/* $Id$ */ /** @file train_cmd.cpp */ #include "stdafx.h" #include "openttd.h" #include "bridge_map.h" #include "debug.h" #include "tile_cmd.h" #include "landscape.h" #include "gui.h" #include "station_map.h" #include "tunnel_map.h" #include "timetable.h" #include "articulated_vehicles.h" #include "command_func.h" #include "pathfind.h" #include "npf.h" #include "station.h" #include "news.h" #include "engine.h" #include "player_func.h" #include "player_base.h" #include "depot.h" #include "waypoint.h" #include "vehicle_gui.h" #include "train.h" #include "bridge.h" #include "newgrf_callbacks.h" #include "newgrf_engine.h" #include "newgrf_sound.h" #include "newgrf_text.h" #include "direction_func.h" #include "yapf/yapf.h" #include "cargotype.h" #include "group.h" #include "table/sprites.h" #include "tunnelbridge_map.h" #include "strings_func.h" #include "functions.h" #include "window_func.h" #include "date_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "signal_func.h" #include "variables.h" #include "autoreplace_gui.h" #include "gfx_func.h" #include "settings_type.h" #include "table/strings.h" #include "table/train_cmd.h" static bool TrainCheckIfLineEnds(Vehicle *v); static void TrainController(Vehicle *v, bool update_image); static TileIndex TrainApproachingCrossingTile(const Vehicle *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 (!GetCargo(cargo)->is_freight) return 1; return _patches.freight_trains; } /** * Recalculates the cached total power of a train. Should be called when the consist is changed * @param v First vehicle of the consist. */ void TrainPowerChanged(Vehicle* v) { uint32 total_power = 0; uint32 max_te = 0; for (const Vehicle *u = v; u != NULL; u = u->Next()) { /* Power is not added for articulated parts */ if (IsArticulatedPart(u)) continue; RailType railtype = GetRailType(u->tile); bool engine_has_power = HasPowerOnRail(u->u.rail.railtype, railtype); bool wagon_has_power = HasPowerOnRail(v->u.rail.railtype, railtype); const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type); if (engine_has_power) { uint16 power = GetVehicleProperty(u, 0x0B, rvi_u->power); if (power != 0) { total_power += power; /* Tractive effort in (tonnes * 1000 * 10 =) N */ max_te += (u->u.rail.cached_veh_weight * 10000 * GetVehicleProperty(u, 0x1F, rvi_u->tractive_effort)) / 256; } } if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON) && (wagon_has_power)) { total_power += RailVehInfo(u->u.rail.first_engine)->pow_wag_power; } } if (v->u.rail.cached_power != total_power || v->u.rail.cached_max_te != max_te) { /* If it has no power (no catenary), stop the train */ if (total_power == 0) v->vehstatus |= VS_STOPPED; v->u.rail.cached_power = total_power; v->u.rail.cached_max_te = max_te; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } /** * Recalculates the cached weight of a train and its vehicles. Should be called each time the cargo on * the consist changes. * @param v First vehicle of the consist. */ static void TrainCargoChanged(Vehicle* v) { uint32 weight = 0; for (Vehicle *u = v; u != NULL; u = u->Next()) { uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16; /* Vehicle weight is not added for articulated parts. */ if (!IsArticulatedPart(u)) { /* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */ vweight += GetVehicleProperty(u, 0x16, RailVehInfo(u->engine_type)->weight); /* powered wagons have extra weight added */ if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON)) vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight; } /* consist weight is the sum of the weight of all vehicles in the consist */ weight += vweight; /* store vehicle weight in cache */ u->u.rail.cached_veh_weight = vweight; } /* store consist weight in cache */ v->u.rail.cached_weight = weight; /* Now update train power (tractive effort is dependent on weight) */ TrainPowerChanged(v); } /** * 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 v First vehicle of the chain. */ void TrainConsistChanged(Vehicle* v) { uint16 max_speed = 0xFFFF; assert(v->type == VEH_TRAIN); assert(IsFrontEngine(v) || IsFreeWagon(v)); const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type); EngineID first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE; v->u.rail.cached_total_length = 0; v->u.rail.compatible_railtypes = RAILTYPES_NONE; bool train_can_tilt = true; for (Vehicle *u = v; u != NULL; u = u->Next()) { const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type); /* Check the v->first cache. */ assert(u->First() == v); if (!HasBit(EngInfo(u->engine_type)->misc_flags, EF_RAIL_TILTS)) train_can_tilt = false; /* update the 'first engine' */ u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine; u->u.rail.railtype = rvi_u->railtype; if (IsTrainEngine(u)) first_engine = u->engine_type; /* Cache wagon override sprite group. NULL is returned if there is none */ u->u.rail.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->u.rail.first_engine); /* Reset color map */ u->colormap = PAL_NONE; if (rvi_u->visual_effect != 0) { u->u.rail.cached_vis_effect = rvi_u->visual_effect; } else { if (IsTrainWagon(u) || IsArticulatedPart(u)) { /* Wagons and articulated parts have no effect by default */ u->u.rail.cached_vis_effect = 0x40; } else if (rvi_u->engclass == 0) { /* Steam is offset by -4 units */ u->u.rail.cached_vis_effect = 4; } else { /* Diesel fumes and sparks come from the centre */ u->u.rail.cached_vis_effect = 8; } } if (!IsArticulatedPart(u)) { /* Check powered wagon / visual effect callback */ if (HasBit(EngInfo(u->engine_type)->callbackmask, CBM_TRAIN_WAGON_POWER)) { uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u); if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = callback; } if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON && UsesWagonOverride(u) && !HasBit(u->u.rail.cached_vis_effect, 7)) { /* wagon is powered */ SetBit(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status } else { ClrBit(u->u.rail.flags, VRF_POWEREDWAGON); } /* Do not count powered wagons for the compatible railtypes, as wagons always have railtype normal */ if (rvi_u->power > 0) { v->u.rail.compatible_railtypes |= GetRailTypeInfo(u->u.rail.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->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) { u->u.rail.railtype = RAILTYPE_RAIL; u->u.rail.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 || _patches.wagon_speed_limits) && !UsesWagonOverride(u)) { uint16 speed = GetVehicleProperty(u, 0x09, rvi_u->max_speed); if (speed != 0) max_speed = min(speed, max_speed); } } if (u->cargo_type == rvi_u->cargo_type && u->cargo_subtype == 0) { /* Set cargo capacity if we've not been refitted */ u->cargo_cap = GetVehicleProperty(u, 0x14, rvi_u->capacity); } u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, rvi_u->user_def_data); /* check the vehicle length (callback) */ uint16 veh_len = CALLBACK_FAILED; if (HasBit(EngInfo(u->engine_type)->callbackmask, 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 = Clamp(veh_len, 0, u->Next() == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code u->u.rail.cached_veh_length = 8 - veh_len; v->u.rail.cached_total_length += u->u.rail.cached_veh_length; } /* store consist weight/max speed in cache */ v->u.rail.cached_max_speed = max_speed; v->u.rail.cached_tilt = train_can_tilt; /* 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) */ TrainCargoChanged(v); } enum AccelType { AM_ACCEL, AM_BRAKE }; static bool TrainShouldStop(const Vehicle* v, TileIndex tile) { const Order* o = &v->current_order; StationID sid = GetStationIndex(tile); assert(v->type == VEH_TRAIN); /* When does a train drive through a station * first we deal with the "new nonstop handling" */ if (_patches.new_nonstop && o->flags & OFB_NON_STOP && sid == o->dest) { return false; } if (v->last_station_visited == sid) return false; if (sid != o->dest && (o->flags & OFB_NON_STOP || _patches.new_nonstop)) { return false; } return true; } /** new acceleration*/ static int GetTrainAcceleration(Vehicle *v, bool mode) { static const int absolute_max_speed = 2000; int max_speed = absolute_max_speed; int speed = v->cur_speed * 10 / 16; // km-ish/h -> mp/h 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 = v; 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 ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) { int total = curvecount[0] + curvecount[1]; if (curvecount[0] == 1 && curvecount[1] == 1) { max_speed = absolute_max_speed; } else if (total > 1) { if (numcurve > 0) 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(v->u.rail.railtype); max_speed += (max_speed / 2) * rti->curve_speed; if (v->u.rail.cached_tilt) { /* Apply max_speed bonus of 20% for a tilting train */ max_speed += max_speed / 5; } } if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) { if (TrainShouldStop(v, v->tile)) { int station_length = GetStationByTile(v->tile)->GetPlatformLength(v->tile, DirToDiagDir(v->direction)); int st_max_speed = 120; int delta_v = v->cur_speed / (station_length + 1); if (v->max_speed > (v->cur_speed - delta_v)) { st_max_speed = v->cur_speed - (delta_v / 10); } st_max_speed = max(st_max_speed, 25 * station_length); max_speed = min(max_speed, st_max_speed); } } int mass = v->u.rail.cached_weight; int power = v->u.rail.cached_power * 746; max_speed = min(max_speed, v->u.rail.cached_max_speed); int num = 0; //number of vehicles, change this into the number of axles later int incl = 0; int drag_coeff = 20; //[1e-4] for (const Vehicle *u = v; u != NULL; u = u->Next()) { num++; drag_coeff += 3; if (u->u.rail.track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61); if (HasBit(u->u.rail.flags, VRF_GOINGUP)) { incl += u->u.rail.cached_veh_weight * 60; //3% slope, quite a bit actually } else if (HasBit(u->u.rail.flags, VRF_GOINGDOWN)) { incl -= u->u.rail.cached_veh_weight * 60; } } v->max_speed = max_speed; const int area = 120; const int friction = 35; //[1e-3] int resistance; if (v->u.rail.railtype != RAILTYPE_MAGLEV) { resistance = 13 * mass / 10; resistance += 60 * num; resistance += friction * mass * speed / 1000; resistance += (area * drag_coeff * speed * speed) / 10000; } else { resistance = (area * (drag_coeff / 2) * speed * speed) / 10000; } resistance += incl; resistance *= 4; //[N] /* Due to the mph to m/s conversion below, at speeds below 3 mph the force is * actually double the train's power */ const int max_te = v->u.rail.cached_max_te; // [N] int force; if (speed > 2) { switch (v->u.rail.railtype) { case RAILTYPE_RAIL: case RAILTYPE_ELECTRIC: case RAILTYPE_MONO: force = power / speed; //[N] force *= 22; force /= 10; if (mode == AM_ACCEL && force > max_te) force = max_te; break; default: NOT_REACHED(); case RAILTYPE_MAGLEV: force = power / 25; break; } } else { /* "kickoff" acceleration */ force = (mode == AM_ACCEL && v->u.rail.railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power; force = max(force, (mass * 8) + resistance); } if (force <= 0) force = 10000; if (v->u.rail.railtype != RAILTYPE_MAGLEV) force = min(force, mass * 10 * 200); if (mode == AM_ACCEL) { return (force - resistance) / (mass * 4); } else { return min((-force - resistance) / (mass * 4), -10000 / (mass * 4)); } } static void UpdateTrainAcceleration(Vehicle* v) { assert(IsFrontEngine(v)); v->max_speed = v->u.rail.cached_max_speed; uint power = v->u.rail.cached_power; uint weight = v->u.rail.cached_weight; assert(weight != 0); v->acceleration = Clamp(power / weight * 4, 1, 255); } int Train::GetImage(Direction direction) const { int img = this->spritenum; int base; if (HasBit(this->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction); if (is_custom_sprite(img)) { base = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(img))); if (base != 0) return base; img = _orig_rail_vehicle_info[this->engine_type].image_index; } base = _engine_sprite_base[img] + ((direction + _engine_sprite_add[img]) & _engine_sprite_and[img]); if (this->cargo.Count() >= this->cargo_cap / 2U) base += _wagon_full_adder[img]; return base; } void DrawTrainEngine(int x, int y, EngineID engine, SpriteID pal) { const RailVehicleInfo *rvi = RailVehInfo(engine); int img = rvi->image_index; SpriteID image = 0; if (is_custom_sprite(img)) { image = GetCustomVehicleIcon(engine, DIR_W); if (image == 0) { img = _orig_rail_vehicle_info[engine].image_index; } else { y += _traininfo_vehicle_pitch; } } if (image == 0) { image = (6 & _engine_sprite_and[img]) + _engine_sprite_base[img]; } if (rvi->railveh_type == RAILVEH_MULTIHEAD) { DrawSprite(image, pal, x - 14, y); x += 15; image = 0; if (is_custom_sprite(img)) { image = GetCustomVehicleIcon(engine, DIR_E); if (image == 0) img = _orig_rail_vehicle_info[engine].image_index; } if (image == 0) { image = ((6 + _engine_sprite_add[img + 1]) & _engine_sprite_and[img + 1]) + _engine_sprite_base[img + 1]; } } DrawSprite(image, pal, x, y); } static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags) { const RailVehicleInfo *rvi = RailVehInfo(engine); CommandCost value(EXPENSES_NEW_VEHICLES, (GetEngineProperty(engine, 0x17, rvi->base_cost) * _price.build_railwagon) >> 8); uint num_vehicles = 1 + CountArticulatedParts(engine, false); if (!(flags & DC_QUERY_COST)) { /* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */ Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * (num_vehicles + 1)); memset(vl, 0, sizeof(*vl) * (num_vehicles + 1)); if (!Vehicle::AllocateList(vl, num_vehicles)) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) { Vehicle *v = vl[0]; v->spritenum = rvi->image_index; Vehicle *u = NULL; Vehicle *w; FOR_ALL_VEHICLES(w) { if (w->type == VEH_TRAIN && w->tile == tile && IsFreeWagon(w) && w->engine_type == engine && !HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists u = GetLastVehicleInChain(w); break; } } v = new (v) Train(); v->engine_type = engine; 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_player; v->u.rail.track = TRACK_BIT_DEPOT; v->vehstatus = VS_HIDDEN | VS_DEFPAL; v->subtype = 0; SetTrainWagon(v); if (u != NULL) { u->SetNext(v); } else { SetFreeWagon(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } v->cargo_type = rvi->cargo_type; v->cargo_subtype = 0; v->cargo_cap = rvi->capacity; v->value = value.GetCost(); // v->day_counter = 0; v->u.rail.railtype = rvi->railtype; v->build_year = _cur_year; v->cur_image = 0xAC2; v->random_bits = VehicleRandomBits(); v->group_id = DEFAULT_GROUP; AddArticulatedParts(vl, VEH_TRAIN); _new_vehicle_id = v->index; VehiclePositionChanged(v); TrainConsistChanged(v->First()); UpdateTrainGroupID(v->First()); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); if (IsLocalPlayer()) { InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window } GetPlayer(_current_player)->num_engines[engine]++; } } return value; } /** Move all free vehicles in the depot to the train */ static void NormalizeTrainVehInDepot(const Vehicle* u) { const Vehicle* v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN && IsFreeWagon(v) && v->tile == u->tile && v->u.rail.track == TRACK_BIT_DEPOT) { if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE))) break; } } } static CommandCost EstimateTrainCost(EngineID engine, const RailVehicleInfo* rvi) { return CommandCost(EXPENSES_NEW_VEHICLES, GetEngineProperty(engine, 0x17, rvi->base_cost) * (_price.build_railvehicle >> 3) >> 5); } static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool building) { u = new (u) Train(); 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->u.rail.track = TRACK_BIT_DEPOT; u->vehstatus = v->vehstatus & ~VS_STOPPED; u->subtype = 0; SetMultiheaded(u); u->spritenum = v->spritenum + 1; u->cargo_type = v->cargo_type; u->cargo_subtype = v->cargo_subtype; u->cargo_cap = v->cargo_cap; u->u.rail.railtype = v->u.rail.railtype; if (building) v->SetNext(u); u->engine_type = v->engine_type; u->build_year = v->build_year; if (building) v->value >>= 1; u->value = v->value; u->cur_image = 0xAC2; u->random_bits = VehicleRandomBits(); VehiclePositionChanged(u); } /** Build a railroad vehicle. * @param tile tile of the depot where rail-vehicle is built * @param flags type of operation * @param p1 engine type id * @param p2 bit 0 when set, the train will get number 0, otherwise it will get a free number * bit 1 prevents any free cars from being added to the train */ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { /* Check if the engine-type is valid (for the player) */ if (!IsEngineBuildable(p1, VEH_TRAIN, _current_player)) return_cmd_error(STR_RAIL_VEHICLE_NOT_AVAILABLE); /* Check if the train is actually being built in a depot belonging * to the player. Doesn't matter if only the cost is queried */ if (!(flags & DC_QUERY_COST)) { if (!IsTileDepotType(tile, TRANSPORT_RAIL)) return CMD_ERROR; if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; } const RailVehicleInfo *rvi = RailVehInfo(p1); /* 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 eletric engines in non-electric depots */ if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR; if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags); CommandCost value = EstimateTrainCost(p1, rvi); uint num_vehicles = (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(p1, false); if (!(flags & DC_QUERY_COST)) { /* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */ Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * (num_vehicles + 1)); memset(vl, 0, sizeof(*vl) * (num_vehicles + 1)); if (!Vehicle::AllocateList(vl, num_vehicles)) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); Vehicle *v = vl[0]; UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_TRAIN); if (unit_num > _patches.max_trains) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); 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]; v = new (v) Train(); v->unitnumber = unit_num; v->direction = DiagDirToDir(dir); v->tile = tile; v->owner = _current_player; v->x_pos = x; v->y_pos = y; v->z_pos = GetSlopeZ(x, y); v->u.rail.track = TRACK_BIT_DEPOT; v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; v->spritenum = rvi->image_index; v->cargo_type = rvi->cargo_type; v->cargo_subtype = 0; v->cargo_cap = rvi->capacity; v->max_speed = rvi->max_speed; v->value = value.GetCost(); v->last_station_visited = INVALID_STATION; v->dest_tile = 0; v->engine_type = p1; const Engine *e = GetEngine(p1); v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->lifelength * 366; v->name = NULL; v->u.rail.railtype = rvi->railtype; _new_vehicle_id = v->index; v->service_interval = _patches.servint_trains; v->date_of_last_service = _date; v->build_year = _cur_year; v->cur_image = 0xAC2; v->random_bits = VehicleRandomBits(); v->vehicle_flags = 0; if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); v->group_id = DEFAULT_GROUP; v->subtype = 0; SetFrontEngine(v); SetTrainEngine(v); VehiclePositionChanged(v); if (rvi->railveh_type == RAILVEH_MULTIHEAD) { SetMultiheaded(v); AddRearEngineToMultiheadedTrain(vl[0], vl[1], true); /* Now we need to link the front and rear engines together * other_multiheaded_part is the pointer that links to the other half of the engine * vl[0] is the front and vl[1] is the rear */ vl[0]->u.rail.other_multiheaded_part = vl[1]; vl[1]->u.rail.other_multiheaded_part = vl[0]; } else { AddArticulatedParts(vl, VEH_TRAIN); } TrainConsistChanged(v); UpdateTrainAcceleration(v); UpdateTrainGroupID(v); if (!HasBit(p2, 1)) { // check if the cars should be added to the new vehicle NormalizeTrainVehInDepot(v); } InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); RebuildVehicleLists(); InvalidateWindow(WC_COMPANY, v->owner); if (IsLocalPlayer()) InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window GetPlayer(_current_player)->num_engines[p1]++; } } return value; } /* Check if all the wagons of the given train are in a depot, returns the * number of cars (including loco) then. If not it returns -1 */ int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped) { TileIndex tile = v->tile; /* check if stopped in a depot */ if (!IsTileDepotType(tile, TRANSPORT_RAIL) || v->cur_speed != 0) return -1; int count = 0; for (; v != NULL; v = v->Next()) { /* This count is used by the depot code to determine the number of engines * in the consist. Exclude articulated parts so that autoreplacing to * engines with more articulated parts than before works correctly. * * Also skip counting rear ends of multiheaded engines */ if (!IsArticulatedPart(v) && !IsRearDualheaded(v)) count++; if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile || (IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) { return -1; } } return count; } /* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */ int CheckTrainStoppedInDepot(const Vehicle *v) { return CheckTrainInDepot(v, true); } /* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */ inline bool CheckTrainIsInsideDepot(const Vehicle *v) { return CheckTrainInDepot(v, false) > 0; } /** * Unlink a rail wagon from the consist. * @param v Vehicle to remove. * @param first The first vehicle of the consist. * @return The first vehicle of the consist. */ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first) { /* unlinking the first vehicle of the chain? */ if (v == first) { v = GetNextVehicle(v); if (v == NULL) return NULL; if (IsTrainWagon(v)) SetFreeWagon(v); return v; } Vehicle *u; for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {} GetLastEnginePart(u)->SetNext(GetNextVehicle(v)); return first; } static Vehicle *FindGoodVehiclePos(const Vehicle *src) { Vehicle *dst; EngineID eng = src->engine_type; TileIndex tile = src->tile; FOR_ALL_VEHICLES(dst) { if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile && !HASBITS(dst->vehstatus, VS_CRASHED)) { /* check so all vehicles in the line have the same engine. */ Vehicle *v = dst; while (v->engine_type == eng) { v = v->Next(); if (v == NULL) return dst; } } } return NULL; } /* * add a vehicle v behind vehicle dest * use this function since it sets flags as needed */ static void AddWagonToConsist(Vehicle *v, Vehicle *dest) { UnlinkWagon(v, v->First()); if (dest == NULL) return; Vehicle *next = dest->Next(); v->SetNext(NULL); dest->SetNext(v); v->SetNext(next); ClearFreeWagon(v); ClearFrontEngine(v); } /* * move around on the train so rear engines are placed correctly according to the other engines * always call with the front engine */ static void NormaliseTrainConsist(Vehicle *v) { if (IsFreeWagon(v)) return; assert(IsFrontEngine(v)); for (; v != NULL; v = GetNextVehicle(v)) { if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue; /* make sure that there are no free cars before next engine */ Vehicle *u; for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {} if (u == v->u.rail.other_multiheaded_part) continue; AddWagonToConsist(v->u.rail.other_multiheaded_part, u); } } /** Move a rail vehicle around inside the depot. * @param tile unused * @param flags type of operation * @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 */ CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { VehicleID s = GB(p1, 0, 16); VehicleID d = GB(p1, 16, 16); if (!IsValidVehicleID(s)) return CMD_ERROR; Vehicle *src = GetVehicle(s); if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR; /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */ if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR; /* if nothing is selected as destination, try and find a matching vehicle to drag to. */ Vehicle *dst; if (d == INVALID_VEHICLE) { dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src); } else { if (!IsValidVehicleID(d)) return CMD_ERROR; dst = GetVehicle(d); if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR; /* Do not allow appending to crashed vehicles, too */ if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR; } /* if an articulated part is being handled, deal with its parent vehicle */ while (IsArticulatedPart(src)) src = src->Previous(); if (dst != NULL) { while (IsArticulatedPart(dst)) dst = dst->Previous(); } /* don't move the same vehicle.. */ if (src == dst) return CommandCost(); /* locate the head of the two chains */ Vehicle *src_head = src->First(); Vehicle *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 = GetLastEnginePart(dst); } else { dst_head = NULL; } if (IsRearDualheaded(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR); /* when moving all wagons, we can't have the same src_head and dst_head */ if (HasBit(p2, 0) && src_head == dst_head) return CommandCost(); { int max_len = _patches.mammoth_trains ? 