/* $Id$ */ /* * 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_engine.h" #include "newgrf_sound.h" #include "newgrf_text.h" #include "group.h" #include "table/sprites.h" #include "strings_func.h" #include "functions.h" #include "window_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "autoreplace_gui.h" #include "ai/ai.hpp" #include "newgrf_station.h" #include "effectvehicle_func.h" #include "effectvehicle_base.h" #include "gamelog.h" #include "network/network.h" #include "spritecache.h" #include "core/random_func.hpp" #include "company_base.h" #include "engine_base.h" #include "engine_func.h" #include "newgrf.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; 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->tcache.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) DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE); } } } } } } /** * 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(); } /** * Update the cached visual effect. * @param allow_power_change true if the wagon-is-powered-state may change. */ void Train::UpdateVisualEffect(bool allow_power_change) { byte powered_before = this->tcache.cached_vis_effect & 0x80; const Engine *e = Engine::Get(this->engine_type); if (e->u.rail.visual_effect != 0) { this->tcache.cached_vis_effect = e->u.rail.visual_effect; } else { if (this->IsWagon() || this->IsArticulatedPart()) { /* Wagons and articulated parts have no effect by default */ this->tcache.cached_vis_effect = 0x40; } else if (e->u.rail.engclass == 0) { /* Steam is offset by -4 units */ this->tcache.cached_vis_effect = 4; } else { /* Diesel fumes and sparks come from the centre */ this->tcache.cached_vis_effect = 8; } } /* Check powered wagon / visual effect callback */ if (HasBit(e->info.callback_mask, CBM_TRAIN_WAGON_POWER)) { uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, this->engine_type, this); if (callback != CALLBACK_FAILED) this->tcache.cached_vis_effect = GB(callback, 0, 8); } if (!allow_power_change && powered_before != (this->tcache.cached_vis_effect & 0x80)) { this->tcache.cached_vis_effect ^= 0x80; ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false); } } /** * 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->tcache.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->tcache.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->tcache.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->tcache.cached_vis_effect, 7)) { /* 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 = 8 - Clamp(veh_len, 0, 7); /* verify length hasn't changed */ if (same_length && veh_len != u->tcache.cached_veh_length) RailVehicleLengthChanged(u); /* update vehicle length? */ if (!same_length) u->tcache.cached_veh_length = veh_len; this->tcache.cached_total_length += u->tcache.cached_veh_length; this->InvalidateNewGRFCache(); u->InvalidateNewGRFCache(); } /* store consist weight/max speed in cache */ this->tcache.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->tcache.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->tcache.cached_total_length; break; case OSL_PLATFORM_MIDDLE: stop = *station_length - (*station_length - v->tcache.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. */ return stop - (v->tcache.cached_veh_length + 1) / 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->acc_cache.cached_max_track_speed); } void Train::UpdateAcceleration() { assert(this->IsFrontEngine()); this->max_speed = this->acc_cache.cached_max_track_speed; uint power = this->acc_cache.cached_power; uint weight = this->acc_cache.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->tcache.cached_veh_length * reference_width / 8; } 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. */ 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->tcache.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 | (w->Last()->index << 16), 1, 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 | (u->index << 16), 1, 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->max_speed = rvi->max_speed; v->last_station_visited = INVALID_STATION; v->engine_type = e->index; v->tcache.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.mammoth_trains ? 100 : 10; Train *head = t; Train *prev = t; /* Break the prev -> t link so it always holds within the loop. */ t = t->Next(); allowed_len--; prev->SetNext(NULL); /* Make sure the cache is cleared. */ head->InvalidateNewGRFCache(); while (t != NULL) { 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()) { allowed_len--; // We do not count articulated parts and rear heads either. /* Back up and clear the first_engine data to avoid using wagon override group */ EngineID first_engine = t->tcache.first_engine; t->tcache.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->tcache.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. * @return possible error of this command. */ static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src) { /* 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 CheckNewTrain(original_dst, dst, original_src, src); } /** * 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 - 15) source vehicle index * - p1 (bit 16 - 31) what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line * @param p2 (bit 0) move all vehicles following the source vehicle * @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, 16); VehicleID d = GB(p1, 16, 16); bool move_chain = HasBit(p2, 0); 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); 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 an 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 move to another train. So we * are no part of this group anymore. In case we * are not moving group... well, then we do not need * to move. * Or we are moving to later in the train and our * new head isn't a front engine anymore. */ if (dst_head != NULL ? dst_head != src : !