/* $Id$ */ /** @file train_cmd.cpp Handling of trains. */ #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 "articulated_vehicles.h" #include "command_func.h" #include "pathfind.h" #include "npf.h" #include "station_base.h" #include "news_func.h" #include "engine_func.h" #include "engine_base.h" #include "player_func.h" #include "player_base.h" #include "depot_base.h" #include "depot_func.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 "yapf/follow_track.hpp" #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 "order_func.h" #include "newgrf_station.h" #include "effectvehicle_func.h" #include "gamelog.h" #include "network/network.h" #include "pbs.h" #include "table/strings.h" #include "table/train_cmd.h" static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck); static bool TrainCheckIfLineEnds(Vehicle *v); static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image); static TileIndex TrainApproachingCrossingTile(const Vehicle *v); static void CheckIfTrainNeedsService(Vehicle *v); static void CheckNextTrainTile(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 _settings_game.vehicle.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()) { RailType railtype = GetRailType(u->tile); /* Power is not added for articulated parts */ if (!IsArticulatedPart(u)) { bool engine_has_power = HasPowerOnRail(u->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) { /* Halve power for multiheaded parts */ if (IsMultiheaded(u)) power /= 2; 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) && HasPowerOnRail(v->u.rail.railtype, railtype)) { 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); } /** Logs a bug in GRF and shows a warning message if this * is for the first time this happened. * @param u first vehicle of chain */ static void RailVehicleLengthChanged(const Vehicle *u) { /* show a warning once for each engine in whole game and once for each GRF after each game load */ const Engine *engine = GetEngine(u->engine_type); uint32 grfid = engine->grffile->grfid; GRFConfig *grfconfig = GetGRFConfig(grfid); if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) { SetBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH); SetDParamStr(0, grfconfig->name); SetDParam(1, u->engine_type); ShowErrorMessage(STR_NEWGRF_BROKEN_VEHICLE_LENGTH, STR_NEWGRF_BROKEN, 0, 0); /* debug output */ char buffer[512]; SetDParamStr(0, grfconfig->name); GetString(buffer, STR_NEWGRF_BROKEN, lastof(buffer)); DEBUG(grf, 0, "%s", buffer + 3); SetDParam(1, u->engine_type); GetString(buffer, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, lastof(buffer)); DEBUG(grf, 0, "%s", buffer + 3); if (!_networking) _pause_game = -1; } } /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */ void CheckTrainsLengths() { const Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN && v->First() == v && !(v->vehstatus & VS_CRASHED)) { for (const Vehicle *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) { if (u->u.rail.track != TRACK_BIT_DEPOT) { if ((w->u.rail.track != TRACK_BIT_DEPOT && max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->u.rail.cached_veh_length) || (w->u.rail.track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) { SetDParam(0, v->index); SetDParam(1, v->owner); ShowErrorMessage(INVALID_STRING_ID, STR_BROKEN_VEHICLE_LENGTH, 0, 0); if (!_networking) _pause_game = -1; } } } } } } /** * 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. * @param same_length should length of vehicles stay the same? */ void TrainConsistChanged(Vehicle *v, bool same_length) { uint16 max_speed = UINT16_MAX; 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); /* 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; /* Set user defined data to its default value */ u->u.rail.user_def_data = rvi_u->user_def_data; } for (Vehicle *u = v; u != NULL; u = u->Next()) { /* Update user defined data (must be done before other properties) */ u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, u->u.rail.user_def_data); } for (Vehicle *u = v; u != NULL; u = u->Next()) { const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type); if (!HasBit(EngInfo(u->engine_type)->misc_flags, EF_RAIL_TILTS)) train_can_tilt = false; /* 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; } } /* 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 = GB(callback, 0, 8); } 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); } if (!IsArticulatedPart(u)) { /* 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 || _settings_game.vehicle.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); } /* 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 = 8 - 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 /* verify length hasn't changed */ if (same_length && veh_len != u->u.rail.cached_veh_length) RailVehicleLengthChanged(u); /* update vehicle length? */ if (!same_length) u->u.rail.cached_veh_length = 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); if (IsFrontEngine(v)) { UpdateTrainAcceleration(v); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } enum AccelType { AM_ACCEL, AM_BRAKE }; /** new acceleration*/ static int GetTrainAcceleration(Vehicle *v, bool mode) { static const int absolute_max_speed = UINT16_MAX; 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 (v->current_order.ShouldStopAtStation(v, GetStationIndex(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)); } } 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); } SpriteID Train::GetImage(Direction direction) const { uint8 spritenum = this->spritenum; SpriteID sprite; if (HasBit(this->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction); if (is_custom_sprite(spritenum)) { sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum))); if (sprite != 0) return sprite; spritenum = GetEngine(this->engine_type)->image_index; } sprite = _engine_sprite_base[spritenum] + ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]); if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum]; return sprite; } static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y) { Direction dir = rear_head ? DIR_E : DIR_W; uint8 spritenum = RailVehInfo(engine)->image_index; if (is_custom_sprite(spritenum)) { SpriteID sprite = GetCustomVehicleIcon(engine, dir); if (sprite != 0) { y += _traininfo_vehicle_pitch; // TODO Make this per-GRF return sprite; } spritenum = GetEngine(engine)->image_index; } if (rear_head) spritenum++; return ((6 + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum]; } void DrawTrainEngine(int x, int y, EngineID engine, SpriteID pal) { if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) { int yf = y; int yr = y; SpriteID spritef = GetRailIcon(engine, false, yf); SpriteID spriter = GetRailIcon(engine, true, yr); DrawSprite(spritef, pal, x - 14, yf); DrawSprite(spriter, pal, x + 15, yr); } else { SpriteID sprite = GetRailIcon(engine, false, y); DrawSprite(sprite, 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->cost_factor) * _price.build_railwagon) >> 8); uint num_vehicles = 1 + CountArticulatedParts(engine, false); if (!