100 : 9; /* check if all vehicles in the source train are stopped inside a depot. */ int src_len = CheckTrainStoppedInDepot(src_head); if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); /* check the destination row if the source and destination aren't the same. */ if (src_head != dst_head) { int dst_len = 0; if (dst_head != NULL) { /* check if all vehicles in the dest train are stopped. */ dst_len = CheckTrainStoppedInDepot(dst_head); if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); } /* We are moving between rows, so only count the wagons from the source * row that are being moved. */ if (HasBit(p2, 0)) { const Vehicle *u; for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u)) src_len--; } else { /* If moving only one vehicle, just count that. */ src_len = 1; } if (src_len + dst_len > max_len) { /* Abort if we're adding too many wagons to a train. */ if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG); /* Abort if we're making a train on a new row. */ if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG); } } else { /* Abort if we're creating a new train on an existing row. */ if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head))) return_cmd_error(STR_8819_TRAIN_TOO_LONG); } } /* moving a loco to a new line?, then we need to assign a unitnumber. */ if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) { UnitID unit_num = GetFreeUnitNumber(VEH_TRAIN); if (unit_num > _patches.max_trains) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) src->unitnumber = unit_num; } /* * Check whether the vehicles in the source chain are in the destination * chain. This can easily be done by checking whether the first vehicle * of the source chain is in the destination chain as the Next/Previous * pointers always make a doubly linked list of it where the assumption * v->Next()->Previous() == v holds (assuming v->Next() != NULL). */ bool src_in_dst = false; for (Vehicle *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src; /* * If the source chain is in the destination chain then the user is * only reordering the vehicles, thus not attaching a new vehicle. * Therefor the 'allow wagon attach' callback does not need to be * called. If it would be called strange things would happen because * one 'attaches' an already 'attached' vehicle causing more trouble * than it actually solves (infinite loops and such). */ if (dst_head != NULL && !src_in_dst) { /* * When performing the 'allow wagon attach' callback, we have to check * that for each and every wagon, not only the first one. This means * that we have to test one wagon, attach it to the train and then test * the next wagon till we have reached the end. We have to restore it * to the state it was before we 'tried' attaching the train when the * attaching fails or succeeds because we are not 'only' doing this * in the DC_EXEC state. */ Vehicle *dst_tail = dst_head; while (dst_tail->Next() != NULL) dst_tail = dst_tail->Next(); Vehicle *orig_tail = dst_tail; Vehicle *next_to_attach = src; Vehicle *src_previous = src->Previous(); while (next_to_attach != NULL) { /* Back up and clear the first_engine data to avoid using wagon override group */ EngineID first_engine = next_to_attach->u.rail.first_engine; next_to_attach->u.rail.first_engine = INVALID_ENGINE; uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, dst_head->engine_type, next_to_attach, dst_head); /* Restore original first_engine data */ next_to_attach->u.rail.first_engine = first_engine; if (callback != CALLBACK_FAILED) { StringID error = STR_NULL; if (callback == 0xFD) error = STR_INCOMPATIBLE_RAIL_TYPES; if (callback < 0xFD) error = GetGRFStringID(GetEngineGRFID(dst_head->engine_type), 0xD000 + callback); if (error != STR_NULL) { /* * The attaching is not allowed. In this case 'next_to_attach' * can contain some vehicles of the 'source' and the destination * train can have some too. We 'just' add the to-be added wagons * to the chain and then split it where it was previously * separated, i.e. the tail of the original destination train. * Furthermore the 'previous' link of the original source vehicle needs * to be restored, otherwise the train goes missing in the depot. */ dst_tail->SetNext(next_to_attach); orig_tail->SetNext(NULL); if (src_previous != NULL) src_previous->SetNext(src); return_cmd_error(error); } } /* Only check further wagons if told to move the chain */ if (!HasBit(p2, 0)) break; /* * Adding a next wagon to the chain so we can test the other wagons. * First 'take' the first wagon from 'next_to_attach' and move it * to the next wagon. Then add that to the tail of the destination * train and update the tail with the new vehicle. */ Vehicle *to_add = next_to_attach; next_to_attach = next_to_attach->Next(); to_add->SetNext(NULL); dst_tail->SetNext(to_add); dst_tail = dst_tail->Next(); } /* * When we reach this the attaching is allowed. It also means that the * chain of vehicles to attach is empty, so we do not need to merge that. * This means only the splitting needs to be done. * Furthermore the 'previous' link of the original source vehicle needs * to be restored, otherwise the train goes missing in the depot. */ orig_tail->SetNext(NULL); if (src_previous != NULL) src_previous->SetNext(src); } /* do it? */ if (flags & DC_EXEC) { /* If we move the front Engine and if the second vehicle is not an engine add the whole vehicle to the DEFAULT_GROUP */ if (IsFrontEngine(src) && !IsDefaultGroupID(src->group_id)) { Vehicle *v = GetNextVehicle(src); if (v != NULL && IsTrainEngine(v)) { v->group_id = src->group_id; src->group_id = DEFAULT_GROUP; } } if (HasBit(p2, 0)) { /* unlink ALL wagons */ if (src != src_head) { Vehicle *v = src_head; while (GetNextVehicle(v) != src) v = GetNextVehicle(v); GetLastEnginePart(v)->SetNext(NULL); } else { InvalidateWindowData(WC_VEHICLE_DEPOT, src_head->tile); // We removed a line src_head = NULL; } } else { /* if moving within the same chain, dont use dst_head as it may get invalidated */ if (src_head == dst_head) dst_head = NULL; /* unlink single wagon from linked list */ src_head = UnlinkWagon(src, src_head); GetLastEnginePart(src)->SetNext(NULL); } if (dst == NULL) { /* We make a new line in the depot, so we know already that we invalidate the window data */ InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile); /* move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4. */ if (IsTrainEngine(src)) { if (!IsFrontEngine(src)) { /* setting the type to 0 also involves setting up the orders field. */ SetFrontEngine(src); assert(src->orders == NULL); src->num_orders = 0; // Decrease the engines number of the src engine_type if (!IsDefaultGroupID(src->group_id) && IsValidGroupID(src->group_id)) { GetGroup(src->group_id)->num_engines[src->engine_type]--; } // If we move an engine to a new line affect it to the DEFAULT_GROUP src->group_id = DEFAULT_GROUP; } } else { SetFreeWagon(src); } dst_head = src; } else { if (IsFrontEngine(src)) { /* the vehicle was previously a loco. need to free the order list and delete vehicle windows etc. */ DeleteWindowById(WC_VEHICLE_VIEW, src->index); DeleteVehicleOrders(src); RemoveVehicleFromGroup(src); } if (IsFrontEngine(src) || IsFreeWagon(src)) { InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile); ClearFrontEngine(src); ClearFreeWagon(src); src->unitnumber = 0; // doesn't occupy a unitnumber anymore. } /* link in the wagon(s) in the chain. */ { Vehicle *v; for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v)); GetLastEnginePart(v)->SetNext(dst->Next()); } dst->SetNext(src); } if (src->u.rail.other_multiheaded_part != NULL) { if (src->u.rail.other_multiheaded_part == src_head) { src_head = src_head->Next(); } AddWagonToConsist(src->u.rail.other_multiheaded_part, src); } /* If there is an engine behind first_engine we moved away, it should become new first_engine * To do this, CmdMoveRailVehicle must be called once more * we can't loop forever here because next time we reach this line we will have a front engine */ if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) { /* As in CmdMoveRailVehicle src_head->group_id will be equal to DEFAULT_GROUP * we need to save the group and reaffect it to src_head */ const GroupID tmp_g = src_head->group_id; CmdMoveRailVehicle(0, flags, src_head->index | (INVALID_VEHICLE << 16), 1); SetTrainGroupID(src_head, tmp_g); src_head = NULL; // don't do anything more to this train since the new call will do it } if (src_head != NULL) { NormaliseTrainConsist(src_head); TrainConsistChanged(src_head); UpdateTrainGroupID(src_head); if (IsFrontEngine(src_head)) { UpdateTrainAcceleration(src_head); InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index); /* Update the refit button and window */ InvalidateWindow(WC_VEHICLE_REFIT, src_head->index); InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, VVW_WIDGET_REFIT_VEH); } /* Update the depot window */ InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile); } if (dst_head != NULL) { NormaliseTrainConsist(dst_head); TrainConsistChanged(dst_head); UpdateTrainGroupID(dst_head); if (IsFrontEngine(dst_head)) { UpdateTrainAcceleration(dst_head); InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index); /* Update the refit button and window */ InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, VVW_WIDGET_REFIT_VEH); InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index); } /* Update the depot window */ InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile); } RebuildVehicleLists(); } return CommandCost(); } /** Start/Stop a train. * @param tile unused * @param flags type of operation * @param p1 train to start/stop * @param p2 unused */ CommandCost CmdStartStopTrain(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR; /* Check if this train can be started/stopped. The callback will fail or * return 0xFF if it can. */ uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); if (callback != CALLBACK_FAILED && callback != 0xFF) { StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback); return_cmd_error(error); } if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY); if (flags & DC_EXEC) { if (v->vehstatus & VS_STOPPED && v->u.rail.track == TRACK_BIT_DEPOT) { DeleteVehicleNews(p1, STR_8814_TRAIN_IS_WAITING_IN_DEPOT); } v->vehstatus ^= VS_STOPPED; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); } return CommandCost(); } /** Sell a (single) train wagon/engine. * @param tile unused * @param flags type of operation * @param p1 the wagon/engine index * @param p2 the selling mode * - p2 = 0: only sell the single dragged wagon/engine (and any belonging rear-engines) * - p2 = 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 * - p2 = 2: when selling attached locos, rearrange all vehicles after it to separate lines; * all wagons of the same type will go on the same line. Used by the AI currently */ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { /* Check if we deleted a vehicle window */ Window *w = NULL; if (!IsValidVehicleID(p1) || p2 > 2) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR; if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE); while (IsArticulatedPart(v)) v = v->Previous(); Vehicle *first = v->First(); /* make sure the vehicle is stopped in the depot */ if (CheckTrainStoppedInDepot(first) < 0) { return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); } if (IsRearDualheaded(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR); if (flags & DC_EXEC) { if (v == first && IsFrontEngine(first)) { w = FindWindowById(WC_VEHICLE_VIEW, first->index); if (w != NULL) DeleteWindow(w); } InvalidateWindow(WC_VEHICLE_DEPOT, first->tile); RebuildVehicleLists(); } CommandCost cost(EXPENSES_NEW_VEHICLES); switch (p2) { case 0: case 2: { /* Delete given wagon */ bool switch_engine = false; // update second wagon to engine? byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes /* 1. Delete the engine, if it is dualheaded also delete the matching * rear engine of the loco (from the point of deletion onwards) */ Vehicle *rear = (IsMultiheaded(v) && IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL; if (rear != NULL) { cost.AddCost(-rear->value); if (flags & DC_EXEC) { UnlinkWagon(rear, first); DeleteDepotHighlightOfVehicle(rear); delete rear; } } /* 2. We are selling the first engine, some special action might be required * here, so take attention */ if ((flags & DC_EXEC) && v == first) { Vehicle *new_f = GetNextVehicle(first); /* 2.2 If there are wagons present after the deleted front engine, check * if the second wagon (which will be first) is an engine. If it is one, * promote it as a new train, retaining the unitnumber, orders */ if (new_f != NULL && IsTrainEngine(new_f)) { switch_engine = true; /* Copy important data from the front engine */ new_f->unitnumber = first->unitnumber; new_f->current_order = first->current_order; new_f->cur_order_index = first->cur_order_index; new_f->orders = first->orders; new_f->num_orders = first->num_orders; new_f->group_id = first->group_id; if (first->prev_shared != NULL) { first->prev_shared->next_shared = new_f; new_f->prev_shared = first->prev_shared; } if (first->next_shared != NULL) { first->next_shared->prev_shared = new_f; new_f->next_shared = first->next_shared; } /* * Remove all order information from the front train, to * prevent the order and the shared order list to be * destroyed by Destroy/DeleteVehicle. */ first->orders = NULL; first->prev_shared = NULL; first->next_shared = NULL; first->group_id = DEFAULT_GROUP; /* If we deleted a window then open a new one for the 'new' train */ if (IsLocalPlayer() && w != NULL) ShowVehicleViewWindow(new_f); } } /* 3. Delete the requested wagon */ cost.AddCost(-v->value); if (flags & DC_EXEC) { first = UnlinkWagon(v, first); DeleteDepotHighlightOfVehicle(v); delete v; /* 4 If the second wagon was an engine, update it to front_engine * which UnlinkWagon() has changed to TS_Free_Car */ if (switch_engine) SetFrontEngine(first); /* 5. If the train still exists, update its acceleration, window, etc. */ if (first != NULL) { NormaliseTrainConsist(first); TrainConsistChanged(first); UpdateTrainGroupID(first); if (IsFrontEngine(first)) { InvalidateWindow(WC_VEHICLE_DETAILS, first->index); InvalidateWindow(WC_VEHICLE_REFIT, first->index); UpdateTrainAcceleration(first); } } /* (6.) Borked AI. If it sells an engine it expects all wagons lined * up on a new line to be added to the newly built loco. Replace it is. * Totally braindead cause building a new engine adds all loco-less * engines to its train anyways */ if (p2 == 2 && HasBit(ori_subtype, Train_Front)) { Vehicle *tmp; for (v = first; v != NULL; v = tmp) { tmp = GetNextVehicle(v); DoCommand(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); } } } } break; case 1: { /* Delete wagon and all wagons after it given certain criteria */ /* Start deleting every vehicle after the selected one * If we encounter a matching rear-engine to a front-engine * earlier in the chain (before deletion), leave it alone */ Vehicle *tmp; for (; v != NULL; v = tmp) { tmp = GetNextVehicle(v); if (IsMultiheaded(v)) { if (IsTrainEngine(v)) { /* We got a front engine of a multiheaded set. Now we will sell the rear end too */ Vehicle *rear = v->u.rail.other_multiheaded_part; if (rear != NULL) { cost.AddCost(-rear->value); /* If this is a multiheaded vehicle with nothing * between the parts, tmp will be pointing to the * rear part, which is unlinked from the train and * deleted here. However, because tmp has already * been set it needs to be updated now so that the * loop never sees the rear part. */ if (tmp == rear) tmp = GetNextVehicle(tmp); if (flags & DC_EXEC) { first = UnlinkWagon(rear, first); DeleteDepotHighlightOfVehicle(rear); delete rear; } } } else if (v->u.rail.other_multiheaded_part != NULL) { /* The front to this engine is earlier in this train. Do nothing */ continue; } } cost.AddCost(-v->value); if (flags & DC_EXEC) { first = UnlinkWagon(v, first); DeleteDepotHighlightOfVehicle(v); delete v; } } /* 3. If it is still a valid train after selling, update its acceleration and cached values */ if (flags & DC_EXEC && first != NULL) { NormaliseTrainConsist(first); TrainConsistChanged(first); UpdateTrainGroupID(first); if (IsFrontEngine(first)) UpdateTrainAcceleration(first); InvalidateWindow(WC_VEHICLE_DETAILS, first->index); InvalidateWindow(WC_VEHICLE_REFIT, first->index); } } break; } 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->sprite_width = GB(x, 16, 8); this->sprite_height = GB(x, 24, 8); this->z_height = 6; } static void UpdateVarsAfterSwap(Vehicle *v) { v->UpdateDeltaXY(v->direction); v->cur_image = v->GetImage(v->direction); BeginVehicleMove(v); VehiclePositionChanged(v); EndVehicleMove(v); } static void SetLastSpeed(Vehicle* v, int spd) { int old = v->u.rail.last_speed; if (spd != old) { v->u.rail.last_speed = spd; if (_patches.vehicle_speed || (old == 0) != (spd == 0)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2) { byte flag1 = *swap_flag1; byte flag2 = *swap_flag2; /* Clear the flags */ ClrBit(*swap_flag1, VRF_GOINGUP); ClrBit(*swap_flag1, VRF_GOINGDOWN); ClrBit(*swap_flag2, VRF_GOINGUP); ClrBit(*swap_flag2, VRF_GOINGDOWN); /* Reverse the rail-flags (if needed) */ if (HasBit(flag1, VRF_GOINGUP)) { SetBit(*swap_flag2, VRF_GOINGDOWN); } else if (HasBit(flag1, VRF_GOINGDOWN)) { SetBit(*swap_flag2, VRF_GOINGUP); } if (HasBit(flag2, VRF_GOINGUP)) { SetBit(*swap_flag1, VRF_GOINGDOWN); } else if (HasBit(flag2, VRF_GOINGDOWN)) { SetBit(*swap_flag1, VRF_GOINGUP); } } static void ReverseTrainSwapVeh(Vehicle *v, int l, int r) { Vehicle *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->u.rail.track, b->u.rail.track); Swap(a->direction, b->direction); /* toggle direction */ if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction); if (b->u.rail.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->u.rail.flags, &b->u.rail.flags); /* update other vars */ UpdateVarsAfterSwap(a); UpdateVarsAfterSwap(b); /* call the proper EnterTile function unless we are in a wormhole */ if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos); } else { if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction); UpdateVarsAfterSwap(a); if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); } /* Update train's power incase tiles were different rail type */ TrainPowerChanged(v); } /** * Check if the vehicle is a train * @param v vehicle on tile * @return v if it is a train, NULL otherwise */ static void *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 void *TrainApproachingCrossingEnum(Vehicle *v, void *data) { /* not a train || not front engine || crashed */ if (v->type != VEH_TRAIN || !IsFrontEngine(v) || v->vehstatus & VS_CRASHED) return NULL; TileIndex tile = *(TileIndex*)data; if (TrainApproachingCrossingTile(v) != tile) return NULL; return v; } /** * Finds a vehicle approaching rail-road crossing * @param tile tile to test * @return pointer to vehicle approaching the crossing * @pre tile is a rail-road crossing */ static Vehicle *TrainApproachingCrossing(TileIndex tile) { assert(IsLevelCrossingTile(tile)); DiagDirection dir = AxisToDiagDir(OtherAxis(GetCrossingRoadAxis(tile))); TileIndex tile_from = tile + TileOffsByDiagDir(dir); Vehicle *v = (Vehicle *)VehicleFromPos(tile_from, &tile, &TrainApproachingCrossingEnum); if (v != NULL) return v; dir = ReverseDiagDir(dir); tile_from = tile + TileOffsByDiagDir(dir); return (Vehicle *)VehicleFromPos(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 */ bool new_state = VehicleFromPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile); if (new_state != IsCrossingBarred(tile)) { if (new_state && sound) { SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile); } SetCrossingBarred(tile, new_state); MarkTileDirtyByTile(tile); } } /** * Advances wagons for train reversing, needed for variable length wagons. * Needs to be called once before the train is reversed, and once after it. * @param v First vehicle in chain * @param before Set to true for the call before reversing, false otherwise */ static void AdvanceWagons(Vehicle *v, bool before) { Vehicle *base = v; Vehicle *first = base->Next(); uint length = CountVehiclesInChain(v); while (length > 2) { /* find pairwise matching wagon * start<>end, start+1<>end-1, ... */ Vehicle *last = first; for (uint i = length - 3; i > 0; i--) last = last->Next(); int differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length; if (before) differential *= -1; if (differential > 0) { /* disconnect last car to make sure only this subset moves */ Vehicle *tempnext = last->Next(); last->SetNext(NULL); /* do not update images now because the wagons are disconnected * and that could cause problems with NewGRFs */ for (int i = 0; i < differential; i++) TrainController(first, false); last->SetNext(tempnext); } base = first; first = first->Next(); length -= 2; } } static void ReverseTrainDirection(Vehicle *v) { if (IsTileDepotType(v->tile, TRANSPORT_RAIL)) { InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } /* Check if we were approaching a rail/road-crossing */ TileIndex crossing = TrainApproachingCrossingTile(v); /* count number of vehicles */ int r = 0; ///< number of vehicles - 1 for (const Vehicle *u = v; (u = u->Next()) != NULL;) { r++; } AdvanceWagons(v, true); /* swap