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 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 * @return the cost of this operation or an error */ CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data) { /* 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); 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); /* 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); } /* 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; } static inline void SetLastSpeed(Train *v, int spd) { int old = v->tcache.last_speed; if (spd != old) { v->tcache.last_speed = spd; if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) { SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } } /** 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; SetLastSpeed(v, 0); 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); } } 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); /* toggle direction */ if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction); if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(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); /* update other vars */ a->UpdateViewport(true, true); b->UpdateViewport(true, true); /* call the proper EnterTile function unless we are in a wormhole */ if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos); } else { if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction); a->UpdateViewport(true, true); if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); } /* 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->tcache.cached_veh_length - last->tcache.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->tcache.cached_veh_length - base->tcache.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); } 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); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); SetWindowDirty(WC_VEHICLE_DETAILS, v->index); /* We cancel any 'skip signal at dangers' here */ v->force_proceed = TFP_NONE; SetWindowDirty(WC_VEHICLE_VIEW, v->index); } } 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; SetLastSpeed(v, 0); 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; } /** * Send a train to a depot * @param tile unused * @param flags type of operation * @param p1 train to send to the depot * @param p2 various bitmasked elements * - p2 bit 0-3 - DEPOT_ flags (see vehicle.h) * - p2 bit 8-10 - VLW flag (for mass goto depot) * @param text unused * @return the cost of this operation or an error */ CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (p2 & DEPOT_MASS_SEND) { /* Mass goto depot requested */ if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR; return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1); } Train *v = Train::GetIfValid(p1); if (v == NULL) return CMD_ERROR; return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK)); } static const int8 _vehicle_smoke_pos[8] = { 1, 1, 1, 0, -1, -1, -1, 0 }; static void HandleLocomotiveSmokeCloud(const Train *v) { bool sound = false; /* Do not show any locomotive smoke/sparks when smoke_amount is set to none (0) or train is: * slowing down or stopped (by the player) or * it is ordered to reverse direction (by player) so it is slowing down to do it or * its current speed is less than 2 km-ish/h or * it is entering station with an order to stop there and its speed is equal to maximum station entering speed. */ if (_settings_game.vehicle.smoke_amount == 0 || v->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) || HasBit(v->flags, VRF_REVERSING) || v->cur_speed < 2 || (IsRailStationTile(v->tile) && v->IsFrontEngine() && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) && v->cur_speed >= v->Train::GetCurrentMaxSpeed())) { return; } const Train *u = v; do { const RailVehicleInfo *rvi = RailVehInfo(v->engine_type); int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8; byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2); bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6); /* no smoke? */ if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) || disable_effect || v->vehstatus & VS_HIDDEN) { continue; } /* No smoke in depots or tunnels */ if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue; /* No sparks for electric vehicles on non-electrified tracks. */ if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue; if (effect_type == 0) { /* Use default effect type for engine class. */ effect_type = rvi->engclass; } else { effect_type--; } int x = _vehicle_smoke_pos[v->direction] * effect_offset; int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset; if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) { x = -x; y = -y; } switch (effect_type) { case 0: /* Steam smoke - amount is gradually falling until train reaches its maximum speed, after that it's normal. * Details: while train's current speed is gradually increasing, steam plumes' density decreases by one third each * third of its maximum speed spectrum. Steam emission finally normalises at very close to train's maximum speed. * REGULATION: * - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */ if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((u->cur_speed * 3) / u->tcache.cached_max_speed))) == 0) { CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE); sound = true; } break; case 1: /* Diesel smoke - thicker when train is starting, gradually subsiding till locomotive reaches its maximum speed * when it stops. * Details: Train's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke * emission erodes by 32 (1/4). Power and train's weight come in handy too to either increase smoke emission in * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the train reaches * maximum speed no diesel_smoke is emitted as train has enough traction to keep locomotive running optimally. * REGULATION: * - up to which speed a diesel train is emitting smoke (with reduced/small setting only until 1/2 of max_speed), * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */ if (u->cur_speed < (u->tcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) && Chance16((64 - ((u->cur_speed << 5) / u->tcache.cached_max_speed) + (32 >> (u->acc_cache.cached_power >> 10)) - (32 >> (u->acc_cache.cached_weight >> 9))), (512 >> _settings_game.vehicle.smoke_amount))) { CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE); sound = true; } break; case 2: /* Electric train's spark - more often occurs when train is departing (more load) * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when * reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed. * REGULATION: * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */ if (GB(v->tick_counter, 0, 2) == 0 && Chance16((6 - ((u->cur_speed << 2) / u->tcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) { CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK); sound = true; } break; default: break; } } while ((v = v->Next()) != NULL); if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT); } 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->acc_cache.