long. */
int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
Train *head = t;
Train *prev = t;
/* Break the prev -> t link so it always holds within the loop. */
t = t->Next();
prev->SetNext(NULL);
/* Make sure the cache is cleared. */
head->InvalidateNewGRFCache();
while (t != NULL) {
allowed_len -= t->gcache.cached_veh_length;
Train *next = t->Next();
/* Unlink the to-be-added piece; it is already unlinked from the previous
* part due to the fact that the prev -> t link is broken. */
t->SetNext(NULL);
/* Don't check callback for articulated or rear dual headed parts */
if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
/* Back up and clear the first_engine data to avoid using wagon override group */
EngineID first_engine = t->gcache.first_engine;
t->gcache.first_engine = INVALID_ENGINE;
/* We don't want the cache to interfere. head's cache is cleared before
* the loop and after each callback does not need to be cleared here. */
t->InvalidateNewGRFCache();
uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
/* Restore original first_engine data */
t->gcache.first_engine = first_engine;
/* We do not want to remember any cached variables from the test run */
t->InvalidateNewGRFCache();
head->InvalidateNewGRFCache();
if (callback != CALLBACK_FAILED) {
/* A failing callback means everything is okay */
StringID error = STR_NULL;
if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
if (callback < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
if (error != STR_NULL) return_cmd_error(error);
}
}
/* And link it to the new part. */
prev->SetNext(t);
prev = t;
t = next;
}
if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
return CommandCost();
}
/**
* Validate whether we are going to create valid trains.
* @note All vehicles are/were 'heads' of their chains.
* @param original_dst The original destination chain.
* @param dst The destination chain after constructing the train.
* @param original_dst The original source chain.
* @param dst The source chain after constructing the train.
* @param check_limit Whether to check the vehicle limit.
* @return possible error of this command.
*/
static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
{
/* Check whether we may actually construct the trains. */
CommandCost ret = CheckTrainAttachment(src);
if (ret.Failed()) return ret;
ret = CheckTrainAttachment(dst);
if (ret.Failed()) return ret;
/* Check whether we need to build a new train. */
return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
}
/**
* Arrange the trains in the wanted way.
* @param dst_head The destination chain of the to be moved vehicle.
* @param dst The destination for the to be moved vehicle.
* @param src_head The source chain of the to be moved vehicle.
* @param src The to be moved vehicle.
* @param move_chain Whether to move all vehicles after src or not.
*/
static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
{
/* First determine the front of the two resulting trains */
if (*src_head == *dst_head) {
/* If we aren't moving part(s) to a new train, we are just moving the
* front back and there is not destination head. */
*dst_head = NULL;
} else if (*dst_head == NULL) {
/* If we are moving to a new train the head of the move train would become
* the head of the new vehicle. */
*dst_head = src;
}
if (src == *src_head) {
/* If we are moving the front of a train then we are, in effect, creating
* a new head for the train. Point to that. Unless we are moving the whole
* train in which case there is not 'source' train anymore.
* In case we are a multiheaded part we want the complete thing to come
* with us, so src->GetNextUnit(), however... when we are e.g. a wagon
* that is followed by a rear multihead we do not want to include that. */
*src_head = move_chain ? NULL :
(src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
}
/* Now it's just simply removing the part that we are going to move from the
* source train and *if* the destination is a not a new train add the chain
* at the destination location. */
RemoveFromConsist(src, move_chain);
if (*dst_head != src) InsertInConsist(dst, src);
/* Now normalise the dual heads, that is move the dual heads around in such
* a way that the head and rear of a dual head are in the same train */
NormaliseDualHeads(*src_head);
NormaliseDualHeads(*dst_head);
}
/**
* Normalise the head of the train again, i.e. that is tell the world that
* we have changed and update all kinds of variables.
* @param head the train to update.
*/
static void NormaliseTrainHead(Train *head)
{
/* Not much to do! */
if (head == NULL) return;
/* Tell the 'world' the train changed. */
head->ConsistChanged(false);
UpdateTrainGroupID(head);
/* Not a front engine, i.e. a free wagon chain. No need to do more. */
if (!head->IsFrontEngine()) return;
/* Update the refit button and window */
InvalidateWindowData(WC_VEHICLE_REFIT, head->index);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
/* If we don't have a unit number yet, set one. */
if (head->unitnumber != 0) return;
head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
}
/**
* Move a rail vehicle around inside the depot.
* @param tile unused
* @param flags type of operation
* Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
* @param p1 various bitstuffed elements
* - p1 (bit 0 - 19) source vehicle index
* - p1 (bit 20) move all vehicles following the source vehicle
* @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
VehicleID s = GB(p1, 0, 20);
VehicleID d = GB(p2, 0, 20);
bool move_chain = HasBit(p1, 20);
Train *src = Train::GetIfValid(s);
if (src == NULL) return CMD_ERROR;
CommandCost ret = CheckOwnership(src->owner);
if (ret.Failed()) return ret;
/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
Train *dst;
if (d == INVALID_VEHICLE) {
dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
} else {
dst = Train::GetIfValid(d);
if (dst == NULL) return CMD_ERROR;
CommandCost ret = CheckOwnership(dst->owner);
if (ret.Failed()) return ret;
/* Do not allow appending to crashed vehicles, too */
if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
}
/* if an articulated part is being handled, deal with its parent vehicle */
src = src->GetFirstEnginePart();
if (dst != NULL) {
dst = dst->GetFirstEnginePart();
}
/* don't move the same vehicle.. */
if (src == dst) return CommandCost();
/* locate the head of the two chains */
Train *src_head = src->First();
Train *dst_head;
if (dst != NULL) {
dst_head = dst->First();
if (dst_head->tile != src_head->tile) return CMD_ERROR;
/* Now deal with articulated part of destination wagon */
dst = dst->GetLastEnginePart();
} else {
dst_head = NULL;
}
if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
/* When moving all wagons, we can't have the same src_head and dst_head */
if (move_chain && src_head == dst_head) return CommandCost();
/* When moving a multiheaded part to be place after itself, bail out. */
if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
/* Check if all vehicles in the source train are stopped inside a depot. */
if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
/* Check if all vehicles in the destination train are stopped inside a depot. */
if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
/* First make a backup of the order of the trains. That way we can do
* whatever we want with the order and later on easily revert. */
TrainList original_src;
TrainList original_dst;
MakeTrainBackup(original_src, src_head);
MakeTrainBackup(original_dst, dst_head);
/* Also make backup of the original heads as ArrangeTrains can change them.
* For the destination head we do not care if it is the same as the source
* head because in that case it's just a copy. */
Train *original_src_head = src_head;
Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
/* (Re)arrange the trains in the wanted arrangement. */
ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
if ((flags & DC_AUTOREPLACE) == 0) {
/* If the autoreplace flag is set we do not need to test for the validity
* because we are going to revert the train to its original state. As we
* assume the original state was correct autoreplace can skip this. */
CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
if (ret.Failed()) {
/* Restore the train we had. */
RestoreTrainBackup(original_src);
RestoreTrainBackup(original_dst);
return ret;
}
}
/* do it? */
if (flags & DC_EXEC) {
/* First normalise the sub types of the chains. */
NormaliseSubtypes(src_head);
NormaliseSubtypes(dst_head);
/* There are 14 different cases:
* 1) front engine gets moved to a new train, it stays a front engine.
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 2) front engine gets moved to another train, it is not a front engine anymore
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 3) front engine gets moved to later in the current train, it is not a front engine anymore.
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* 4) free wagon gets moved
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 5) non front engine gets moved and becomes a new train, nothing else happens
* 6) non front engine gets moved within a train / to another train, nothing hapens
* 7) wagon gets moved, nothing happens
*/
if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
/* Cases #2 and #3: the front engine gets trashed. */
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
DeleteWindowById(WC_VEHICLE_REFIT, src->index);
DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
/* We are going to be moved to a different train, and
* we were the front engine of the original train. */
if (dst_head != NULL && dst_head != src && (src_head == NULL || !src_head->IsFrontEngine())) {
DecreaseGroupNumVehicle(src->group_id);
}
/* The front engine is going to be moved later in the
* current train, and it will not be a train anymore. */
if (dst_head == NULL && !src_head->IsFrontEngine()) {
DecreaseGroupNumVehicle(src->group_id);
}
/* Delete orders, group stuff and the unit number as we're not the
* front of any vehicle anymore. */
DeleteVehicleOrders(src);
RemoveVehicleFromGroup(src);
src->unitnumber = 0;
}
/* We were a front engine and we are becoming one for a different train.