start<>end, start+1<>end-1, ... */ int l = 0; do { ReverseTrainSwapVeh(v, l++, r--); } while (l <= r); AdvanceWagons(v, false); if (IsTileDepotType(v->tile, TRANSPORT_RAIL)) { InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } /* update all images */ for (Vehicle *u = v; u != NULL; u = u->Next()) { u->cur_image = u->GetImage(u->direction); } ClrBit(v->u.rail.flags, VRF_REVERSING); /* 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) UpdateLevelCrossing(crossing); } /** 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) */ CommandCost CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR; if (p2) { /* turn a single unit around */ if (IsMultiheaded(v) || HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) { return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT); } Vehicle *front = v->First(); /* make sure the vehicle is stopped in the depot */ if (CheckTrainStoppedInDepot(front) < 0) { return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); } if (flags & DC_EXEC) { ToggleBit(v->u.rail.flags, VRF_REVERSE_DIRECTION); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } else { /* turn the whole train around */ if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR; if (flags & DC_EXEC) { if (_patches.realistic_acceleration && v->cur_speed != 0) { ToggleBit(v->u.rail.flags, VRF_REVERSING); } else { v->cur_speed = 0; SetLastSpeed(v, 0); 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 */ CommandCost CmdForceTrainProceed(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR; if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50; return CommandCost(); } /** Refits a train to the specified cargo type. * @param tile unused * @param flags type of operation * @param p1 vehicle ID of the train to refit * param p2 various bitstuffed elements * - p2 = (bit 0-7) - the new cargo type to refit to * - p2 = (bit 8-15) - the new cargo subtype to refit to * - p2 = (bit 16) - refit only this vehicle * @return cost of refit or error */ CommandCost CmdRefitRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { CargoID new_cid = GB(p2, 0, 8); byte new_subtype = GB(p2, 8, 8); bool only_this = HasBit(p2, 16); if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR; if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED); if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE); /* Check cargo */ if (new_cid >= NUM_CARGO) return CMD_ERROR; CommandCost cost(EXPENSES_TRAIN_RUN); uint num = 0; do { /* XXX: We also refit all the attached wagons en-masse if they * can be refitted. This is how TTDPatch does it. TODO: Have * some nice [Refit] button near each wagon. --pasky */ if (!CanRefitTo(v->engine_type, new_cid)) continue; if (v->cargo_cap != 0) { uint16 amount = CALLBACK_FAILED; if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) { /* Back up the vehicle's cargo type */ CargoID temp_cid = v->cargo_type; byte temp_subtype = v->cargo_subtype; v->cargo_type = new_cid; v->cargo_subtype = new_subtype; /* Check the refit capacity callback */ amount = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v); /* Restore the original cargo type */ v->cargo_type = temp_cid; v->cargo_subtype = temp_subtype; } if (amount == CALLBACK_FAILED) { // callback failed or not used, use default const RailVehicleInfo *rvi = RailVehInfo(v->engine_type); CargoID old_cid = rvi->cargo_type; /* normally, the capacity depends on the cargo type, a rail vehicle can * carry twice as much mail/goods as normal cargo, and four times as * many passengers */ amount = rvi->capacity; switch (old_cid) { case CT_PASSENGERS: break; case CT_MAIL: case CT_GOODS: amount *= 2; break; default: amount *= 4; break; } switch (new_cid) { case CT_PASSENGERS: break; case CT_MAIL: case CT_GOODS: amount /= 2; break; default: amount /= 4; break; } } if (amount != 0) { if (new_cid != v->cargo_type) { cost.AddCost(GetRefitCost(v->engine_type)); } num += amount; if (flags & DC_EXEC) { v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0); v->cargo_type = new_cid; v->cargo_cap = amount; v->cargo_subtype = new_subtype; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); RebuildVehicleLists(); } } } } while ((v = v->Next()) != NULL && !only_this); _returned_refit_capacity = num; /* Update the train's cached variables */ if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1)->First()); return cost; } struct TrainFindDepotData { uint best_length; TileIndex tile; PlayerID owner; /** * true if reversing is necessary for the train to get to this depot * This value is unused when new depot finding and NPF are both disabled */ bool reverse; }; static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length) { if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, tfdd->owner) && IsRailDepot(tile)) { /* approximate number of tiles by dividing by DIAG_FACTOR */ tfdd->best_length = length / DIAG_FACTOR; tfdd->tile = tile; return true; } return false; } /** returns the tile of a depot to goto to. The given vehicle must not be * crashed! */ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance) { assert(!(v->vehstatus & VS_CRASHED)); TrainFindDepotData tfdd; tfdd.owner = v->owner; tfdd.best_length = (uint)-1; tfdd.reverse = false; TileIndex tile = v->tile; if (IsTileDepotType(tile, TRANSPORT_RAIL)) { tfdd.tile = tile; tfdd.best_length = 0; return tfdd; } if (_patches.yapf.rail_use_yapf) { bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse); tfdd.best_length = found ? max_distance / 2 : -1; // some fake distance or NOT_FOUND } else if (_patches.new_pathfinding_all) { Vehicle* last = GetLastVehicleInChain(v); Trackdir trackdir = GetVehicleTrackdir(v); Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last)); assert(trackdir != INVALID_TRACKDIR); NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, last->tile, trackdir_rev, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes, NPF_INFINITE_PENALTY); if (ftd.best_bird_dist == 0) { /* Found target */ tfdd.tile = ftd.node.tile; /* Our caller expects a number of tiles, so we just approximate that * number by this. It might not be completely what we want, but it will * work for now :-) We can possibly change this when the old pathfinder * is removed. */ tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH; if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true; } } else { /* search in the forward direction first. */ DiagDirection i = TrainExitDir(v->direction, v->u.rail.track); NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd); if (tfdd.best_length == (uint)-1){ tfdd.reverse = true; /* search in backwards direction */ i = TrainExitDir(ReverseDir(v->direction), v->u.rail.track); NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd); } } return tfdd; } /** 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) */ CommandCost CmdSendTrainToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { 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_player, (p2 & VLW_MASK), p1); } if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR; if (v->vehstatus & VS_CRASHED) return CMD_ERROR; if (v->current_order.type == OT_GOTO_DEPOT) { if (!!(p2 & DEPOT_SERVICE) == HasBit(v->current_order.flags, OF_HALT_IN_DEPOT)) { /* We called with a different DEPOT_SERVICE setting. * Now we change the setting to apply the new one and let the vehicle head for the same depot. * Note: the if is (true for requesting service == true for ordered to stop in depot) */ if (flags & DC_EXEC) { ClrBit(v->current_order.flags, OF_PART_OF_ORDERS); ToggleBit(v->current_order.flags, OF_HALT_IN_DEPOT); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } return CommandCost(); } if (p2 & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders if (flags & DC_EXEC) { if (HasBit(v->current_order.flags, OF_PART_OF_ORDERS)) { v->cur_order_index++; } v->current_order.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } return CommandCost(); } /* check if at a standstill (not stopped only) in a depot * the check is down here to make it possible to alter stop/service for trains entering the depot */ if (IsTileDepotType(v->tile, TRANSPORT_RAIL) && v->cur_speed == 0) return CMD_ERROR; TrainFindDepotData tfdd = FindClosestTrainDepot(v, 0); if (tfdd.best_length == (uint)-1) return_cmd_error(STR_883A_UNABLE_TO_FIND_ROUTE_TO); if (flags & DC_EXEC) { if (v->current_order.type == OT_LOADING) v->LeaveStation(); v->dest_tile = tfdd.tile; v->current_order.type = OT_GOTO_DEPOT; v->current_order.flags = OFB_NON_STOP; if (!(p2 & DEPOT_SERVICE)) SetBit(v->current_order.flags, OF_HALT_IN_DEPOT); v->current_order.dest = GetDepotByTile(tfdd.tile)->index; v->current_order.refit_cargo = CT_INVALID; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); /* If there is no depot in front, reverse automatically */ if (tfdd.reverse) DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION); } return CommandCost(); } void OnTick_Train() { _age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1); } static const int8 _vehicle_smoke_pos[8] = { 1, 1, 1, 0, -1, -1, -1, 0 }; static void HandleLocomotiveSmokeCloud(const Vehicle* v) { bool sound = false; if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2) return; const Vehicle* u = v; do { const RailVehicleInfo *rvi = RailVehInfo(v->engine_type); int effect_offset = GB(v->u.rail.cached_vis_effect, 0, 4) - 8; byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2); bool disable_effect = HasBit(v->u.rail.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 (IsTileDepotType(v->tile, TRANSPORT_RAIL) || IsTunnelTile(v->tile)) continue; /* No sparks for electric vehicles on nonelectrified tracks */ if (!HasPowerOnRail(v->u.rail.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->u.rail.flags, VRF_REVERSE_DIRECTION)) { x = -x; y = -y; } switch (effect_type) { case 0: /* steam smoke. */ if (GB(v->tick_counter, 0, 4) == 0) { CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE); sound = true; } break; case 1: /* diesel smoke */ if (u->cur_speed <= 40 && Chance16(15, 128)) { CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE); sound = true; } break; case 2: /* blue spark */ if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) { CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK); sound = true; } break; } } while ((v = v->Next()) != NULL); if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT); } static void TrainPlayLeaveStationSound(const Vehicle* v) { static const SoundFx sfx[] = { SND_04_TRAIN, SND_0A_TRAIN_HORN, SND_0A_TRAIN_HORN, SND_47_MAGLEV_2, SND_41_MAGLEV }; if (PlayVehicleSound(v, VSE_START)) return; EngineID engtype = v->engine_type; SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v); } void Train::PlayLeaveStationSound() const { TrainPlayLeaveStationSound(this); } static bool CheckTrainStayInDepot(Vehicle *v) { /* bail out if not all wagons are in the same depot or not in a depot at all */ for (const Vehicle *u = v; u != NULL; u = u->Next()) { if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false; } /* if the train got no power, then keep it in the depot */ if (v->u.rail.cached_power == 0) { v->vehstatus |= VS_STOPPED; InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); return true; } if (v->u.rail.force_proceed == 0) { if (++v->load_unload_time_rem < 37) { InvalidateWindowClasses(WC_TRAINS_LIST); return true; } v->load_unload_time_rem = 0; if (UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner)) { InvalidateWindowClasses(WC_TRAINS_LIST); return