(flags & DC_QUERY_COST)) { /* Check that the wagon can drive on the track in question */ if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR; /* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */ Vehicle **vl = AllocaM(Vehicle*, 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(), false); 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->cost_factor) * (_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 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 (!IsRailDepotTile(tile)) return CMD_ERROR; if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; } const RailVehicleInfo *rvi = RailVehInfo(p1); 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)) { /* 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; /* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */ Vehicle **vl = AllocaM(Vehicle*, 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 = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN); if (unit_num > _settings_game.vehicle.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->running_ticks = 0; 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 = _settings_game.vehicle.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, false); UpdateTrainGroupID(v); if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle NormalizeTrainVehInDepot(v); } InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); 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 (!IsRailDepotTile(tile) || 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 * Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot. * @param p1 various bitstuffed elements * - p1 (bit 0 - 15) source vehicle index * - p1 (bit 16 - 31) what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line * @param p2 (bit 0) move all vehicles following the source vehicle */ 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(); /* 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); if ((flags & DC_AUTOREPLACE) == 0) { /* Check whether there are more than 'max_len' train units (articulated parts and rear heads do not count) in the new chain */ int max_len = _settings_game.vehicle.mammoth_trains ? 100 : 10; /* 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 = ((flags & DC_AUTOREPLACE) != 0 ? 0 : GetFreeUnitNumber(VEH_TRAIN)); if (unit_num > _settings_game.vehicle.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 && (flags & DC_AUTOREPLACE) == 0) { /* * 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, false); UpdateTrainGroupID(src_head); if (IsFrontEngine(src_head)) { /* 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, false); UpdateTrainGroupID(dst_head); if (IsFrontEngine(dst_head)) { /* 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); } InvalidateWindowClassesData(WC_TRAINS_LIST, 0); } 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)) { DeleteWindowById(WC_VEHICLE_VIEW, first->index); } InvalidateWindow(WC_VEHICLE_DEPOT, first->tile); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); } 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; /* Make sure the group counts stay correct. */ new_f->group_id = first->group_id; first->group_id = DEFAULT_GROUP; new_f->AddToShared(first); first->RemoveFromShared(); /* 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, false); UpdateTrainGroupID(first); if (IsFrontEngine(first)) InvalidateWindow(WC_VEHICLE_REFIT, first->index); } /* (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, TS_FRONT)) { for (v = first; v != NULL;) { Vehicle *tmp = GetNextVehicle(v); DoCommand(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); v = tmp; } } } } 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 */ for (Vehicle *tmp; 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, false); UpdateTrainGroupID(first); 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->x_extent = GB(x, 16, 8); this->y_extent = GB(x, 24, 8); this->z_extent = 6; } static void UpdateVarsAfterSwap(Vehicle *v) { v->UpdateDeltaXY(v->direction); v->cur_image = v->GetImage(v->direction); BeginVehicleMove(v); VehiclePositionChanged(v); EndVehicleMove(v); } static inline void SetLastSpeed(Vehicle *v, int spd) { int old = v->u.rail.last_speed; if (spd != old) { v->u.rail.last_speed = spd; if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) { InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } } /** Mark a train as stuck and stop it if it isn't stopped right now. */ static void MarkTrainAsStuck(Vehicle *v) { if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) { /* It is the first time the problem occured, set the "train stuck" flag. */ SetBit(v->u.rail.flags, VRF_TRAIN_STUCK); v->load_unload_time_rem = 0; /* Stop train */ v->cur_speed = 0; v->subspeed = 0; SetLastSpeed(v, 0); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2) { uint16 flag1 = *swap_flag1; uint16 flag2 = *swap_flag2; /* Clear the flags */ ClrBit(*swap_flag1, 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 Vehicle *TrainOnTileEnum(Vehicle *v, void *) { return (v->type == VEH_TRAIN) ? v : NULL; } /** * Checks if a train is approaching a rail-road crossing * @param v vehicle on tile * @param data tile with crossing we are testing * @return v if it is approaching a crossing, NULL otherwise */ static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data) { /* 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(GetCrossingRailAxis(tile)); TileIndex tile_from = tile + TileOffsByDiagDir(dir); Vehicle *v = VehicleFromPos(tile_from, &tile, &TrainApproachingCrossingEnum); if (v != NULL) return v; dir = ReverseDiagDir(dir); tile_from = tile + TileOffsByDiagDir(dir); return 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 || reserved */ bool new_state = VehicleFromPos(tile, NULL, &TrainOnTileEnum) != NULL || TrainApproachingCrossing(tile) || GetCrossingReservation(tile); if (new_state != IsCrossingBarred(tile)) { if (new_state && sound) { SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile); } SetCrossingBarred(tile, new_state); MarkTileDirtyByTile(tile); } } /** * Bars crossing and plays ding-ding sound if not barred already * @param tile tile with crossing * @pre tile is a rail-road crossing */ static inline void MaybeBarCrossingWithSound(TileIndex tile) { if (!IsCrossingBarred(tile)) { BarCrossing(tile); SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile); MarkTileDirtyByTile(tile); } } /** * Advances wagons for train reversing, needed for variable length wagons. * This one is called before the train is reversed. * @param v First vehicle in chain */ static void AdvanceWagonsBeforeSwap(Vehicle *v) { Vehicle *base = v; Vehicle *first = base; // first vehicle to move Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move uint length = CountVehiclesInChain(v); while (length > 2) { last = last->Previous(); first = first->Next(); int differential = base->u.rail.cached_veh_length - last->u.rail.cached_veh_length; /* do not update images now * negative differential will be handled in AdvanceWagonsAfterSwap() */ for (int i = 0; i < differential; i++) TrainController(first, last->Next(), false); base = first; // == base->Next() length -= 2; } } /** * Advances wagons for train reversing, needed for variable length wagons. * This one is called after the train is reversed. * @param v First vehicle in chain */ static void AdvanceWagonsAfterSwap(Vehicle *v) { /* first of all, fix the situation when the train was entering a depot */ Vehicle *dep = v; // last vehicle in front of just left depot while (dep->Next() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) { dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot } Vehicle *leave = dep->Next(); // first vehicle in a depot we are leaving now if (leave != NULL) { /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */ int d = TicksToLeaveDepot(dep); if (d <= 0) { leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot leave->u.rail.track = TrackToTrackBits(GetRailDepotTrack(leave->tile)); for (int i = 0; i >= d; i--) TrainController(leave, NULL, false); // maybe move it, and maybe let another wagon leave } } else { dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot } Vehicle *base = v; Vehicle *first = base; // first vehicle to move Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move uint length = CountVehiclesInChain(v); /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly * they have already correct spacing, so we have to make sure they are moved how they should */ bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly while (length > 2) { /* we reached vehicle (originally) in front of a depot, stop now * (we would move wagons that are alredy moved with new wagon length) */ if (base == dep) break; /* the last wagon was that one leaving a depot, so do not move it anymore */ if (last == dep) nomove = true; last = last->Previous(); first = first->Next(); int differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length; /* do not update images now */ for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL), false); base = first; // == base->Next() length -= 2; } } static void ReverseTrainDirection(Vehicle *v) { if (IsRailDepotTile(v->tile)) { InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } /* Clear path reservation in front. */ FreeTrainTrackReservation(v); /* Check if we were approaching a rail/road-crossing */ TileIndex crossing = TrainApproachingCrossingTile(v); /* count number of vehicles */ int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1 AdvanceWagonsBeforeSwap(v); /* swap start<>end, start+1<>end-1, ... */ int l = 0; do { ReverseTrainSwapVeh(v, l++, r--); } while (l <= r); AdvanceWagonsAfterSwap(v); if (IsRailDepotTile(v->tile)) { InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } ToggleBit(v->u.rail.flags, VRF_TOGGLE_REVERSE); ClrBit(v->u.rail.flags, VRF_REVERSING); /* recalculate cached data */ TrainConsistChanged(v, true); /* update all images */ for (Vehicle *u = v; u != NULL; u = u->Next()) u->cur_image = u->GetImage(u->direction); /* update crossing we were approaching */ if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing); /* maybe we are approaching crossing now, after reversal */ crossing = TrainApproachingCrossingTile(v); if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing); /* If we are inside a depot after reversing, don't bother with path reserving. */ if (v->u.rail.track & TRACK_BIT_DEPOT) { /* Can't be stuck here as inside a depot is always a safe tile. */ if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK); return; } /* TrainExitDir does not always produce the desired dir for depots and * tunnels/bridges that is needed for UpdateSignalsOnSegment. */ DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track); if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR; if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) { /* If we are currently on a tile with conventional signals, we can't treat the * current tile as a safe tile or we would enter a PBS block without a reservation. */ bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, GetVehicleTrackdir(v)) && !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->u.rail.track)))); if (IsRailwayStationTile(v->tile)) SetRailwayStationPlatformReservation(v->tile, TrackdirToExitdir(GetVehicleTrackdir(v)), true); if (TryPathReserve(v, false, first_tile_okay)) { /* Do a look-ahead now in case our current tile was already a safe tile. */ CheckNextTrainTile(v); } else if (v->current_order.GetType() != OT_LOADING) { /* Do not wait for a way out when we're still loading */ MarkTrainAsStuck(v); } } } /** 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 != 0) { /* 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 (_settings_game.vehicle.