* Increase the group counter accordingly. */
if (original_src_head == src && dst_head == src) {
IncreaseGroupNumVehicle(src->group_id);
}
/* We weren't a front engine but are becoming one. So
* we should be put in the default group. */
if (original_src_head != src && dst_head == src) {
SetTrainGroupID(src, DEFAULT_GROUP);
}
/* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
NormaliseTrainHead(src_head);
NormaliseTrainHead(dst_head);
/* We are undoubtedly changing something in the depot and train list. */
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
} else {
/* We don't want to execute what we're just tried. */
RestoreTrainBackup(original_src);
RestoreTrainBackup(original_dst);
}
return CommandCost();
}
/**
* Sell a (single) train wagon/engine.
* @param flags type of operation
* @param t the train wagon to sell
* @param data the selling mode
* - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
* - data = 1: sell the vehicle and all vehicles following it in the chain
* if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
* @param user the user for the order backup.
* @return the cost of this operation or an error
*/
CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
{
/* Check if we deleted a vehicle window */
Window *w = NULL;
/* Sell a chain of vehicles or not? */
bool sell_chain = HasBit(data, 0);
Train *v = Train::From(t)->GetFirstEnginePart();
Train *first = v->First();
if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
/* First make a backup of the order of the train. That way we can do
* whatever we want with the order and later on easily revert. */
TrainList original;
MakeTrainBackup(original, first);
/* We need to keep track of the new head and the head of what we're going to sell. */
Train *new_head = first;
Train *sell_head = NULL;
/* Split the train in the wanted way. */
ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
/* We don't need to validate the second train; it's going to be sold. */
CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
if (ret.Failed()) {
/* Restore the train we had. */
RestoreTrainBackup(original);
return ret;
}
CommandCost cost(EXPENSES_NEW_VEHICLES);
for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
}
/* do it? */
if (flags & DC_EXEC) {
/* First normalise the sub types of the chain. */
NormaliseSubtypes(new_head);
if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
/* We are selling the front engine. In this case we want to
* 'give' the order, unit number and such to the new head. */
new_head->orders.list = first->orders.list;
new_head->AddToShared(first);
DeleteVehicleOrders(first);
/* Copy other important data from the front engine */
new_head->CopyVehicleConfigAndStatistics(first);
IncreaseGroupNumVehicle(new_head->group_id);
/* If we deleted a window then open a new one for the 'new' train */
if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
} else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
OrderBackup::Backup(v, user);
}
/* We need to update the information about the train. */
NormaliseTrainHead(new_head);
/* We are undoubtedly changing something in the depot and train list. */
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
/* Actually delete the sold 'goods' */
delete sell_head;
} else {
/* We don't want to execute what we're just tried. */
RestoreTrainBackup(original);
}
return cost;
}
void Train::UpdateDeltaXY(Direction direction)
{
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
static const uint32 _delta_xy_table[8] = {
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
MKIT(3, 3, -1, -1),
MKIT(3, 7, -1, -3),
MKIT(3, 3, -1, -1),
MKIT(7, 3, -3, -1),
};
#undef MKIT
uint32 x = _delta_xy_table[direction];
this->x_offs = GB(x, 0, 8);
this->y_offs = GB(x, 8, 8);
this->x_extent = GB(x, 16, 8);
this->y_extent = GB(x, 24, 8);
this->z_extent = 6;
}
/** Mark a train as stuck and stop it if it isn't stopped right now. */
static void MarkTrainAsStuck(Train *v)
{
if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
/* It is the first time the problem occurred, set the "train stuck" flag. */
SetBit(v->flags, VRF_TRAIN_STUCK);
v->wait_counter = 0;
/* Stop train */
v->cur_speed = 0;
v->subspeed = 0;
v->SetLastSpeed();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
{
uint16 flag1 = *swap_flag1;
uint16 flag2 = *swap_flag2;
/* Clear the flags */
ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
/* Reverse the rail-flags (if needed) */
if (HasBit(flag1, GVF_GOINGUP_BIT)) {
SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
} else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
SetBit(*swap_flag2, GVF_GOINGUP_BIT);
}
if (HasBit(flag2, GVF_GOINGUP_BIT)) {
SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
} else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
SetBit(*swap_flag1, GVF_GOINGUP_BIT);
}
}
/**
* Updates some variables after swapping the vehicle.
* @param v swapped vehicle
*/
static void UpdateStatusAfterSwap(Train *v)
{
/* Reverse the direction. */
if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
/* Call the proper EnterTile function unless we are in a wormhole. */
if (v->track != TRACK_BIT_WORMHOLE) {
VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
} else {
/* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
* is on the last bit of the bridge head (frame == TILE_SIZE - 1).
* If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
* when we shouldn't have. Check if this is the case. */
TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
if (IsTileType(vt, MP_TUNNELBRIDGE)) {
VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
/* We have just left the wormhole, possibly set the
* "goingdown" bit. UpdateInclination() can be used
* because we are at the border of the tile. */
v->UpdateInclination(true, true);
return;
}
}
}
v->UpdateViewport(true, true);
}
static void ReverseTrainSwapVeh(Train *v, int l, int r)
{
Train *a, *b;
/* locate vehicles to swap */
for (a = v; l != 0; l--) a = a->Next();
for (b = v; r != 0; r--) b = b->Next();
if (a != b) {
/* swap the hidden bits */
{
uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
a->vehstatus = tmp;
}
Swap(a->track, b->track);
Swap(a->direction, b->direction);
Swap(a->x_pos, b->x_pos);
Swap(a->y_pos, b->y_pos);
Swap(a->tile, b->tile);
Swap(a->z_pos, b->z_pos);
SwapTrainFlags(&a->gv_flags, &b->gv_flags);
UpdateStatusAfterSwap(a);
UpdateStatusAfterSwap(b);
} else {
/* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
* This is a little bit redundant way, a->gv_flags will
* be (re)set twice, but it reduces code duplication */
SwapTrainFlags(&a->gv_flags, &a->gv_flags);
UpdateStatusAfterSwap(a);
}
/* Update power of the train in case tiles were different rail type. */
v->RailtypeChanged();
}
/**
* Check if the vehicle is a train
* @param v vehicle on tile
* @return v if it is a train, NULL otherwise
*/
static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
{
return (v->type == VEH_TRAIN) ? v : NULL;
}
/**
* Checks if a train is approaching a rail-road crossing
* @param v vehicle on tile
* @param data tile with crossing we are testing
* @return v if it is approaching a crossing, NULL otherwise
*/
static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
{
if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
Train *t = Train::From(v);
if (!t->IsFrontEngine()) return NULL;
TileIndex tile = *(TileIndex *)data;
if (TrainApproachingCrossingTile(t) != tile) return NULL;
return t;
}
/**
* Finds a vehicle approaching rail-road crossing
* @param tile tile to test
* @return true if a vehicle is approaching the crossing
* @pre tile is a rail-road crossing
*/
static bool TrainApproachingCrossing(TileIndex tile)
{
assert(IsLevelCrossingTile(tile));
DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
TileIndex tile_from = tile + TileOffsByDiagDir(dir);
if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
dir = ReverseDiagDir(dir);
tile_from = tile + TileOffsByDiagDir(dir);
return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
}
/**
* Sets correct crossing state
* @param tile tile to update
* @param sound should we play sound?