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_not_found [out] Set to false if the pathfinder couldn't find a way to the destination * @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_not_found, bool do_track_reservation, PBSTileInfo *dest) { switch (_settings_game.pf.pathfinder_for_trains) { case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest); case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_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) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits); if (enterdir) *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_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_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_not_found = false; TileIndex new_tile = res_dest.tile; Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest); if (new_tile == tile) best_track = next_track; /* handle "path not found" state */ if (path_not_found) { /* PF didn't find the route */ if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) { /* it is first time the problem occurred, set the "path not found" flag */ SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION); /* and notify user about the event */ AI::NewEvent(v->owner, new AIEventVehicleLost(v->index)); if (_settings_client.gui.lost_train_warn && v->owner == _local_company) { SetDParam(0, v->index); AddVehicleNewsItem( STR_NEWS_TRAIN_IS_LOST, NS_ADVICE, v->index ); } } } else { /* route found, is the train marked with "path not found" flag? */ if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) { /* clear the flag as the PF's problem was solved */ ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION); /* can we also delete the "News" item somehow? */ } } } /* 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; DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, 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->IncrementOrderIndex(); 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() { uint accel; switch (_settings_game.vehicle.train_acceleration_model) { default: NOT_REACHED(); case AM_ORIGINAL: accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2); break; case AM_REALISTIC: this->max_speed = this->GetCurrentMaxSpeed(); accel = this->GetAcceleration(); break; } uint spd = this->subspeed + accel; this->subspeed = (byte)spd; { int tempmax = this->max_speed; if (this->cur_speed > this->max_speed) { tempmax = this->cur_speed - (this->cur_speed / 10) - 1; } this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), 0, tempmax); } int scaled_spd = this->GetAdvanceSpeed(spd); scaled_spd += this->progress; this->progress = 0; // set later in TrainLocoHandler or TrainController return scaled_spd; } 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(); StationAnimationTrigger(st, v->tile, STAT_ANIM_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->max_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 += 4; // 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 += Vehicle::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. * SetVehicleCrashed() 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; /* 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.wait_oneway_signal == 255 || ++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.wait_twoway_signal == 255 || ++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.wait_for_pbs_path == 255 && !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)) { v->cur_speed = min(v->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); } } 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); } } 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); } 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; } static void HandleBrokenTrain(Train *v) { if (v->breakdown_ctr != 1) { v->breakdown_ctr = 1; v->cur_speed = 0; if (v->breakdowns_since_last_service != 255) { v->breakdowns_since_last_service++; } v->MarkDirty(); SetWindowDirty(WC_VEHICLE_VIEW, v->index); SetWindowDirty(WC_VEHICLE_DETAILS, v->index); if (!PlayVehicleSound(v, VSE_BREAKDOWN)) { SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ? SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v); } if (!(v->vehstatus & VS_HIDDEN)) { EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE); if (u != NULL) u->animation_state = v->breakdown_delay * 2; } } if (!(v->tick_counter & 3)) { if (!--v->breakdown_delay) { v->breakdown_ctr = 0; v->MarkDirty(); SetWindowDirty(WC_VEHICLE_VIEW, v->index); } } } /** 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 */ if (!signal && x + (v->tcache.cached_veh_length + 1) / 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->breakdown_ctr != 0) { if (v->breakdown_ctr <= 2) { HandleBrokenTrain(v); return true; } if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--; } 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. */ if (UpdateSignalsOnSegment(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), 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) HandleLocomotiveSmokeCloud(v); /* 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.wait_for_pbs_path < 255; 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_train_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) SetLastSpeed(v, v->cur_speed); } 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); } } SetLastSpeed(v, v->cur_speed); } 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); }