true; } } VehicleServiceInDepot(v); InvalidateWindowClasses(WC_TRAINS_LIST); TrainPlayLeaveStationSound(v); v->u.rail.track = TRACK_BIT_X; if (v->direction & 2) v->u.rail.track = TRACK_BIT_Y; v->vehstatus &= ~VS_HIDDEN; v->cur_speed = 0; v->UpdateDeltaXY(v->direction); v->cur_image = v->GetImage(v->direction); VehiclePositionChanged(v); UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner); UpdateTrainAcceleration(v); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); return false; } /* Check for station tiles */ struct TrainTrackFollowerData { TileIndex dest_coords; StationID station_index; // station index we're heading for uint best_bird_dist; uint best_track_dist; TrackdirByte best_track; }; static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Trackdir track, uint length) { /* heading for nowhere? */ if (ttfd->dest_coords == 0) return false; /* did we reach the final station? */ if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || ( IsTileType(tile, MP_STATION) && IsRailwayStation(tile) && GetStationIndex(tile) == ttfd->station_index )) { /* We do not check for dest_coords if we have a station_index, * because in that case the dest_coords are just an * approximation of where the station is */ /* found station */ ttfd->best_track = track; ttfd->best_bird_dist = 0; return true; } else { /* didn't find station, keep track of the best path so far. */ uint dist = DistanceManhattan(tile, ttfd->dest_coords); if (dist < ttfd->best_bird_dist) { ttfd->best_bird_dist = dist; ttfd->best_track = track; } return false; } } static void FillWithStationData(TrainTrackFollowerData* fd, const Vehicle* v) { fd->dest_coords = v->dest_tile; if (v->current_order.type == OT_GOTO_STATION) { fd->station_index = v->current_order.dest; } else { fd->station_index = INVALID_STATION; } } 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 }}, }; static const uint32 _reachable_tracks[4] = { 0x10091009, 0x00160016, 0x05200520, 0x2A002A00, }; static const byte _search_directions[6][4] = { { 0, 9, 2, 9 }, ///< track 1 { 9, 1, 9, 3 }, ///< track 2 { 9, 0, 3, 9 }, ///< track upper { 1, 9, 9, 2 }, ///< track lower { 3, 2, 9, 9 }, ///< track left { 9, 9, 1, 0 }, ///< track right }; static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0}; /* choose a track */ static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks) { Track best_track; /* pathfinders are able to tell that route was only 'guessed' */ bool path_not_found = false; #ifdef PF_BENCHMARK TIC() #endif assert((tracks & ~TRACK_BIT_MASK) == 0); /* quick return in case only one possible track is available */ if (KillFirstBit(tracks) == TRACK_BIT_NONE) return FindFirstTrack(tracks); if (_patches.yapf.rail_use_yapf) { Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, &path_not_found); if (trackdir != INVALID_TRACKDIR) { best_track = TrackdirToTrack(trackdir); } else { best_track = FindFirstTrack(tracks); } } else if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */ void* perf = NpfBeginInterval(); NPFFindStationOrTileData fstd; NPFFillWithOrderData(&fstd, v); /* The enterdir for the new tile, is the exitdir for the old tile */ Trackdir trackdir = GetVehicleTrackdir(v); assert(trackdir != 0xff); NPFFoundTargetData ftd = NPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes); if (ftd.best_trackdir == 0xff) { /* We are already at our target. Just do something * @todo maybe display error? * @todo: go straight ahead if possible? */ best_track = FindFirstTrack(tracks); } else { /* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains the direction we need to take to get there, if ftd.best_bird_dist is not 0, we did not find our target, but ftd.best_trackdir contains the direction leading to the tile closest to our target. */ if (ftd.best_bird_dist != 0) path_not_found = true; /* Discard enterdir information, making it a normal track */ best_track = TrackdirToTrack(ftd.best_trackdir); } int time = NpfEndInterval(perf); DEBUG(yapf, 4, "[NPFT] %d us - %d rounds - %d open - %d closed -- ", time, 0, _aystar_stats_open_size, _aystar_stats_closed_size); } else { void* perf = NpfBeginInterval(); TrainTrackFollowerData fd; FillWithStationData(&fd, v); /* New train pathfinding */ fd.best_bird_dist = (uint)-1; fd.best_track_dist = (uint)-1; fd.best_track = INVALID_TRACKDIR; NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile, v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd); /* check whether the path was found or only 'guessed' */ if (fd.best_bird_dist != 0) path_not_found = true; if (fd.best_track == 0xff) { /* blaha */ best_track = FindFirstTrack(tracks); } else { best_track = TrackdirToTrack(fd.best_track); } int time = NpfEndInterval(perf); DEBUG(yapf, 4, "[NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0); } /* handle "path not found" state */ if (path_not_found) { /* PF didn't find the route */ if (!HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) { /* it is first time the problem occurred, set the "path not found" flag */ SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION); /* and notify user about the event */ if (_patches.lost_train_warn && v->owner == _local_player) { SetDParam(0, v->unitnumber); AddNewsItem( STR_TRAIN_IS_LOST, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); } } } else { /* route found, is the train marked with "path not found" flag? */ if (HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) { /* clear the flag as the PF's problem was solved */ ClrBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION); /* can we also delete the "News" item somehow? */ } } #ifdef PF_BENCHMARK TOC("PF time = ", 1) #endif return best_track; } static bool CheckReverseTrain(Vehicle *v) { if (_opt.diff.line_reverse_mode != 0 || v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE || !(v->direction & 1)) return false; TrainTrackFollowerData fd; FillWithStationData(&fd, v); uint reverse_best = 0; assert(v->u.rail.track); int i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][DirToDiagDir(v->direction)]; if (_patches.yapf.rail_use_yapf) { reverse_best = YapfCheckReverseTrain(v); } else if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */ NPFFindStationOrTileData fstd; NPFFoundTargetData ftd; Trackdir trackdir, trackdir_rev; Vehicle* last = GetLastVehicleInChain(v); NPFFillWithOrderData(&fstd, v); trackdir = GetVehicleTrackdir(v); trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last)); assert(trackdir != 0xff); assert(trackdir_rev != 0xff); ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes); if (ftd.best_bird_dist != 0) { /* We didn't find anything, just keep on going straight ahead */ reverse_best = false; } else { if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) { reverse_best = true; } else { reverse_best = false; } } } else { int best_track = -1; uint reverse = 0; uint best_bird_dist = 0; uint best_track_dist = 0; for (;;) { fd.best_bird_dist = (uint)-1; fd.best_track_dist = (uint)-1; NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd); if (best_track != -1) { if (best_bird_dist != 0) { if (fd.best_bird_dist != 0) { /* neither reached the destination, pick the one with the smallest bird dist */ if (fd.best_bird_dist > best_bird_dist) goto bad; if (fd.best_bird_dist < best_bird_dist) goto good; } else { /* we found the destination for the first time */ goto good; } } else { if (fd.best_bird_dist != 0) { /* didn't find destination, but we've found the destination previously */ goto bad; } else { /* both old & new reached the destination, compare track length */ if (fd.best_track_dist > best_track_dist) goto bad; if (fd.best_track_dist < best_track_dist) goto good; } } /* if we reach this position, there's two paths of equal value so far. * pick one randomly. */ int r = GB(Random(), 0, 8); if (_pick_track_table[i] == (v->direction & 3)) r += 80; if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80; if (r <= 127) goto bad; } good:; best_track = i; best_bird_dist = fd.best_bird_dist; best_track_dist = fd.best_track_dist; reverse_best = reverse; bad:; if (reverse != 0) break; reverse = 2; } } return reverse_best != 0; } static bool ProcessTrainOrder(Vehicle *v) { switch (v->current_order.type) { case OT_GOTO_DEPOT: if (!(v->current_order.flags & OFB_PART_OF_ORDERS)) return false; if ((v->current_order.flags & OFB_SERVICE_IF_NEEDED) && !VehicleNeedsService(v)) { UpdateVehicleTimetable(v, true); v->cur_order_index++; } break; case OT_LOADING: case OT_LEAVESTATION: return false; default: break; } /** * Reversing because of order change is allowed only just after leaving a * station (and the difficulty setting to allowed, of course) * this can be detected because only after OT_LEAVESTATION, current_order * will be reset to nothing. (That also happens if no order, but in that case * it won't hit the point in code where may_reverse is checked) */ bool may_reverse = v->current_order.type == OT_NOTHING; /* check if we've reached the waypoint? */ if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) { UpdateVehicleTimetable(v, true); v->cur_order_index++; } /* check if we've reached a non-stop station while TTDPatch nonstop is enabled.. */ if (_patches.new_nonstop && v->current_order.flags & OFB_NON_STOP && IsTileType(v->tile, MP_STATION) && v->current_order.dest == GetStationIndex(v->tile)) { UpdateVehicleTimetable(v, true); v->cur_order_index++; } /* Get the current order */ if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0; const Order *order = GetVehicleOrder(v, v->cur_order_index); /* If no order, do nothing. */ if (order == NULL) { v->current_order.Free(); v->dest_tile = 0; return false; } /* If it is unchanged, keep it. */ if (order->type == v->current_order.type && order->flags == v->current_order.flags && order->dest == v->current_order.dest) return false; /* Otherwise set it, and determine the destination tile. */ v->current_order = *order; v->dest_tile = 0; InvalidateVehicleOrder(v); switch (order->type) { case OT_GOTO_STATION: if (order->dest == v->last_station_visited) v->last_station_visited = INVALID_STATION; v->dest_tile = GetStation(order->dest)->xy; break; case OT_GOTO_DEPOT: v->dest_tile = GetDepot(order->dest)->xy; break; case OT_GOTO_WAYPOINT: v->dest_tile = GetWaypoint(order->dest)->xy; break; default: return false; } return may_reverse && CheckReverseTrain(v); } void Train::MarkDirty() { Vehicle *v = this; do { v->cur_image = v->GetImage(v->direction); MarkSingleVehicleDirty(v); } while ((v = v->Next()) != NULL); /* need to update acceleration and cached values since the goods on the train changed. */ TrainCargoChanged(this); UpdateTrainAcceleration(this); } static int UpdateTrainSpeed(Vehicle *v) { uint accel; if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING)) { if (_patches.realistic_acceleration) { accel = GetTrainAcceleration(v, AM_BRAKE) * 2; } else { accel = v->acceleration * -2; } } else { if (_patches.realistic_acceleration) { accel = GetTrainAcceleration(v, AM_ACCEL); } else { accel = v->acceleration; } } uint spd = v->subspeed + accel * 2; v->subspeed = (byte)spd; { int tempmax = v->max_speed; if (v->cur_speed > v->max_speed) tempmax = v->cur_speed - (v->cur_speed / 10) - 1; v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax); } if (!(v->direction & 1)) spd = spd * 3 >> 2; spd += v->progress; v->progress = (byte)spd; return (spd >> 8); } static void TrainEnterStation(Vehicle *v, StationID station) { v->last_station_visited = station; /* check if a train ever visited this station before */ Station *st = GetStation(station); if (!