* @pre tile is a rail-road crossing
*/
void UpdateLevelCrossing(TileIndex tile, bool sound)
{
assert(IsLevelCrossingTile(tile));
/* train on crossing || train approaching crossing || reserved */
bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
if (new_state != IsCrossingBarred(tile)) {
if (new_state && sound) {
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
}
SetCrossingBarred(tile, new_state);
MarkTileDirtyByTile(tile);
}
}
/**
* Bars crossing and plays ding-ding sound if not barred already
* @param tile tile with crossing
* @pre tile is a rail-road crossing
*/
static inline void MaybeBarCrossingWithSound(TileIndex tile)
{
if (!IsCrossingBarred(tile)) {
BarCrossing(tile);
SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
MarkTileDirtyByTile(tile);
}
}
/**
* Advances wagons for train reversing, needed for variable length wagons.
* This one is called before the train is reversed.
* @param v First vehicle in chain
*/
static void AdvanceWagonsBeforeSwap(Train *v)
{
Train *base = v;
Train *first = base; // first vehicle to move
Train *last = v->Last(); // last vehicle to move
uint length = CountVehiclesInChain(v);
while (length > 2) {
last = last->Previous();
first = first->Next();
int differential = base->gcache.cached_veh_length - last->gcache.cached_veh_length;
/* do not update images now
* negative differential will be handled in AdvanceWagonsAfterSwap() */
for (int i = 0; i < differential; i++) TrainController(first, last->Next());
base = first; // == base->Next()
length -= 2;
}
}
/**
* Advances wagons for train reversing, needed for variable length wagons.
* This one is called after the train is reversed.
* @param v First vehicle in chain
*/
static void AdvanceWagonsAfterSwap(Train *v)
{
/* first of all, fix the situation when the train was entering a depot */
Train *dep = v; // last vehicle in front of just left depot
while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
}
Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
if (leave != NULL) {
/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
int d = TicksToLeaveDepot(dep);
if (d <= 0) {
leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
}
} else {
dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
}
Train *base = v;
Train *first = base; // first vehicle to move
Train *last = v->Last(); // last vehicle to move
uint length = CountVehiclesInChain(v);
/* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
* they have already correct spacing, so we have to make sure they are moved how they should */
bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
while (length > 2) {
/* we reached vehicle (originally) in front of a depot, stop now
* (we would move wagons that are already moved with new wagon length). */
if (base == dep) break;
/* the last wagon was that one leaving a depot, so do not move it anymore */
if (last == dep) nomove = true;
last = last->Previous();
first = first->Next();
int differential = last->gcache.cached_veh_length - base->gcache.cached_veh_length;
/* do not update images now */
for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
base = first; // == base->Next()
length -= 2;
}
}
static void ReverseTrainDirection(Train *v)
{
if (IsRailDepotTile(v->tile)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
/* Clear path reservation in front if train is not stuck. */
if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
/* Check if we were approaching a rail/road-crossing */
TileIndex crossing = TrainApproachingCrossingTile(v);
/* count number of vehicles */
int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
AdvanceWagonsBeforeSwap(v);
/* swap start<>end, start+1<>end-1, ... */
int l = 0;
do {
ReverseTrainSwapVeh(v, l++, r--);
} while (l <= r);
AdvanceWagonsAfterSwap(v);
if (IsRailDepotTile(v->tile)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
ClrBit(v->flags, VRF_REVERSING);
/* recalculate cached data */
v->ConsistChanged(true);
/* update all images */
for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
/* update crossing we were approaching */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
/* maybe we are approaching crossing now, after reversal */
crossing = TrainApproachingCrossingTile(v);
if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
/* If we are inside a depot after reversing, don't bother with path reserving. */
if (v->track == TRACK_BIT_DEPOT) {
/* Can't be stuck here as inside a depot is always a safe tile. */
if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->flags, VRF_TRAIN_STUCK);
return;
}
/* TrainExitDir does not always produce the desired dir for depots and
* tunnels/bridges that is needed for UpdateSignalsOnSegment. */
DiagDirection dir = TrainExitDir(v->direction, v->track);
if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
/* If we are currently on a tile with conventional signals, we can't treat the
* current tile as a safe tile or we would enter a PBS block without a reservation. */
bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
!IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
if (TryPathReserve(v, false, first_tile_okay)) {
/* Do a look-ahead now in case our current tile was already a safe tile. */
CheckNextTrainTile(v);
} else if (v->current_order.GetType() != OT_LOADING) {
/* Do not wait for a way out when we're still loading */
MarkTrainAsStuck(v);
}
} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
/* A train not inside a PBS block can't be stuck. */
ClrBit(v->flags, VRF_TRAIN_STUCK);
v->wait_counter = 0;
}
}
/**
* Reverse train.
* @param tile unused
* @param flags type of operation
* @param p1 train to reverse
* @param p2 if true, reverse a unit in a train (needs to be in a depot)
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Train *v = Train::GetIfValid(p1);
if (v == NULL) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (p2 != 0) {
/* turn a single unit around */
if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
}
if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
Train *front = v->First();
/* make sure the vehicle is stopped in the depot */
if (!front->IsStoppedInDepot()) {
return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
}
if (flags & DC_EXEC) {
ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
front->ConsistChanged(false);
SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
SetWindowDirty(WC_VEHICLE_VIEW, front->index);
SetWindowClassesDirty(WC_TRAINS_LIST);
}
} else {
/* turn the whole train around */
if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Properly leave the station if we are loading and won't be loading anymore */
if (v->current_order.IsType(OT_LOADING)) {
const Vehicle *last = v;
while (last->Next() != NULL) last = last->Next();
/* not a station || different station --> leave the station */
if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
v->LeaveStation();
}
}
/* We cancel any 'skip signal at dangers' here */
v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
ToggleBit(v->flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
v->SetLastSpeed();
HideFillingPercent(&v->fill_percent_te_id);
ReverseTrainDirection(v);
}
}
}
return CommandCost();
}
/**
* Force a train through a red signal
* @param tile unused
* @param flags type of operation
* @param p1 train to ignore the red signal
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Train *t = Train::GetIfValid(p1);
if (t == NULL) return CMD_ERROR;
CommandCost ret = CheckOwnership(t->owner);
if (ret.Failed()) return ret;
if (flags & DC_EXEC) {
/* If we are forced to proceed, cancel that order.
* If we are marked stuck we would want to force the train
* to proceed to the next signal. In the other cases we
* would like to pass the signal at danger and run till the
* next signal we encounter. */
t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
SetWindowDirty(WC_VEHICLE_VIEW, t->index);
}
return CommandCost();
}
/**
* returns the tile of a depot to goto to. The given vehicle must not be
* crashed!