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); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); } } } } 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(), false); 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.reverse = false; if (IsRailDepotTile(v->tile)) { tfdd.tile = v->tile; tfdd.best_length = 0; return tfdd; } PBSTileInfo origin = FollowTrainReservation(v); if (IsRailDepotTile(origin.tile)) { tfdd.tile = origin.tile; tfdd.best_length = 0; return tfdd; } tfdd.best_length = UINT_MAX; uint8 pathfinder = _settings_game.pf.pathfinder_for_trains; if ((_settings_game.pf.reserve_paths || HasReservedTracks(v->tile, v->u.rail.track)) && pathfinder == VPF_NTP) pathfinder = VPF_NPF; switch (pathfinder) { case VPF_YAPF: { /* YAPF */ bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse); tfdd.best_length = found ? max_distance / 2 : UINT_MAX; // some fake distance or NOT_FOUND } break; case VPF_NPF: { /* NPF */ const Vehicle *last = GetLastVehicleInChain(v); Trackdir trackdir = GetVehicleTrackdir(v); Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last)); assert(trackdir != INVALID_TRACKDIR); NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, 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; } } break; default: case VPF_NTP: { /* NTP */ /* search in the forward direction first. */ DiagDirection i = TrainExitDir(v->direction, v->u.rail.track); NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd); if (tfdd.best_length == UINT_MAX){ tfdd.reverse = true; /* search in backwards direction */ i = TrainExitDir(ReverseDir(v->direction), v->u.rail.track); NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd); } } break; } return tfdd; } bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) { TrainFindDepotData tfdd = FindClosestTrainDepot(this, 0); if (tfdd.best_length == (uint)-1) return false; if (location != NULL) *location = tfdd.tile; if (destination != NULL) *destination = GetDepotByTile(tfdd.tile)->index; if (reverse != NULL) *reverse = tfdd.reverse; return true; } /** Send a train to a depot * @param tile unused * @param flags type of operation * @param p1 train to send to the depot * @param p2 various bitmasked elements * - p2 bit 0-3 - DEPOT_ flags (see vehicle.h) * - p2 bit 8-10 - VLW flag (for mass goto depot) */ 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) return CMD_ERROR; return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK)); } 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 (IsRailDepotTile(v->tile) || 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; default: break; } } while ((v = v->Next()) != NULL); if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT); } void Train::PlayLeaveStationSound() const { static const SoundFx sfx[] = { SND_04_TRAIN, SND_0A_TRAIN_HORN, SND_0A_TRAIN_HORN, SND_47_MAGLEV_2, SND_41_MAGLEV }; if (PlayVehicleSound(this, VSE_START)) return; EngineID engtype = this->engine_type; SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this); } /** Check if the train is on the last reserved tile and try to extend the path then. */ static void CheckNextTrainTile(Vehicle *v) { /* Don't do any look-ahead if path_backoff_interval is 255. */ if (_settings_game.pf.path_backoff_interval == 255) return; /* Exit if we reached our destination or are inside a depot. */ if ((v->tile == v->dest_tile && !v->current_order.IsType(OT_GOTO_STATION)) || v->u.rail.track & TRACK_BIT_DEPOT) return; /* Exit if we are on a station tile and are going to stop. */ if (IsRailwayStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return; /* Exit if the current order doesn't have a destination, but the train has orders. */ if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION)) && v->num_orders > 0) return; Trackdir td = GetVehicleTrackdir(v); /* On a tile with a red non-pbs signal, don't look ahead. */ if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) && !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) && GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return; CFollowTrackRail ft(v); if (!ft.Follow(v->tile, td)) return; if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) { /* Next tile is not reserved. */ if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) { if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) { /* If the next tile is a PBS signal, try to make a reservation. */ TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits); if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) { tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td)); } ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false); } } } } static bool CheckTrainStayInDepot(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; } SigSegState seg_state; if (v->u.rail.force_proceed == 0) { /* force proceed was not pressed */ if (++v->load_unload_time_rem < 37) { InvalidateWindowClasses(WC_TRAINS_LIST); return true; } v->load_unload_time_rem = 0; seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner); if (seg_state == SIGSEG_FULL || GetDepotWaypointReservation(v->tile)) { /* Full and no PBS signal in block or depot reserved, can't exit. */ InvalidateWindowClasses(WC_TRAINS_LIST); return true; } } else { seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner); } /* Only leave when we can reserve a path to our destination. */ if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->u.rail.force_proceed == 0) { /* No path and no force proceed. */ InvalidateWindowClasses(WC_TRAINS_LIST); MarkTrainAsStuck(v); return true; } SetDepotWaypointReservation(v->tile, true); if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile); VehicleServiceInDepot(v); InvalidateWindowClasses(WC_TRAINS_LIST); v->PlayLeaveStationSound(); 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; } /** Clear the reservation of a tile that was just left by a wagon on track_dir. */ static void ClearPathReservation(TileIndex tile, Trackdir track_dir) { DiagDirection dir = TrackdirToExitdir(track_dir); if (IsTileType(tile, MP_TUNNELBRIDGE)) { /* Are we just leaving a tunnel/bridge? */ if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) { TileIndex end = GetOtherTunnelBridgeEnd(tile); SetTunnelBridgeReservation(tile, false); SetTunnelBridgeReservation(end, false); if (_settings_client.gui.show_track_reservation) { MarkTileDirtyByTile(tile); MarkTileDirtyByTile(end); } } } else if (IsRailwayStationTile(tile)) { TileIndex new_tile = TileAddByDiagDir(tile, dir); /* If the new tile is not a further tile of the same station, we * clear the reservation for the whole platform. */ if (!IsCompatibleTrainStationTile(new_tile, tile)) { SetRailwayStationPlatformReservation(tile, ReverseDiagDir(dir), false); } } else { /* Any other tile */ UnreserveRailTrack(tile, TrackdirToTrack(track_dir)); } } /** Free the reserved path in front of a vehicle. */ void FreeTrainTrackReservation(const Vehicle *v, TileIndex origin, Trackdir orig_td) { assert(IsFrontEngine(v)); TileIndex tile = origin != INVALID_TILE ? origin : v->tile; Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : GetVehicleTrackdir(v); bool free_tile = tile != v->tile || !(IsRailwayStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)); /* Don't free reservation if it's not ours. */ if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return; CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes); while (ft.Follow(tile, td)) { tile = ft.m_new_tile; TrackdirBits bits = (TrackdirBits)(ft.m_new_td_bits & (GetReservedTrackbits(tile) * 0x101)); td = RemoveFirstTrackdir(&bits); assert(bits == TRACKDIR_BIT_NONE); if (!IsValidTrackdir(td)) break; if (IsTileType(tile, MP_RAILWAY)) { if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) { /* Conventional signal along trackdir: remove reservation and stop. */ UnreserveRailTrack(tile, TrackdirToTrack(td)); break; } if (HasPbsSignalOnTrackdir(tile, td)) { if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) { /* Red PBS signal? Can't be our reservation, would be green then. */ break; } else { /* Turn the signal back to red. */ SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED); MarkTileDirtyByTile(tile); } } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) { break; } } /* Don't free first station/bridge/tunnel if we are on it. */ if (free_tile || (!ft.m_is_station && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(tile, td); free_tile = true; } } /** 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; fd->station_index = v->current_order.IsType(OT_GOTO_STATION) ? v->current_order.GetDestination() : 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 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}; /** * Perform pathfinding for a train. * * @param v The train * @param tile The tile the train is about to enter * @param enterdir Diagonal direction the train is coming from * @param tracks Usable tracks on the new tile * @param path_not_found [out] Set to false if the pathfinder couldn't find a way to the destination * @param do_track_reservation * @param dest [out] * @return The best track the train should follow */ static Track DoTrainPathfind(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest) { Track best_track; #ifdef PF_BENCHMARK TIC() #endif if (path_not_found) *path_not_found = false; uint8 pathfinder = _settings_game.pf.pathfinder_for_trains; if (do_track_reservation && pathfinder == VPF_NTP) pathfinder = VPF_NPF; switch (pathfinder) { case VPF_YAPF: { /* YAPF */ Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest); if (trackdir != INVALID_TRACKDIR) { best_track = TrackdirToTrack(trackdir); } else { best_track = FindFirstTrack(tracks); } } break; case VPF_NPF: { /* NPF */ void *perf = NpfBeginInterval(); NPFFindStationOrTileData fstd; NPFFillWithOrderData(&fstd, v, do_track_reservation); PBSTileInfo origin = FollowTrainReservation(v); assert(IsValidTrackdir(origin.trackdir)); NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes); if (dest != NULL) { dest->tile = ftd.node.tile; dest->trackdir = (Trackdir)ftd.node.direction; dest->okay = ftd.res_okay; } if (ftd.best_trackdir == INVALID_TRACKDIR) { /* 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 != NULL) *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); } break; default: case VPF_NTP: { /* NTP */ void *perf = NpfBeginInterval(); TrainTrackFollowerData fd; FillWithStationData(&fd, v); /* New train pathfinding */ fd.best_bird_dist = UINT_MAX; fd.best_track_dist = UINT_MAX; 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 != NULL) *path_not_found = true; if (fd.best_track == INVALID_TRACKDIR) { /* 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); } break; } #ifdef PF_BENCHMARK TOC("PF time = ", 1) #endif return best_track; } /** * Extend a train path as far as possible. Stops on encountering a safe tile, * another reservation or a track choice. * @return INVALID_TILE indicates that the reservation failed. */ static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_tracks, DiagDirection *enterdir) { bool no_90deg_turns = _settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg; PBSTileInfo origin = FollowTrainReservation(v); CFollowTrackRail ft(v); TileIndex tile = origin.tile; Trackdir cur_td = origin.trackdir; while (ft.Follow(tile, cur_td)) { if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) { /* Possible signal tile. */ if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break; } if (no_90deg_turns) { ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td); if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break; } /* Station, depot or waypoint are a possible target. */ bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRailTile(ft.m_new_tile)); if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) { /* Choice found or possible target encountered. * On finding a possible target, we need to stop and let the pathfinder handle the * remaining path. This is because we don't know if this target is in one of our * orders, so we might cause pathfinding to fail later on if we find a choice. * This failure would cause a bogous call to TryReserveSafePath which might reserve * a wrong path not leading to our next destination. */ if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break; /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder * actually starts its search at the first unreserved tile. */ if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped; /* Choice found, path valid but not okay. Save info about the choice tile as well. */ if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits); if (enterdir) *enterdir = ft.m_exitdir; return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false); } tile = ft.m_new_tile; cur_td = FindFirstTrackdir(ft.m_new_td_bits); if (IsSafeWaitingPosition(v, tile, cur_td, true, no_90deg_turns)) { bool wp_free = IsWaitingPositionFree(v, tile, cur_td, no_90deg_turns); if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break; /* Safe position is all good, path valid and okay. */ return PBSTileInfo(tile, cur_td, true); } if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break; } if (ft.m_err == CFollowTrackRail::EC_OWNER && ft.m_err == CFollowTrackRail::EC_NO_WAY) { /* End of line, path valid and okay. */ return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true); } /* Sorry, can't reserve path, back out. */ tile = origin.tile; cur_td = origin.trackdir; TileIndex stopped = ft.m_old_tile; Trackdir stopped_td = ft.m_old_td; while (tile != stopped || cur_td != stopped_td) { if (!ft.Follow(tile, cur_td)) break; if (no_90deg_turns) { ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td); assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE); } assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE); tile = ft.m_new_tile; cur_td = FindFirstTrackdir(ft.m_new_td_bits); UnreserveRailTrack(tile, TrackdirToTrack(cur_td)); } /* Path invalid. */ return PBSTileInfo(); } /** * Try to reserve any path to a safe tile, ignoring the vehicle's destination. * Safe tiles are tiles in front of a signal, depots and station tiles at end of line. * * @param v The vehicle. * @param tile The tile the search should start from. * @param td The trackdir the search should start from. * @param override_tailtype Whether all physically compatible railtypes should be followed. * @return True if a path to a safe stopping tile could be reserved. */ static bool TryReserveSafeTrack(const Vehicle* v, TileIndex tile, Trackdir td, bool override_tailtype) { if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF) { return YapfRailFindNearestSafeTile(v, tile, td, override_tailtype); } else { return NPFRouteToSafeTile(v, tile, td, override_tailtype).res_okay; } } /** * Query the next order after a certain order index. * * @param v The vehicle * @param order_index [in/out] Index of the current order, returns index of the chosen order * @return Pointer to the order or NULL if the order chain was completely followed * without finding a suitable order. */ static const Order* GetNextTrainOrder(const Vehicle *v, VehicleOrderID *order_index) { ++(*order_index); do { /* Wrap around. */ if (*order_index >= v->num_orders) *order_index = 0; Order *order = GetVehicleOrder(v, *order_index); assert(order != NULL); switch (order->GetType()) { case OT_GOTO_DEPOT: /* Skip service in depot orders when the train doesn't need service. */ if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !v->NeedsServicing()) break; case OT_GOTO_STATION: case OT_GOTO_WAYPOINT: return order; case OT_CONDITIONAL: { VehicleOrderID next = ProcessConditionalOrder(order, v); if (next != INVALID_VEH_ORDER_ID) { *order_index = next; continue; } break; } default: break; } ++(*order_index); } while (*order_index != v->cur_order_index); return NULL; } /* choose a track */ static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck) { Track best_track = INVALID_TRACK; bool do_track_reservation = _settings_game.pf.reserve_paths || force_res; bool changed_signal = false; assert((tracks & ~TRACK_BIT_MASK) == 0); if (got_reservation != NULL) *got_reservation = false; /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */ TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir)); /* Do we have a suitable reserved track? */ if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks); /* Quick return in case only one possible track is available */ if (KillFirstBit(tracks) == TRACK_BIT_NONE) { Track track = FindFirstTrack(tracks); /* We need to check for signals only here, as a junction tile can't have signals. */ if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) { do_track_reservation = true; changed_signal = true; SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN); } else if (!do_track_reservation) { return track; } best_track = track; } PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false); DiagDirection dest_enterdir = enterdir; if (do_track_reservation) { /* Check if the train needs service here, so it has a chance to always find a depot. * Also check if the current order is a service order so we don't reserve a path to * the destination but instead to the next one if service isn't needed. */ CheckIfTrainNeedsService(v); if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v); res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir); if (res_dest.tile == INVALID_TILE) { /* Reservation failed? */ if (mark_stuck) MarkTrainAsStuck(v); if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED); return FindFirstTrack(tracks); } } if (res_dest.tile != INVALID_TILE && !res_dest.okay) { /* Pathfinders are able to tell that route was only 'guessed'. */ bool path_not_found = false; TileIndex new_tile = res_dest.tile; Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest); if (new_tile == tile) best_track = next_track; /* handle "path not found" state */ if (path_not_found) { /* PF didn't find the route */ if (!HasBit(v->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 (_settings_client.gui.lost_train_warn && v->owner == _local_player) { SetDParam(0, v->unitnumber); AddNewsItem( STR_TRAIN_IS_LOST, NS_ADVICE, 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? */ } } } /* No track reservation requested -> finished. */ if (!do_track_reservation) return best_track; /* A path was found, but could not be reserved. */ if (res_dest.tile != INVALID_TILE && !res_dest.okay) { if (mark_stuck) MarkTrainAsStuck(v); FreeTrainTrackReservation(v); return best_track; } /* No possible reservation target found, we are probably lost. */ if (res_dest.tile == INVALID_TILE) { /* Try to find any safe destination. */ PBSTileInfo origin = FollowTrainReservation(v); if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) { TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir); best_track = FindFirstTrack(res); TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v))); if (got_reservation != NULL) *got_reservation = true; if (changed_signal) MarkTileDirtyByTile(tile); } else { FreeTrainTrackReservation(v); if (mark_stuck) MarkTrainAsStuck(v); } return best_track; } if (got_reservation != NULL) *got_reservation = true; /* Reservation target found and free, check if it is safe. */ Order cur_order = v->current_order; TileIndex cur_dest_tile = v->dest_tile; VehicleOrderID order_index = v->cur_order_index; while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) { /* Extend reservation until we have found a safe position. */ DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir); TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir); TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir); if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) { reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir)); } /* Get next order with destination. */ const Order *order = GetNextTrainOrder(v, &order_index); if (order != NULL) { v->current_order = *order; UpdateOrderDest(v, order); PBSTileInfo cur_dest; DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest); if (cur_dest.tile != INVALID_TILE) { res_dest = cur_dest; if (res_dest.okay) continue; /* Path found, but could not be reserved. */ FreeTrainTrackReservation(v); if (mark_stuck) MarkTrainAsStuck(v); if (got_reservation != NULL) *got_reservation = false; changed_signal = false; break; } } /* No order or no safe position found, try any position. */ if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) { FreeTrainTrackReservation(v); if (mark_stuck) MarkTrainAsStuck(v); if (got_reservation != NULL) *got_reservation = false; changed_signal = false; } break; } v->current_order = cur_order; v->dest_tile = cur_dest_tile; TryReserveRailTrack(v->tile, TrackdirToTrack(GetVehicleTrackdir(v))); if (changed_signal) MarkTileDirtyByTile(tile); return best_track; } /** * Try to reserve a path to a safe position. * * @param v The vehicle * @return True if a path could be reserved */ bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay) { assert(v->type == VEH_TRAIN && IsFrontEngine(v)); /* We have to handle depots specially as the track follower won't look * at the depot tile itself but starts from the next tile. If we are still * inside the depot, a depot reservation can never be ours. */ if (v->u.rail.track & TRACK_BIT_DEPOT) { if (GetDepotWaypointReservation(v->tile)) { if (mark_as_stuck) MarkTrainAsStuck(v); return false; } else { /* Depot not reserved, but the next tile might be. */ TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile)); if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false; } } /* Special check if we are in front of a two-sided conventional signal. */ DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track); TileIndex next_tile = TileAddByDiagDir(v->tile, dir); if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) { /* Can have only one reserved trackdir. */ Trackdir td = FindFirstTrackdir((TrackdirBits)(GetReservedTrackbits(next_tile) * 0x101 & DiagdirReachesTrackdirs(dir))); if (HasSignalOnTrackdir(next_tile, td) && HasSignalOnTrackdir(next_tile, ReverseTrackdir(td)) && !IsPbsSignal(GetSignalType(next_tile, TrackdirToTrack(td)))) { /* Signal already reserved, is not ours. */ if (mark_as_stuck) MarkTrainAsStuck(v); return false; } } Vehicle *other_train = NULL; PBSTileInfo origin = FollowTrainReservation(v, &other_train); /* If we have a reserved path and the path ends at a safe tile, we are finished already. */ if (origin.okay && (v->tile != origin.tile || first_tile_okay)) { /* Can't be stuck then. */ if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK); return true; } /* The path we are driving on is alread blocked by some other train. * This can only happen when tracks and signals are changed. A crash * is probably imminent, don't do any further reservation because * it might cause stale reservations. */ if (other_train != NULL && v->tile != origin.tile) { if (mark_as_stuck) MarkTrainAsStuck(v); return false; } /* If we are in a depot, tentativly reserve the depot. */ if (v->u.rail.track & TRACK_BIT_DEPOT) { SetDepotWaypointReservation(v->tile, true); if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile); } DiagDirection exitdir = TrackdirToExitdir(origin.trackdir); TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir); TrackBits reachable = TrackdirBitsToTrackBits((TrackdirBits)GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0) & DiagdirReachesTrackdirs(exitdir)); if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir)); bool res_made = false; ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck); if (!res_made) { /* Free the depot reservation as well. */ if (v->u.rail.track & TRACK_BIT_DEPOT) SetDepotWaypointReservation(v->tile, false); return false; } if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK); return true; } static bool CheckReverseTrain(Vehicle *v) { if (_settings_game.difficulty.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); switch (_settings_game.pf.pathfinder_for_trains) { case VPF_YAPF: /* YAPF */ reverse_best = YapfCheckReverseTrain(v); break; case VPF_NPF: { /* NPF */ NPFFindStationOrTileData fstd; NPFFoundTargetData ftd; Vehicle *last = GetLastVehicleInChain(v); NPFFillWithOrderData(&fstd, v); Trackdir trackdir = GetVehicleTrackdir(v); Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last)); assert(trackdir != INVALID_TRACKDIR); assert(trackdir_rev != INVALID_TRACKDIR); ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &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; } } } break; default: case VPF_NTP: { /* NTP */ int i = _search_directions[FindFirstTrack(v->u.rail.track)][DirToDiagDir(v->direction)]; int best_track = -1; uint reverse = 0; uint best_bird_dist = 0; uint best_track_dist = 0; for (;;) { fd.best_bird_dist = UINT_MAX; fd.best_track_dist = UINT_MAX; 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; } } break; } return reverse_best != 0; } TileIndex Train::GetOrderStationLocation(StationID station) { if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION; const Station *st = GetStation(station); if (!(st->facilities & FACIL_TRAIN)) { /* The destination station has no trainstation tiles. */ this->cur_order_index++; return 0; } return st->xy; } 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) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) { if (_settings_game.vehicle.realistic_acceleration) { accel = GetTrainAcceleration(v, AM_BRAKE) * 2; } else { accel = v->acceleration * -2; } } else { if (_settings_game.vehicle.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); AddNewsItem( STR_8801_CITIZENS_CELEBRATE_FIRST, v->owner == _local_player ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER, v->index, 0 ); } v->BeginLoading(); StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES); } 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 inline 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 inline 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 inline 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 inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir) { if (_settings_game.vehicle.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 inline void AffectSpeedByZChange(Vehicle *v, byte old_z) { if (old_z == v->z_pos || _settings_game.vehicle.