(st->had_vehicle_of_type & HVOT_TRAIN)) { st->had_vehicle_of_type |= HVOT_TRAIN; SetDParam(0, st->index); uint32 flags = v->owner == _local_player ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ARRIVAL_OTHER, 0); AddNewsItem( STR_8801_CITIZENS_CELEBRATE_FIRST, flags, v->index, 0 ); } v->BeginLoading(); v->current_order.dest = 0; } static byte AfterSetTrainPos(Vehicle *v, bool new_tile) { byte old_z = v->z_pos; v->z_pos = GetSlopeZ(v->x_pos, v->y_pos); if (new_tile) { ClrBit(v->u.rail.flags, VRF_GOINGUP); ClrBit(v->u.rail.flags, VRF_GOINGDOWN); if (v->u.rail.track == TRACK_BIT_X || v->u.rail.track == TRACK_BIT_Y) { /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped. * To check whether the current tile is sloped, and in which * direction it is sloped, we get the 'z' at the center of * the tile (middle_z) and the edge of the tile (old_z), * which we then can compare. */ static const int HALF_TILE_SIZE = TILE_SIZE / 2; static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1); byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE); /* For some reason tunnel tiles are always given as sloped :( * But they are not sloped... */ if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) { SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN); } } } VehiclePositionChanged(v); EndVehicleMove(v); return old_z; } static const Direction _new_vehicle_direction_table[11] = { DIR_N , DIR_NW, DIR_W , INVALID_DIR, DIR_NE, DIR_N , DIR_SW, INVALID_DIR, DIR_E , DIR_SE, DIR_S }; static Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile) { uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 + TileX(new_tile) - TileX(old_tile) + 1; assert(offs < 11); return _new_vehicle_direction_table[offs]; } static int GetDirectionToVehicle(const Vehicle *v, int x, int y) { byte offs; x -= v->x_pos; if (x >= 0) { offs = (x > 2) ? 0 : 1; } else { offs = (x < -2) ? 2 : 1; } y -= v->y_pos; if (y >= 0) { offs += ((y > 2) ? 0 : 1) * 4; } else { offs += ((y < -2) ? 2 : 1) * 4; } assert(offs < 11); return _new_vehicle_direction_table[offs]; } /* Check if the vehicle is compatible with the specified tile */ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile) { return IsTileOwner(tile, v->owner) && ( !IsFrontEngine(v) || HasBit(v->u.rail.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 turn */ static void AffectSpeedByDirChange(Vehicle* v, Direction new_dir) { if (_patches.realistic_acceleration) return; DirDiff diff = DirDifference(v->direction, new_dir); if (diff == DIRDIFF_SAME) return; const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype]; v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8; } /** Modify the speed of the vehicle due to a change in altitude */ static void AffectSpeedByZChange(Vehicle *v, byte old_z) { if (old_z == v->z_pos || _patches.realistic_acceleration) return; const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.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 const DiagDirection _otherside_signal_directions[] = { DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, INVALID_DIAGDIR, INVALID_DIAGDIR, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE }; static void TrainMovedChangeSignals(TileIndex tile, DiagDirection dir) { if (IsTileType(tile, MP_RAILWAY) && GetRailTileType(tile) == RAIL_TILE_SIGNALS) { uint i = FindFirstBit2x64(GetTrackBits(tile) * 0x101 & _reachable_tracks[dir]); UpdateSignalsOnSegment(tile, _otherside_signal_directions[i], GetTileOwner(tile)); } } static void SetVehicleCrashed(Vehicle *v) { if (v->u.rail.crash_anim_pos != 0) return; /* we may need to update crossing we were approaching */ TileIndex crossing = TrainApproachingCrossingTile(v); v->u.rail.crash_anim_pos++; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (v->u.rail.track == TRACK_BIT_DEPOT) { InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); } RebuildVehicleLists(); BEGIN_ENUM_WAGONS(v) v->vehstatus |= VS_CRASHED; MarkSingleVehicleDirty(v); END_ENUM_WAGONS(v) /* must be updated after the train has been marked crashed */ if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing); } static uint CountPassengersInTrain(const Vehicle* v) { uint num = 0; BEGIN_ENUM_WAGONS(v) if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count(); END_ENUM_WAGONS(v) return num; } struct TrainCollideChecker { Vehicle *v; uint num; }; static void *FindTrainCollideEnum(Vehicle *v, void *data) { TrainCollideChecker* tcc = (TrainCollideChecker*)data; if (v->type != VEH_TRAIN) return NULL; /* get first vehicle now to make most usual checks faster */ Vehicle *coll = v->First(); /* can't collide with own wagons && can't crash in depot && the same height level */ if (coll != tcc->v && v->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) { int x_diff = v->x_pos - tcc->v->x_pos; int y_diff = v->y_pos - tcc->v->y_pos; /* needed to disable possible crash of competitor train in station by building diagonal track at its end */ if (x_diff * x_diff + y_diff * y_diff > 25) return NULL; if (!(tcc->v->vehstatus & VS_CRASHED)) { /* two drivers + passengers killed in train tcc->v (if it was not crashed already) */ tcc->num += 2 + CountPassengersInTrain(tcc->v); SetVehicleCrashed(tcc->v); } if (!(coll->vehstatus & VS_CRASHED)) { /* two drivers + passengers killed in train coll (if it was not crashed already) */ tcc->num += 2 + CountPassengersInTrain(coll); SetVehicleCrashed(coll); } } return NULL; } /** * 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 void CheckTrainCollision(Vehicle *v) { /* can't collide in depot */ if (v->u.rail.track == TRACK_BIT_DEPOT) return; assert(v->u.rail.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->u.rail.track == TRACK_BIT_WORMHOLE) { VehicleFromPos(v->tile, &tcc, FindTrainCollideEnum); VehicleFromPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum); } else { VehicleFromPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum); } /* any dead -> no crash */ if (tcc.num == 0) return; SetDParam(0, tcc.num); AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL, NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0), v->index, 0 ); ModifyStationRatingAround(v->tile, v->owner, -160, 30); SndPlayVehicleFx(SND_13_BIG_CRASH, v); } static void *CheckVehicleAtSignal(Vehicle *v, void *data) { Direction dir = *(Direction*)data; if (v->type == VEH_TRAIN && IsFrontEngine(v)) { DirDiff diff = ChangeDirDiff(DirDifference(v->direction, dir), DIRDIFF_90RIGHT); if (diff == DIRDIFF_90RIGHT || (v->cur_speed <= 5 && diff <= DIRDIFF_REVERSE)) return v; } return NULL; } static void TrainController(Vehicle *v, bool update_image) { Vehicle *prev; /* For every vehicle after and including the given vehicle */ for (prev = v->Previous(); v != NULL; prev = v, v = v->Next()) { DiagDirection enterdir = DIAGDIR_BEGIN; bool update_signals_crossing = false; // will we update signals or crossing state? BeginVehicleMove(v); GetNewVehiclePosResult gp = GetNewVehiclePos(v); if (v->u.rail.track != TRACK_BIT_WORMHOLE) { /* Not inside tunnel */ if (gp.old_tile == gp.new_tile) { /* Staying in the old tile */ if (v->u.rail.track == TRACK_BIT_DEPOT) { /* Inside depot */ gp.x = v->x_pos; gp.y = v->y_pos; } else { /* Not inside depot */ if (IsFrontEngine(v) && !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)) { TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET); return; } if (v->current_order.type == OT_LEAVESTATION) { v->current_order.Free(); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } } else { /* A new tile is about to be entered. */ /* Determine what direction we're entering the new tile from */ Direction dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile); enterdir = DirToDiagDir(dir); assert(IsValidDiagDirection(enterdir)); /* Get the status of the tracks in the new tile and mask * away the bits that aren't reachable. */ uint32 ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0) & _reachable_tracks[enterdir]; /* Combine the from & to directions. * Now, the lower byte contains the track status, and the byte at bit 16 contains * the signal status. */ uint32 tracks = ts | (ts >> 8); TrackBits bits = (TrackBits)(tracks & TRACK_BIT_MASK); if ((_patches.new_pathfinding_all || _patches.yapf.rail_use_yapf) && _patches.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->u.rail.track)); } if (bits == TRACK_BIT_NONE) goto invalid_rail; /* Check if the new tile contrains 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)); assert(chosen_track & tracks); /* Check if it's a red signal and that force proceed is not clicked. */ if ((tracks >> 16) & chosen_track && v->u.rail.force_proceed == 0) { /* In front of a red signal * find the first set bit in ts. need to do it in 2 steps, since * FIND_FIRST_BIT only handles 6 bits at a time. */ Trackdir i = FindFirstTrackdir((TrackdirBits)(uint16)ts); if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) { v->cur_speed = 0; v->subspeed = 0; v->progress = 255 - 100; if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20) return; } else if (HasSignalOnTrackdir(gp.new_tile, i)) { v->cur_speed = 0; v->subspeed = 0; v->progress = 255 - 10; if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) { TileIndex o_tile = gp.new_tile + TileOffsByDiagDir(enterdir); Direction rdir = ReverseDir(dir); /* check if a train is waiting on the other side */ if (VehicleFromPos(o_tile, &rdir, &CheckVehicleAtSignal) == NULL) return; } } goto reverse_train_direction; } } else { static const TrackBits _matching_tracks[8] = { TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y, TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X, TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y }; /* The wagon is active, simply follow the prev vehicle. */ chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & 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 (IsFrontEngine(v)) v->load_unload_time_rem = 0; if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { v->tile = gp.new_tile; if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) { TrainPowerChanged(v->First()); } v->u.rail.track = chosen_track; assert(v->u.rail.track); } /* We need to update signal status, but after the vehicle position hash * has been updated by AfterSetTrainPos() */ update_signals_crossing = true; if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir); v->direction = chosen_dir; } } 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, GetBridge(GetBridgeType(v->tile))->speed); } if (!