*/
static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
{
assert(!(v->vehstatus & VS_CRASHED));
if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
PBSTileInfo origin = FollowTrainReservation(v);
if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
default: NOT_REACHED();
}
}
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
FindDepotData tfdd = FindClosestTrainDepot(this, 0);
if (tfdd.best_length == UINT_MAX) return false;
if (location != NULL) *location = tfdd.tile;
if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
if (reverse != NULL) *reverse = tfdd.reverse;
return true;
}
void Train::PlayLeaveStationSound() const
{
static const SoundFx sfx[] = {
SND_04_TRAIN,
SND_0A_TRAIN_HORN,
SND_0A_TRAIN_HORN,
SND_47_MAGLEV_2,
SND_41_MAGLEV
};
if (PlayVehicleSound(this, VSE_START)) return;
EngineID engtype = this->engine_type;
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
}
/** Check if the train is on the last reserved tile and try to extend the path then. */
static void CheckNextTrainTile(Train *v)
{
/* Don't do any look-ahead if path_backoff_interval is 255. */
if (_settings_game.pf.path_backoff_interval == 255) return;
/* Exit if we are inside a depot. */
if (v->track == TRACK_BIT_DEPOT) return;
switch (v->current_order.GetType()) {
/* Exit if we reached our destination depot. */
case OT_GOTO_DEPOT:
if (v->tile == v->dest_tile) return;
break;
case OT_GOTO_WAYPOINT:
/* If we reached our waypoint, make sure we see that. */
if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
break;
case OT_NOTHING:
case OT_LEAVESTATION:
case OT_LOADING:
/* Exit if the current order doesn't have a destination, but the train has orders. */
if (v->GetNumOrders() > 0) return;
break;
default:
break;
}
/* Exit if we are on a station tile and are going to stop. */
if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
Trackdir td = v->GetVehicleTrackdir();
/* On a tile with a red non-pbs signal, don't look ahead. */
if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
!IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
CFollowTrackRail ft(v);
if (!ft.Follow(v->tile, td)) return;
if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
/* Next tile is not reserved. */
if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
/* If the next tile is a PBS signal, try to make a reservation. */
TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
if (_settings_game.pf.forbid_90_deg) {
tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
}
ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
}
}
}
}
static bool CheckTrainStayInDepot(Train *v)
{
/* bail out if not all wagons are in the same depot or not in a depot at all */
for (const Train *u = v; u != NULL; u = u->Next()) {
if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
/* if the train got no power, then keep it in the depot */
if (v->gcache.cached_power == 0) {
v->vehstatus |= VS_STOPPED;
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
return true;
}
SigSegState seg_state;
if (v->force_proceed == TFP_NONE) {
/* force proceed was not pressed */
if (++v->wait_counter < 37) {
SetWindowClassesDirty(WC_TRAINS_LIST);
return true;
}
v->wait_counter = 0;
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
/* Full and no PBS signal in block or depot reserved, can't exit. */
SetWindowClassesDirty(WC_TRAINS_LIST);
return true;
}
} else {
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
}
/* We are leaving a depot, but have to go to the exact same one; re-enter */
if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
/* We need to have a reservation for this to work. */
if (HasDepotReservation(v->tile)) return true;
SetDepotReservation(v->tile, true);
VehicleEnterDepot(v);
return true;
}
/* Only leave when we can reserve a path to our destination. */
if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
/* No path and no force proceed. */
SetWindowClassesDirty(WC_TRAINS_LIST);
MarkTrainAsStuck(v);
return true;
}
SetDepotReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
VehicleServiceInDepot(v);
SetWindowClassesDirty(WC_TRAINS_LIST);
v->PlayLeaveStationSound();
v->track = TRACK_BIT_X;
if (v->direction & 2) v->track = TRACK_BIT_Y;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
VehicleMove(v, false);
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
v->UpdateAcceleration();
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
return false;
}
/** Clear the reservation of a tile that was just left by a wagon on track_dir. */
static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
{
DiagDirection dir = TrackdirToExitdir(track_dir);
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
/* Are we just leaving a tunnel/bridge? */
if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
TileIndex end = GetOtherTunnelBridgeEnd(tile);
if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
/* Free the reservation only if no other train is on the tiles. */
SetTunnelBridgeReservation(tile, false);
SetTunnelBridgeReservation(end, false);
if (_settings_client.gui.show_track_reservation) {
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(end);
}
}
}
} else if (IsRailStationTile(tile)) {
TileIndex new_tile = TileAddByDiagDir(tile, dir);
/* If the new tile is not a further tile of the same station, we
* clear the reservation for the whole platform. */
if (!IsCompatibleTrainStationTile(new_tile, tile)) {
SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
}
} else {
/* Any other tile */
UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
}
}
/** Free the reserved path in front of a vehicle. */
void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
{
assert(v->IsFrontEngine());
TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
bool free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
/* Don't free reservation if it's not ours. */
if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
while (ft.Follow(tile, td)) {
tile = ft.m_new_tile;
TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
td = RemoveFirstTrackdir(&bits);
assert(bits == TRACKDIR_BIT_NONE);
if (!IsValidTrackdir(td)) break;
if (IsTileType(tile, MP_RAILWAY)) {
if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
/* Conventional signal along trackdir: remove reservation and stop. */
UnreserveRailTrack(tile, TrackdirToTrack(td));
break;
}
if (HasPbsSignalOnTrackdir(tile, td)) {
if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
/* Red PBS signal? Can't be our reservation, would be green then. */
break;
} else {
/* Turn the signal back to red. */
SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
MarkTileDirtyByTile(tile);
}
} else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
break;
}
}
/* Don't free first station/bridge/tunnel if we are on it. */
if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
free_tile = true;
}
}
static const byte _initial_tile_subcoord[6][4][3] = {
{{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
{{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
{{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
{{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
{{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
{{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
};
/**
* Perform pathfinding for a train.
*
* @param v The train
* @param tile The tile the train is about to enter
* @param enterdir Diagonal direction the train is coming from
* @param tracks Usable tracks on the new tile
* @param path_found [out] Whether a path has been found or not.
* @param do_track_reservation Path reservation is requested
* @param dest [out] State and destination of the requested path
* @return The best track the train should follow
*/
static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
{
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
default: NOT_REACHED();
}
}
/**
* Extend a train path as far as possible. Stops on encountering a safe tile,
* another reservation or a track choice.
* @return INVALID_TILE indicates that the reservation failed.
*/
static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
{
PBSTileInfo origin = FollowTrainReservation(v);
CFollowTrackRail ft(v);
TileIndex tile = origin.tile;
Trackdir cur_td = origin.trackdir;
while (ft.Follow(tile, cur_td)) {
if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
/* Possible signal tile. */
if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
}
if (_settings_game.pf.forbid_90_deg) {
ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
}
/* Station, depot or waypoint are a possible target. */
bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
/* Choice found or possible target encountered.
* On finding a possible target, we need to stop and let the pathfinder handle the
* remaining path. This is because we don't know if this target is in one of our
* orders, so we might cause pathfinding to fail later on if we find a choice.
* This failure would cause a bogous call to TryReserveSafePath which might reserve
* a wrong path not leading to our next destination. */
if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
/* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
* actually starts its search at the first unreserved tile. */
if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
/* Choice found, path valid but not okay. Save info about the choice tile as well. */
if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
if (enterdir != NULL) *enterdir = ft.m_exitdir;
return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
}
tile = ft.m_new_tile;
cur_td = FindFirstTrackdir(ft.m_new_td_bits);
if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
/* Safe position is all good, path valid and okay. */
return PBSTileInfo(tile, cur_td, true);
}
if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
}
if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
/* End of line, path valid and okay. */
return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
}
/* Sorry, can't reserve path, back out. */
tile = origin.tile;
cur_td = origin.trackdir;
TileIndex stopped = ft.m_old_tile;
Trackdir stopped_td = ft.m_old_td;
while (tile != stopped || cur_td != stopped_td) {
if (!ft.Follow(tile, cur_td)) break;
if (_settings_game.pf.forbid_90_deg) {
ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
}
assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
tile = ft.m_new_tile;
cur_td = FindFirstTrackdir(ft.m_new_td_bits);
UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
}
/* Path invalid. */
return PBSTileInfo();
}
/**
* Try to reserve any path to a safe tile, ignoring the vehicle's destination.
* Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
*
* @param v The vehicle.
* @param tile The tile the search should start from.
* @param td The trackdir the search should start from.
* @param override_railtype Whether all physically compatible railtypes should be followed.
* @return True if a path to a safe stopping tile could be reserved.
*/
static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
{
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
default: NOT_REACHED();
}
}
/** This class will save the current order of a vehicle and restore it on destruction. */
class VehicleOrderSaver
{
private:
Vehicle *v;
Order old_order;
TileIndex old_dest_tile;
StationID old_last_station_visited;
VehicleOrderID index;
public:
VehicleOrderSaver(Vehicle *_v) :
v(_v),
old_order(_v->current_order),
old_dest_tile(_v->dest_tile),
old_last_station_visited(_v->last_station_visited),
index(_v->cur_real_order_index)
{
}
~VehicleOrderSaver()
{
this->v->current_order = this->old_order;
this->v->dest_tile = this->old_dest_tile;
this->v->last_station_visited = this->old_last_station_visited;
}
/**
* Set the current vehicle order to the next order in the order list.
* @param skip_first Shall the first (i.e. active) order be skipped?
* @return True if a suitable next order could be found.
*/
bool SwitchToNextOrder(bool skip_first)
{
if (this->v->GetNumOrders() == 0) return false;
if (skip_first) ++this->index;
int conditional_depth = 0;
do {
/* Wrap around. */
if (this->index >= this->v->GetNumOrders()) this->index = 0;
Order *order = this->v->GetOrder(this->index);
assert(order != NULL);
switch (order->GetType()) {
case OT_GOTO_DEPOT:
/* Skip service in depot orders when the train doesn't need service. */
if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
case OT_GOTO_STATION:
case OT_GOTO_WAYPOINT:
this->v->current_order = *order;
UpdateOrderDest(this->v, order);
return true;
case OT_CONDITIONAL: {
if (conditional_depth > this->v->GetNumOrders()) return false;
VehicleOrderID next = ProcessConditionalOrder(order, this->v);
if (next != INVALID_VEH_ORDER_ID) {
conditional_depth++;
this->index = next;
/* Don't increment next, so no break here. */
continue;
}
break;
}
default:
break;
}
/* Don't increment inside the while because otherwise conditional
* orders can lead to an infinite loop. */
++this->index;
} while (this->index != this->v->cur_real_order_index);
return false;
}
};
/* choose a track */
static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
{
Track best_track = INVALID_TRACK;
bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
bool changed_signal = false;
assert((tracks & ~TRACK_BIT_MASK) == 0);
if (got_reservation != NULL) *got_reservation = false;
/* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
/* Do we have a suitable reserved track? */
if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
/* Quick return in case only one possible track is available */
if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
Track track = FindFirstTrack(tracks);
/* We need to check for signals only here, as a junction tile can't have signals. */
if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
do_track_reservation = true;
changed_signal = true;
SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
} else if (!do_track_reservation) {
return track;
}
best_track = track;
}
PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
DiagDirection dest_enterdir = enterdir;
if (do_track_reservation) {
/* Check if the train needs service here, so it has a chance to always find a depot.
* Also check if the current order is a service order so we don't reserve a path to
* the destination but instead to the next one if service isn't needed. */
CheckIfTrainNeedsService(v);
if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
if (res_dest.tile == INVALID_TILE) {
/* Reservation failed? */
if (mark_stuck) MarkTrainAsStuck(v);
if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
return FindFirstTrack(tracks);
}
}
/* Save the current train order. The destructor will restore the old order on function exit. */
VehicleOrderSaver orders(v);
/* If the current tile is the destination of the current order and
* a reservation was requested, advance to the next order.
* Don't advance on a depot order as depots are always safe end points
* for a path and no look-ahead is necessary. This also avoids a
* problem with depot orders not part of the order list when the
* order list itself is empty. */
if (v->current_order.IsType(OT_LEAVESTATION)) {
orders.SwitchToNextOrder(false);
} else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
v->current_order.IsType(OT_GOTO_STATION) ?
IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
v->tile == v->dest_tile))) {
orders.SwitchToNextOrder(true);
}
if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
/* Pathfinders are able to tell that route was only 'guessed'. */
bool path_found = true;
TileIndex new_tile = res_dest.tile;
Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
if (new_tile == tile) best_track = next_track;
v->HandlePathfindingResult(path_found);
}
/* No track reservation requested -> finished. */
if (!do_track_reservation) return best_track;
/* A path was found, but could not be reserved. */
if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
if (mark_stuck) MarkTrainAsStuck(v);
FreeTrainTrackReservation(v);
return best_track;
}
/* No possible reservation target found, we are probably lost. */
if (res_dest.tile == INVALID_TILE) {
/* Try to find any safe destination. */
PBSTileInfo origin = FollowTrainReservation(v);
if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
best_track = FindFirstTrack(res);
TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
if (got_reservation != NULL) *got_reservation = true;
if (changed_signal) MarkTileDirtyByTile(tile);
} else {
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
}
return best_track;
}
if (got_reservation != NULL) *got_reservation = true;
/* Reservation target found and free, check if it is safe. */
while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
/* Extend reservation until we have found a safe position. */
DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
if (_settings_game.pf.forbid_90_deg) {
reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
}
/* Get next order with destination. */
if (orders.SwitchToNextOrder(true)) {
PBSTileInfo cur_dest;
bool path_found;
DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
if (cur_dest.tile != INVALID_TILE) {
res_dest = cur_dest;
if (res_dest.okay) continue;
/* Path found, but could not be reserved. */
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
if (got_reservation != NULL) *got_reservation = false;
changed_signal = false;
break;
}
}
/* No order or no safe position found, try any position. */
if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
FreeTrainTrackReservation(v);
if (mark_stuck) MarkTrainAsStuck(v);
if (got_reservation != NULL) *got_reservation = false;
changed_signal = false;
}
break;
}
TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
if (changed_signal) MarkTileDirtyByTile(tile);
return best_track;
}
/**
* Try to reserve a path to a safe position.
*
* @param v The vehicle
* @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
* @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
* @return True if a path could be reserved.
*/
bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
{
assert(v->IsFrontEngine());
/* We have to handle depots specially as the track follower won't look
* at the depot tile itself but starts from the next tile. If we are still
* inside the depot, a depot reservation can never be ours. */
if (v->track == TRACK_BIT_DEPOT) {
if (HasDepotReservation(v->tile)) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
} else {
/* Depot not reserved, but the next tile might be. */
TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
}
}
Vehicle *other_train = NULL;
PBSTileInfo origin = FollowTrainReservation(v, &other_train);
/* The path we are driving on is already blocked by some other train.
* This can only happen in certain situations when mixing path and
* block signals or when changing tracks and/or signals.
* Exit here as doing any further reservations will probably just
* make matters worse. */
if (other_train != NULL && other_train->index != v->index) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
}
/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
/* Can't be stuck then. */
if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->flags, VRF_TRAIN_STUCK);
return true;
}
/* If we are in a depot, tentatively reserve the depot. */
if (v->track == TRACK_BIT_DEPOT) {
SetDepotReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
}
DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
TrackBits reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
bool res_made = false;
ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
if (!res_made) {
/* Free the depot reservation as well. */
if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
return false;
}
if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
v->wait_counter = 0;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
ClrBit(v->flags, VRF_TRAIN_STUCK);
return true;
}
static bool CheckReverseTrain(const Train *v)
{
if (_settings_game.difficulty.line_reverse_mode != 0 ||
v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
!(v->direction & 1)) {
return false;
}
assert(v->track != TRACK_BIT_NONE);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: return NPFTrainCheckReverse(v);
case VPF_YAPF: return YapfTrainCheckReverse(v);
default: NOT_REACHED();
}
}
TileIndex Train::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
const Station *st = Station::Get(station);
if (!(st->facilities & FACIL_TRAIN)) {
/* The destination station has no trainstation tiles. */
this->IncrementRealOrderIndex();
return 0;
}
return st->xy;
}
void Train::MarkDirty()
{
Train *v = this;
do {
v->UpdateViewport(false, false);
} while ((v = v->Next()) != NULL);
/* need to update acceleration and cached values since the goods on the train changed. */
this->CargoChanged();
this->UpdateAcceleration();
}
/**
* This function looks at the vehicle and updates its speed (cur_speed
* and subspeed) variables. Furthermore, it returns the distance that
* the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
* the distance to drive before moving a step on the map.
* @return distance to drive.
*/
int Train::UpdateSpeed()
{
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL:
return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
case AM_REALISTIC:
return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
}
}
/**
* Trains enters a station, send out a news item if it is the first train, and start loading.
* @param v Train that entered the station.
* @param station Station visited.