(IsTunnelTile(gp.new_tile) || IsBridgeTile(gp.new_tile)) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { v->x_pos = gp.x; v->y_pos = gp.y; VehiclePositionChanged(v); if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v); continue; } } /* update image of train, as well as delta XY */ v->UpdateDeltaXY(v->direction); if (update_image) v->cur_image = v->GetImage(v->direction); v->x_pos = gp.x; v->y_pos = gp.y; /* update the Z position of the vehicle */ byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile)); if (prev == NULL) { /* This is the first vehicle in the train */ AffectSpeedByZChange(v, old_z); } if (update_signals_crossing) { if (IsFrontEngine(v)) TrainMovedChangeSignals(gp.new_tile, enterdir); /* 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); } } } return; invalid_rail: /* We've reached end of line?? */ if (prev != NULL) error("!Disconnecting train"); reverse_train_direction: v->load_unload_time_rem = 0; v->cur_speed = 0; v->subspeed = 0; ReverseTrainDirection(v); } /** * 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(Vehicle *v) { Vehicle *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 physicially be removed */ Vehicle *u = v; for (; v->Next() != NULL; v = v->Next()) u = v; u->SetNext(NULL); if (first == v) { /* Removing front vehicle (the last to go) */ DeleteWindowById(WC_VEHICLE_VIEW, v->index); InvalidateWindow(WC_COMPANY, v->owner); } else { /* Recalculate cached train properties */ TrainConsistChanged(first); InvalidateWindow(WC_VEHICLE_DETAILS, first->index); /* Update the depot window if the first vehicle is in depot - * if v == first, then it is updated in PreDestructor() */ if (first->u.rail.track == TRACK_BIT_DEPOT) { InvalidateWindow(WC_VEHICLE_DEPOT, first->tile); } } RebuildVehicleLists(); MarkSingleVehicleDirty(v); /* 'v' shouldn't be accessed after it has been deleted */ TrackBits track = v->u.rail.track; TileIndex tile = v->tile; Owner owner = v->owner; delete v; v = NULL; // make sure nobody will won't try to read 'v' anymore /* check if the wagon was on a road/rail-crossing */ if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile); /* Update signals */ if (IsTileType(tile, MP_TUNNELBRIDGE) || IsTileDepotType(tile, TRANSPORT_RAIL)) { UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner); } else { SetSignalsOnBothDir(tile, (Track)(FIND_FIRST_BIT(track)), owner); } } static void ChangeTrainDirRandomly(Vehicle *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)]); BeginVehicleMove(v); 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 AfterSetTrainPos will put the vehicle under the bridge in that case */ if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false); } } while ((v = v->Next()) != NULL); } static void HandleCrashedTrain(Vehicle *v) { int state = ++v->u.rail.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)) { DeleteLastWagon(v); InvalidateWindow(WC_REPLACE_VEHICLE, (v->group_id << 16) | VEH_TRAIN); } } static void HandleBrokenTrain(Vehicle *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++; InvalidateWindow(WC_VEHICLE_VIEW, v->index); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (!PlayVehicleSound(v, VSE_BREAKDOWN)) { SndPlayVehicleFx((_opt.landscape != LT_TOYLAND) ? SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v); } if (!(v->vehstatus & VS_HIDDEN)) { Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE); if (u != NULL) u->u.special.animation_state = v->breakdown_delay * 2; } } if (!(v->tick_counter & 3)) { if (!--v->breakdown_delay) { v->breakdown_ctr = 0; InvalidateWindow(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(Vehicle *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; /* FALLTHROUGH */ 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 + 4 >= 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 Vehicle *v) { /* Exit if inside a tunnel/bridge or a depot */ if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.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 (IsTileDepotType(tile, TRANSPORT_RAIL)) { 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 Vehicle *v) { assert(IsFrontEngine(v)); assert(!(v->vehstatus & VS_CRASHED)); if (!TrainCanLeaveTile(v)) return INVALID_TILE; DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track); TileIndex tile = v->tile + TileOffsByDiagDir(dir); /* not a crossing || wrong axis || wrong railtype || wrong owner */ if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) || !CheckCompatibleRail(v, tile) || GetTileOwner(tile) != v->owner) { 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(Vehicle *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->u.rail.track); /* Calculate next tile */ TileIndex tile = v->tile + TileOffsByDiagDir(dir); /* Determine the track status on the next tile */ uint32 ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0) & _reachable_tracks[dir]; /* We are sure the train is not entering a depot, it is detected above */ /* no suitable trackbits at all || wrong railtype || not our track || * tunnel/bridge from opposite side || depot from opposite side */ if (GB(ts, 0, 16) == 0 || !CheckCompatibleRail(v, tile) || GetTileOwner(tile) != v->owner || (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(tile) != dir) || (IsTileDepotType(tile, TRANSPORT_RAIL) && GetRailDepotDirection(tile) == dir) ) { return TrainApproachingLineEnd(v, false); } /* approaching red signal */ if ((ts & (ts >> 16)) != 0) return TrainApproachingLineEnd(v, true); /* approaching a rail/road crossing? then make it red */ if (IsLevelCrossingTile(tile) && !IsCrossingBarred(tile)) { BarCrossing(tile); SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile); MarkTileDirtyByTile(tile); } return true; } static void TrainLocoHandler(Vehicle *v, bool mode) { /* train has crashed? */ if (v->vehstatus & VS_CRASHED) { if (!mode) HandleCrashedTrain(v); return; } if (v->u.rail.force_proceed != 0) v->u.rail.force_proceed--; /* train is broken down? */ if (v->breakdown_ctr != 0) { if (v->breakdown_ctr <= 2) { HandleBrokenTrain(v); return; } v->breakdown_ctr--; } if (HasBit(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) { ReverseTrainDirection(v); } /* exit if train is stopped */ if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return; if (ProcessTrainOrder(v)) { v->load_unload_time_rem = 0; v->cur_speed = 0; v->subspeed = 0; ReverseTrainDirection(v); return; } v->HandleLoading(mode); if (v->current_order.type == OT_LOADING) return; if (CheckTrainStayInDepot(v)) return; if (!mode) HandleLocomotiveSmokeCloud(v); int j = UpdateTrainSpeed(v); if (j == 0) { /* if the vehicle has speed 0, update the last_speed field. */ if (v->cur_speed != 0) return; } else { TrainCheckIfLineEnds(v); do { TrainController(v, true); CheckTrainCollision(v); if (v->cur_speed <= 0x100) break; } while (--j != 0); } SetLastSpeed(v, v->cur_speed); } Money Train::GetRunningCost() const { Money cost = 0; const Vehicle *v = this; do { const RailVehicleInfo *rvi = RailVehInfo(v->engine_type); byte cost_factor = GetVehicleProperty(v, 0x0D, rvi->running_cost_base); if (cost_factor == 0) continue; cost += cost_factor * _price.running_rail[rvi->running_cost_class]; } while ((v = GetNextVehicle(v)) != NULL); return cost; } void Train::Tick() { if (_age_cargo_skip_counter == 0) this->cargo.AgeCargo(); this->tick_counter++; if (IsFrontEngine(this)) { this->current_order_time++; TrainLocoHandler(this, false); /* make sure vehicle wasn't deleted. */ if (this->type == VEH_TRAIN && IsFrontEngine(this)) TrainLocoHandler(this, true); } else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) { /* Delete flooded standalone wagon chain */ if (++this->u.rail.crash_anim_pos >= 4400) DeleteVehicleChain(this); } } #define MAX_ACCEPTABLE_DEPOT_DIST 16 static void CheckIfTrainNeedsService(Vehicle *v) { if (_patches.servint_trains == 0 || !VehicleNeedsService(v)) return; if (v->IsInDepot()) { VehicleServiceInDepot(v); return; } TrainFindDepotData tfdd = FindClosestTrainDepot(v, MAX_ACCEPTABLE_DEPOT_DIST); /* Only go to the depot if it is not too far out of our way. */ if (tfdd.best_length == (uint)-1 || tfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) { if (v->current_order.type == 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.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } return; } const Depot* depot = GetDepotByTile(tfdd.tile); if (v->current_order.type == OT_GOTO_DEPOT && v->current_order.dest != depot->index && !Chance16(3, 16)) { return; } v->current_order.type = OT_GOTO_DEPOT; v->current_order.flags = OFB_NON_STOP; v->current_order.dest = depot->index; v->dest_tile = tfdd.tile; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } void OnNewDay_Train(Vehicle *v) { if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v); if (IsFrontEngine(v)) { CheckVehicleBreakdown(v); AgeVehicle(v); CheckIfTrainNeedsService(v); CheckOrders(v); /* update destination */ if (v->current_order.type == OT_GOTO_STATION) { TileIndex tile = GetStation(v->current_order.dest)->train_tile; if (tile != 0) v->dest_tile = tile; } if ((v->vehstatus & VS_STOPPED) == 0) { /* running costs */ CommandCost cost(EXPENSES_TRAIN_RUN, v->GetRunningCost() / 364); v->profit_this_year -= cost.GetCost() >> 8; SubtractMoneyFromPlayerFract(v->owner, cost); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindowClasses(WC_TRAINS_LIST); } } else if (IsTrainEngine(v)) { /* Also age engines that aren't front engines */ AgeVehicle(v); } } void TrainsYearlyLoop() { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN && IsFrontEngine(v)) { /* show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */ if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) { SetDParam(1, v->profit_this_year); SetDParam(0, v->unitnumber); AddNewsItem( STR_TRAIN_IS_UNPROFITABLE, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); } v->profit_last_year = v->profit_this_year; v->profit_this_year = 0; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } } void InitializeTrains() { _age_cargo_skip_counter = 1; } /* * Link front and rear multiheaded engines to each other * This is done when loading a savegame */ void ConnectMultiheadedTrains() { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN) { v->u.rail.other_multiheaded_part = NULL; } } FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN && IsFrontEngine(v)) { Vehicle *u = v; BEGIN_ENUM_WAGONS(u) { if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one if (IsMultiheaded(u)) { if (!IsTrainEngine(u)) { /* we got a rear car without a front car. We will convert it to a front one */ SetTrainEngine(u); u->spritenum--; } Vehicle *w; for (w = u->Next(); w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w)); if (w != NULL) { /* we found a car to partner with this engine. Now we will make sure it face the right way */ if (IsTrainEngine(w)) { ClearTrainEngine(w); w->spritenum++; } w->u.rail.other_multiheaded_part = u; u->u.rail.other_multiheaded_part = w; } else { /* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */ ClearMultiheaded(u); } } } END_ENUM_WAGONS(u) } } } /** * Converts all trains to the new subtype format introduced in savegame 16.2 * It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found */ void ConvertOldMultiheadToNew() { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN) { SetBit(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop } } FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN) { if (HasBit(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) { Vehicle *u = v; BEGIN_ENUM_WAGONS(u) { const RailVehicleInfo *rvi = RailVehInfo(u->engine_type); ClrBit(u->subtype, 7); switch (u->subtype) { case 0: /* TS_Front_Engine */ if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u); SetFrontEngine(u); SetTrainEngine(u); break; case 1: /* TS_Artic_Part */ u->subtype = 0; SetArticulatedPart(u); break; case 2: /* TS_Not_First */ u->subtype = 0; if (rvi->railveh_type == RAILVEH_WAGON) { // normal wagon SetTrainWagon(u); break; } if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) { // rear end of a multiheaded engine SetMultiheaded(u); break; } if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u); SetTrainEngine(u); break; case 4: /* TS_Free_Car */ u->subtype = 0; SetTrainWagon(u); SetFreeWagon(u); break; default: NOT_REACHED(); break; } } END_ENUM_WAGONS(u) } } } }