*/
static void TrainEnterStation(Train *v, StationID station)
{
v->last_station_visited = station;
/* check if a train ever visited this station before */
Station *st = Station::Get(station);
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
st->had_vehicle_of_type |= HVOT_TRAIN;
SetDParam(0, st->index);
AddVehicleNewsItem(
STR_NEWS_FIRST_TRAIN_ARRIVAL,
v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
v->index,
st->index
);
AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
}
v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
v->BeginLoading();
TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
}
/* Check if the vehicle is compatible with the specified tile */
static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
{
return IsTileOwner(tile, v->owner) &&
(!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
}
struct RailtypeSlowdownParams {
byte small_turn, large_turn;
byte z_up; // fraction to remove when moving up
byte z_down; // fraction to remove when moving down
};
static const RailtypeSlowdownParams _railtype_slowdown[] = {
/* normal accel */
{256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
{256 / 4, 256 / 2, 256 / 4, 2}, ///< electrified
{256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
{0, 256 / 2, 256 / 4, 2}, ///< maglev
};
/** Modify the speed of the vehicle due to a change in altitude */
static inline void AffectSpeedByZChange(Train *v, byte old_z)
{
if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
} else {
uint16 spd = v->cur_speed + rsp->z_down;
if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
}
}
static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
{
if (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
Trackdir trackdir = FindFirstTrackdir(tracks);
if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
/* A PBS block with a non-PBS signal facing us? */
if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
}
}
return false;
}
/**
* Tries to reserve track under whole train consist
*/
void Train::ReserveTrackUnderConsist() const
{
for (const Train *u = this; u != NULL; u = u->Next()) {
switch (u->track) {
case TRACK_BIT_WORMHOLE:
TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
break;
case TRACK_BIT_DEPOT:
break;
default:
TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
break;
}
}
}
uint Train::Crash(bool flooded)
{
uint pass = 0;
if (this->IsFrontEngine()) {
pass += 2; // driver
/* Remove the reserved path in front of the train if it is not stuck.
* Also clear all reserved tracks the train is currently on. */
if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
for (const Train *v = this; v != NULL; v = v->Next()) {
ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
/* ClearPathReservation will not free the wormhole exit
* if the train has just entered the wormhole. */
SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
}
}
/* we may need to update crossing we were approaching,
* but must be updated after the train has been marked crashed */
TileIndex crossing = TrainApproachingCrossingTile(this);
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
/* Remove the loading indicators (if any) */
HideFillingPercent(&this->fill_percent_te_id);
}
pass += this->GroundVehicleBase::Crash(flooded);
this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
return pass;
}
/**
* Marks train as crashed and creates an AI event.
* Doesn't do anything if the train is crashed already.
* @param v first vehicle of chain
* @return number of victims (including 2 drivers; zero if train was already crashed)
*/
static uint TrainCrashed(Train *v)
{
uint num = 0;
/* do not crash train twice */
if (!(v->vehstatus & VS_CRASHED)) {
num = v->Crash();
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
}
/* Try to re-reserve track under already crashed train too.
* Crash() clears the reservation! */
v->ReserveTrackUnderConsist();
return num;
}
struct TrainCollideChecker {
Train *v; ///< vehicle we are testing for collision
uint num; ///< number of victims if train collided
};
static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
{
TrainCollideChecker *tcc = (TrainCollideChecker*)data;
/* not a train or in depot */
if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
/* do not crash into trains of another company. */
if (v->owner != tcc->v->owner) return NULL;
/* get first vehicle now to make most usual checks faster */
Train *coll = Train::From(v)->First();
/* can't collide with own wagons */
if (coll == tcc->v) return NULL;
int x_diff = v->x_pos - tcc->v->x_pos;
int y_diff = v->y_pos - tcc->v->y_pos;
/* Do fast calculation to check whether trains are not in close vicinity
* and quickly reject trains distant enough for any collision.
* Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
* Differences are then ORed and then we check for any higher bits */
uint hash = (y_diff + 7) | (x_diff + 7);
if (hash & ~15) return NULL;
/* Slower check using multiplication */
if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
/* Happens when there is a train under bridge next to bridge head */
if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
/* crash both trains */
tcc->num += TrainCrashed(tcc->v);
tcc->num += TrainCrashed(coll);
return NULL; // continue searching
}
/**
* Checks whether the specified train has a collision with another vehicle. If
* so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
static bool CheckTrainCollision(Train *v)
{
/* can't collide in depot */
if (v->track == TRACK_BIT_DEPOT) return false;
assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
TrainCollideChecker tcc;
tcc.v = v;
tcc.num = 0;
/* find colliding vehicles */
if (v->track == TRACK_BIT_WORMHOLE) {
FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
} else {
FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
}
/* any dead -> no crash */
if (tcc.num == 0) return false;
SetDParam(0, tcc.num);
AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
NS_ACCIDENT,
v->index
);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
SndPlayVehicleFx(SND_13_BIG_CRASH, v);
return true;
}
static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
{
if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
Train *t = Train::From(v);
DiagDirection exitdir = *(DiagDirection *)data;
/* not front engine of a train, inside wormhole or depot, crashed */
if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
return t;
}
static void TrainController(Train *v, Vehicle *nomove)
{
Train *first = v->First();
Train *prev;
bool direction_changed = false; // has direction of any part changed?
/* For every vehicle after and including the given vehicle */
for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
DiagDirection enterdir = DIAGDIR_BEGIN;
bool update_signals_crossing = false; // will we update signals or crossing state?
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
if (v->track != TRACK_BIT_WORMHOLE) {
/* Not inside tunnel */
if (gp.old_tile == gp.new_tile) {
/* Staying in the old tile */
if (v->track == TRACK_BIT_DEPOT) {
/* Inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
} else {
/* Not inside depot */
/* Reverse when we are at the end of the track already, do not move to the new position */
if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
goto invalid_rail;
}
if (HasBit(r, VETS_ENTERED_STATION)) {
/* The new position is the end of the platform */
TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
}
}
} else {
/* A new tile is about to be entered. */
/* Determine what direction we're entering the new tile from */
enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
assert(IsValidDiagDirection(enterdir));
/* Get the status of the tracks in the new tile and mask
* away the bits that aren't reachable. */
TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings_game.pf.forbid_90_deg && prev == NULL) {
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
}
if (bits == TRACK_BIT_NONE) goto invalid_rail;
/* Check if the new tile constrains tracks that are compatible
* with the current train, if not, bail out. */
if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
TrackBits chosen_track;
if (prev == NULL) {
/* Currently the locomotive is active. Determine which one of the
* available tracks to choose */
chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
/* For each signal we find decrease the counter by one.
* We start at two, so the first signal we pass decreases
* this to one, then if we reach the next signal it is
* decreased to zero and we won't pass that new signal. */
Trackdir dir = FindFirstTrackdir(trackdirbits);
if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
/* However, we do not want to be stopped by PBS signals
* entered via the back. */
v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
}
/* Check if it's a red signal and that force proceed is not clicked. */
if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
/* In front of a red signal */
Trackdir i = FindFirstTrackdir(trackdirbits);
/* Don't handle stuck trains here. */
if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 100;
if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 10;
if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
DiagDirection exitdir = TrackdirToExitdir(i);
TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
exitdir = ReverseDiagDir(exitdir);
/* check if a train is waiting on the other side */
if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
}
}
/* If we would reverse but are currently in a PBS block and
* reversing of stuck trains is disabled, don't reverse.
* This does not apply if the reason for reversing is a one-way
* signal blocking us, because a train would then be stuck forever. */
if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
v->wait_counter = 0;
return;
}
goto reverse_train_direction;
} else {
TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
}
} else {
/* The wagon is active, simply follow the prev vehicle. */
if (prev->tile == gp.new_tile) {
/* Choose the same track as prev */
if (prev->track == TRACK_BIT_WORMHOLE) {
/* Vehicles entering tunnels enter the wormhole earlier than for bridges.
* However, just choose the track into the wormhole. */
assert(IsTunnel(prev->tile));
chosen_track = bits;
} else {
chosen_track = prev->track;
}
} else {
/* Choose the track that leads to the tile where prev is.
* This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
* I.e. when the tile between them has only space for a single vehicle like
* 1) horizontal/vertical track tiles and
* 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
* Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
*/
static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
{TRACK_BIT_X, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT },
{TRACK_BIT_UPPER, TRACK_BIT_Y, TRACK_BIT_LEFT, TRACK_BIT_NONE },
{TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER},
{TRACK_BIT_RIGHT, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_Y }
};
DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
assert(IsValidDiagDirection(exitdir));
chosen_track = _connecting_track[enterdir][exitdir];
}
chosen_track &= bits;
}
/* Make sure chosen track is a valid track */
assert(
chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
/* Update XY to reflect the entrance to the new tile, and select the direction to use */
const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
gp.x = (gp.x & ~0xF) | b[0];
gp.y = (gp.y & ~0xF) | b[1];
Direction chosen_dir = (Direction)b[2];
/* Call the landscape function and tell it that the vehicle entered the tile */
uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
goto invalid_rail;
}
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
Track track = FindFirstTrack(chosen_track);
Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
MarkTileDirtyByTile(gp.new_tile);
}
/* Clear any track reservation when the last vehicle leaves the tile */
if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
v->tile = gp.new_tile;
if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
v->First()->RailtypeChanged();
}
v->track = chosen_track;
assert(v->track);
}
/* We need to update signal status, but after the vehicle position hash
* has been updated by UpdateInclination() */
update_signals_crossing = true;
if (chosen_dir != v->direction) {
if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
DirDiff diff = DirDifference(v->direction, chosen_dir);
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}
direction_changed = true;
v->direction = chosen_dir;
}
if (v->IsFrontEngine()) {
v->wait_counter = 0;
/* If we are approaching a crossing that is reserved, play the sound now. */
TileIndex crossing = TrainApproachingCrossingTile(v);
if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
/* Always try to extend the reservation when entering a tile. */
CheckNextTrainTile(v);
}
if (HasBit(r, VETS_ENTERED_STATION)) {
/* The new position is the location where we want to stop */
TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
}
}
} else {
/* In a tunnel or on a bridge
* - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
* - for bridges, only the middle part - without the bridge heads */
if (!(v->vehstatus & VS_HIDDEN)) {
Train *first = v->First();
first->cur_speed = min(first->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
}
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
/* Perform look-ahead on tunnel exit. */
if (v->IsFrontEngine()) {
TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
CheckNextTrainTile(v);
}
/* Prevent v->UpdateInclination() being called with wrong parameters.
* This could happen if the train was reversed inside the tunnel/bridge. */
if (gp.old_tile == gp.new_tile) {
gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
}
} else {
v->x_pos = gp.x;
v->y_pos = gp.y;
VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
continue;
}
}
/* update image of train, as well as delta XY */
v->UpdateDeltaXY(v->direction);
v->x_pos = gp.x;
v->y_pos = gp.y;
/* update the Z position of the vehicle */
byte old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
if (prev == NULL) {
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
}
if (update_signals_crossing) {
if (v->IsFrontEngine()) {
if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
/* We are entering a block with PBS signals right now, but
* not through a PBS signal. This means we don't have a
* reservation right now. As a conventional signal will only
* ever be green if no other train is in the block, getting
* a path should always be possible. If the player built
* such a strange network that it is not possible, the train
* will be marked as stuck and the player has to deal with
* the problem. */
if ((!HasReservedTracks(gp.new_tile, v->track) &&
!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
!TryPathReserve(v)) {
MarkTrainAsStuck(v);
}
}
}
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->Next() == NULL) {
TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
}
}
/* Do not check on every tick to save some computing time. */
if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
}
if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
return;
invalid_rail:
/* We've reached end of line?? */
if (prev != NULL) error("Disconnecting train");
reverse_train_direction:
v->wait_counter = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
}
/**
* Collect trackbits of all crashed train vehicles on a tile
* @param v Vehicle passed from Find/HasVehicleOnPos()
* @param data trackdirbits for the result
* @return NULL to iterate over all vehicles on the tile.
*/
static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
{
TrackBits *trackbits = (TrackBits *)data;
if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
TrackBits train_tbits = Train::From(v)->track;
if (train_tbits == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->track contains no useful value then. */
*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
} else if (train_tbits != TRACK_BIT_DEPOT) {
*trackbits |= train_tbits;
}
}
return NULL;
}
/**
* Deletes/Clears the last wagon of a crashed train. It takes the engine of the
* train, then goes to the last wagon and deletes that. Each call to this function
* will remove the last wagon of a crashed train. If this wagon was on a crossing,
* or inside a tunnel/bridge, recalculate the signals as they might need updating
* @param v the Vehicle of which last wagon is to be removed
*/
static void DeleteLastWagon(Train *v)
{
Train *first = v->First();
/* Go to the last wagon and delete the link pointing there
* *u is then the one-before-last wagon, and *v the last
* one which will physically be removed */
Train *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);
if (first != v) {
/* Recalculate cached train properties */
first->ConsistChanged(false);
/* Update the depot window if the first vehicle is in depot -
* if v == first, then it is updated in PreDestructor() */
if (first->track == TRACK_BIT_DEPOT) {
SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
}
}
/* 'v' shouldn't be accessed after it has been deleted */
TrackBits trackbits = v->track;
TileIndex tile = v->tile;
Owner owner = v->owner;
delete v;
v = NULL; // make sure nobody will try to read 'v' anymore
if (trackbits == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->track contains no useful value then. */
trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
}
Track track = TrackBitsToTrack(trackbits);
if (HasReservedTracks(tile, trackbits)) {
UnreserveRailTrack(tile, track);
/* If there are still crashed vehicles on the tile, give the track reservation to them */
TrackBits remaining_trackbits = TRACK_BIT_NONE;
FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
/* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
Track t;
FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
}
/* check if the wagon was on a road/rail-crossing */
if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
/* Update signals */
if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
} else {
SetSignalsOnBothDir(tile, track, owner);
}
}
/**
* Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
* @param v First crashed vehicle.
*/
static void ChangeTrainDirRandomly(Train *v)
{
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
do {
/* We don't need to twist around vehicles if they're not visible */
if (!(v->vehstatus & VS_HIDDEN)) {
v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
/* Refrain from updating the z position of the vehicle when on
* a bridge, because UpdateInclination() will put the vehicle under
* the bridge in that case */
if (v->track != TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false);
}
} while ((v = v->Next()) != NULL);
}
/**
* Handle a crashed train.
* @param v First train vehicle.
* @return %Vehicle chain still exists.
*/
static bool HandleCrashedTrain(Train *v)
{
int state = ++v->crash_anim_pos;
if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
}
uint32 r;
if (state <= 200 && Chance16R(1, 7, r)) {
int index = (r * 10 >> 16);
Vehicle *u = v;
do {
if (--index < 0) {
r = Random();
CreateEffectVehicleRel(u,
GB(r, 8, 3) + 2,
GB(r, 16, 3) + 2,
GB(r, 0, 3) + 5,
EV_EXPLOSION_SMALL);
break;
}
} while ((u = u->Next()) != NULL);
}
if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
if (state >= 4440 && !(v->tick_counter & 0x1F)) {
bool ret = v->Next() != NULL;
DeleteLastWagon(v);
return ret;
}
return true;
}
/** Maximum speeds for train that is broken down or approaching line end */
static const uint16 _breakdown_speeds[16] = {
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};
/**
* Train is approaching line end, slow down and possibly reverse
*
* @param v front train engine
* @param signal not line end, just a red signal
* @return true iff we did NOT have to reverse
*/
static bool TrainApproachingLineEnd(Train *v, bool signal)
{
/* Calc position within the current tile */
uint x = v->x_pos & 0xF;
uint y = v->y_pos & 0xF;
/* for diagonal directions, 'x' will be 0..15 -
* for other directions, it will be 1, 3, 5, ..., 15 */
switch (v->direction) {
case DIR_N : x = ~x + ~y + 25; break;
case DIR_NW: x = y; // FALL THROUGH
case DIR_NE: x = ~x + 16; break;
case DIR_E : x = ~x + y + 9; break;
case DIR_SE: x = y; break;
case DIR_S : x = x + y - 7; break;
case DIR_W : x = ~y + x + 9; break;
default: break;
}
/* Do not reverse when approaching red signal. Make sure the vehicle's front
* does not cross the tile boundary when we do reverse, but as the vehicle's
* location is based on their center, use half a vehicle's length as offset.
* Actually, the center of all vehicles is half a normal vehicle's length
* from the front of the vehicle, so even in case the vehicle is 1/8th
* long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
if (!signal && x + VEHICLE_LENGTH / 2 >= TILE_SIZE) {
/* we are too near the tile end, reverse now */
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
/* slow down */
v->vehstatus |= VS_TRAIN_SLOWING;
uint16 break_speed = _breakdown_speeds[x & 0xF];
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
return true;
}
/**
* Determines whether train would like to leave the tile
* @param v train to test
* @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
*/
static bool TrainCanLeaveTile(const Train *v)
{
/* Exit if inside a tunnel/bridge or a depot */
if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
TileIndex tile = v->tile;
/* entering a tunnel/bridge? */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
DiagDirection dir = GetTunnelBridgeDirection(tile);
if (DiagDirToDir(dir) == v->direction) return false;
}
/* entering a depot? */
if (IsRailDepotTile(tile)) {
DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
if (DiagDirToDir(dir) == v->direction) return false;
}
return true;
}
/**
* Determines whether train is approaching a rail-road crossing
* (thus making it barred)
* @param v front engine of train
* @return TileIndex of crossing the train is approaching, else INVALID_TILE
* @pre v in non-crashed front engine
*/
static TileIndex TrainApproachingCrossingTile(const Train *v)
{
assert(v->IsFrontEngine());
assert(!(v->vehstatus & VS_CRASHED));
if (!TrainCanLeaveTile(v)) return INVALID_TILE;
DiagDirection dir = TrainExitDir(v->direction, v->track);
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
!CheckCompatibleRail(v, tile)) {
return INVALID_TILE;
}
return tile;
}
/**
* Checks for line end. Also, bars crossing at next tile if needed
*
* @param v vehicle we are checking
* @return true iff we did NOT have to reverse
*/
static bool TrainCheckIfLineEnds(Train *v)
{
/* First, handle broken down train */
int t = v->breakdown_ctr;
if (t > 1) {
v->vehstatus |= VS_TRAIN_SLOWING;
uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
} else {
v->vehstatus &= ~VS_TRAIN_SLOWING;
}
if (!TrainCanLeaveTile(v)) return true;
/* Determine the non-diagonal direction in which we will exit this tile */
DiagDirection dir = TrainExitDir(v->direction, v->track);
/* Calculate next tile */
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
/* Determine the track status on the next tile */
TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
/* We are sure the train is not entering a depot, it is detected above */
/* mask unreachable track bits if we are forbidden to do 90deg turns */
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings_game.pf.forbid_90_deg) {
bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
}
/* no suitable trackbits at all || unusable rail (wrong type or owner) */
if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
return TrainApproachingLineEnd(v, false);
}
/* approaching red signal */
if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
/* approaching a rail/road crossing? then make it red */
if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
return true;
}
static bool TrainLocoHandler(Train *v, bool mode)
{
/* train has crashed? */
if (v->vehstatus & VS_CRASHED) {
return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
}
if (v->force_proceed != TFP_NONE) {
ClrBit(v->flags, VRF_TRAIN_STUCK);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
/* train is broken down? */
if (v->HandleBreakdown()) return true;
if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
/* exit if train is stopped */
if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
if (ProcessOrders(v) && CheckReverseTrain(v)) {
v->wait_counter = 0;
v->cur_speed = 0;
v->subspeed = 0;
ClrBit(v->flags, VRF_LEAVING_STATION);
ReverseTrainDirection(v);
return true;
} else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
/* Try to reserve a path when leaving the station as we
* might not be marked as wanting a reservation, e.g.
* when an overlength train gets turned around in a station. */
DiagDirection dir = TrainExitDir(v->direction, v->track);
if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
TryPathReserve(v, true, true);
}
ClrBit(v->flags, VRF_LEAVING_STATION);
}
v->HandleLoading(mode);
if (v->current_order.IsType(OT_LOADING)) return true;
if (CheckTrainStayInDepot(v)) return true;
if (!mode) v->ShowVisualEffect();
/* We had no order but have an order now, do look ahead. */
if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
CheckNextTrainTile(v);
}
/* Handle stuck trains. */
if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
++v->wait_counter;
/* Should we try reversing this tick if still stuck? */
bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
if (!TryPathReserve(v)) {
/* Still stuck. */
if (turn_around) ReverseTrainDirection(v);
if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
/* Show message to player. */
if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
SetDParam(0, v->index);
AddVehicleNewsItem(
STR_NEWS_TRAIN_IS_STUCK,
NS_ADVICE,
v->index
);
}
v->wait_counter = 0;
}
/* Exit if force proceed not pressed, else reset stuck flag anyway. */
if (v->force_proceed == TFP_NONE) return true;
ClrBit(v->flags, VRF_TRAIN_STUCK);
v->wait_counter = 0;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
if (v->current_order.IsType(OT_LEAVESTATION)) {
v->current_order.Free();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
return true;
}
int j = v->UpdateSpeed();
/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
/* If we manually stopped, we're not force-proceeding anymore. */
v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
int adv_spd = v->GetAdvanceDistance();
if (j < adv_spd) {
/* if the vehicle has speed 0, update the last_speed field. */
if (v->cur_speed == 0) v->SetLastSpeed();
} else {
TrainCheckIfLineEnds(v);
/* Loop until the train has finished moving. */
for (;;) {
j -= adv_spd;
TrainController(v, NULL);
/* Don't continue to move if the train crashed. */
if (CheckTrainCollision(v)) break;
/* Determine distance to next map position */
adv_spd = v->GetAdvanceDistance();
/* No more moving this tick */
if (j < adv_spd || v->cur_speed == 0) break;
OrderType order_type = v->current_order.GetType();
/* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
(v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
IsTileType(v->tile, MP_STATION) &&
v->current_order.GetDestination() == GetStationIndex(v->tile)) {
ProcessOrders(v);
}
}
v->SetLastSpeed();
}
for (Train *u = v; u != NULL; u = u->Next()) {
if ((u->vehstatus & VS_HIDDEN) != 0) continue;
u->UpdateViewport(false, false);
}
if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
return true;
}
Money Train::GetRunningCost() const
{
Money cost = 0;
const Train *v = this;
do {
const Engine *e = Engine::Get(v->engine_type);
if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
if (cost_factor == 0) continue;
/* Halve running cost for multiheaded parts */
if (v->IsMultiheaded()) cost_factor /= 2;
cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grf_prop.grffile);
} while ((v = v->GetNextVehicle()) != NULL);
return cost;
}
bool Train::Tick()
{
this->tick_counter++;
if (this->IsFrontEngine()) {
if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
this->current_order_time++;
if (!TrainLocoHandler(this, false)) return false;
return TrainLocoHandler(this, true);
} else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
/* Delete flooded standalone wagon chain */
if (++this->crash_anim_pos >= 4400) {
delete this;
return false;
}
}
return true;
}
static void CheckIfTrainNeedsService(Train *v)
{
if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
}
uint max_penalty;
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
default: NOT_REACHED();
}
FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
/* Only go to the depot if it is not too far out of our way. */
if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
/* If we were already heading for a depot but it has
* suddenly moved farther away, we continue our normal
* schedule? */
v->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
return;
}
DepotID depot = GetDepotIndex(tfdd.tile);
if (v->current_order.IsType(OT_GOTO_DEPOT) &&
v->current_order.GetDestination() != depot &&
!Chance16(3, 16)) {
return;
}
v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
v->dest_tile = tfdd.tile;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
void Train::OnNewDay()
{
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
if (this->IsFrontEngine()) {
CheckVehicleBreakdown(this);
AgeVehicle(this);
CheckIfTrainNeedsService(this);
CheckOrders(this);
/* update destination */
if (this->current_order.IsType(OT_GOTO_STATION)) {
TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
if (tile != INVALID_TILE) this->dest_tile = tile;
}
if (this->running_ticks != 0) {
/* running costs */
CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromCompanyFract(this->owner, cost);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowClassesDirty(WC_TRAINS_LIST);
}
} else if (this->IsEngine()) {
/* Also age engines that aren't front engines */
AgeVehicle(this);
}
}
Trackdir Train::GetVehicleTrackdir() const
{
if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
if (this->track == TRACK_BIT_DEPOT) {
/* We'll assume the train is facing outwards */
return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
}
if (this->track == TRACK_BIT_WORMHOLE) {
/* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
}
return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
}