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 bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir) { if (IsTileType(tile, MP_RAILWAY) && GetRailTileType(tile) == RAIL_TILE_SIGNALS) { TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir); Trackdir trackdir = FindFirstTrackdir(tracks); if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) { /* A PBS block with a non-PBS signal facing us? */ if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true; } } return false; } static void SetVehicleCrashed(Vehicle *v) { if (v->u.rail.crash_anim_pos != 0) return; /* Free a possible path reservation and try to mark all tiles occupied by the train reserved. */ if (IsFrontEngine(v)) { /* Remove all reservations, also the ones currently under the train * and any railway station paltform reservation. */ FreeTrainTrackReservation(v); for (const Vehicle *u = v; u != NULL; u = u->Next()) { ClearPathReservation(u->tile, GetVehicleTrackdir(u)); if (IsTileType(u->tile, MP_TUNNELBRIDGE)) { /* ClearPathReservation will not free the wormhole exit * if the train has just entered the wormhole. */ SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(u->tile), false); } } } /* 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); } InvalidateWindowClassesData(WC_TRAINS_LIST, 0); for (; v != NULL; v = v->Next()) { v->vehstatus |= VS_CRASHED; MarkSingleVehicleDirty(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; for (; v != NULL; v = v->Next()) { if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count(); } return num; } struct TrainCollideChecker { Vehicle *v; ///< vehicle we are testing for collision uint num; ///< number of dead if train collided }; static Vehicle *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); } /* Try to reserve all tiles directly under the crashed trains. * As there might be more than two trains involved, we have to do that for all vehicles */ const Vehicle *u; FOR_ALL_VEHICLES(u) { if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (u->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) { TrackBits trackbits = u->u.rail.track; if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) { /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */ trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile)); } TryReserveRailTrack(u->tile, TrackBitsToTrack(trackbits)); } } } 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, NS_ACCIDENT_VEHICLE, v->index, 0 ); ModifyStationRatingAround(v->tile, v->owner, -160, 30); SndPlayVehicleFx(SND_13_BIG_CRASH, v); } static Vehicle *CheckVehicleAtSignal(Vehicle *v, void *data) { DiagDirection exitdir = *(DiagDirection *)data; /* front engine of a train, not inside wormhole or depot, not crashed */ if (v->type == VEH_TRAIN && IsFrontEngine(v) && (v->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) { if (v->cur_speed <= 5 && TrainExitDir(v->direction, v->u.rail.track) == exitdir) return v; } return NULL; } static void TrainController(Vehicle *v, Vehicle *nomove, bool update_image) { Vehicle *prev; /* For every vehicle after and including the given vehicle */ for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) { DiagDirection enterdir = DIAGDIR_BEGIN; bool update_signals_crossing = false; // will we update signals or crossing state? 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->Next() == NULL && IsRailDepotTile(v->tile) && HasBit(r, VETS_ENTERED_WORMHOLE)) { SetDepotWaypointReservation(v->tile, false); if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile); } if (v->current_order.IsType(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. */ TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir)); TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir); TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs; TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs); TrackBits bits = TrackdirBitsToTrackBits(trackdirbits); if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg && prev == NULL) { /* We allow wagons to make 90 deg turns, because forbid_90_deg * can be switched on halfway a turn */ bits &= ~TrackCrossesTracks(FindFirstTrack(v->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, false, NULL, true)); assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile))); /* Check if it's a red signal and that force proceed is not clicked. */ if (red_signals & chosen_track && v->u.rail.force_proceed == 0) { /* In front of a red signal */ Trackdir i = FindFirstTrackdir(trackdirbits); /* Don't handle stuck trains here. */ if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) return; if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) { v->cur_speed = 0; v->subspeed = 0; v->progress = 255 - 100; if (++v->load_unload_time_rem < _settings_game.pf.wait_oneway_signal * 20) return; } else if (HasSignalOnTrackdir(gp.new_tile, i)) { v->cur_speed = 0; v->subspeed = 0; v->progress = 255 - 10; if (++v->load_unload_time_rem < _settings_game.pf.wait_twoway_signal * 73) { DiagDirection exitdir = TrackdirToExitdir(i); TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir); exitdir = ReverseDiagDir(exitdir); /* check if a train is waiting on the other side */ if (VehicleFromPos(o_tile, &exitdir, &CheckVehicleAtSignal) == NULL) return; } } /* If we would reverse but are currently in a PBS block and * reversing of stuck trains is disabled, don't reverse. */ if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) { v->load_unload_time_rem = 0; return; } goto reverse_train_direction; } else { TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track)); } } 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 (!HasBit(r, VETS_ENTERED_WORMHOLE)) { Track track = FindFirstTrack(chosen_track); Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir); if (IsFrontEngine(v) && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) { SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED); MarkTileDirtyByTile(gp.new_tile); } /* Clear any track reservation when the last vehicle leaves the tile */ if (v->Next() == NULL) ClearPathReservation(v->tile, GetVehicleTrackdir(v)); 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; if (IsFrontEngine(v)) { v->load_unload_time_rem = 0; /* If we are approching a crossing that is reserved, play the sound now. */ TileIndex crossing = TrainApproachingCrossingTile(v); if (crossing != INVALID_TILE && GetCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing); /* Always try to extend the reservation when entering a tile. */ CheckNextTrainTile(v); } } } else { /* In a tunnel or on a bridge * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too) * - for bridges, only the middle part - without the bridge heads */ if (!(v->vehstatus & VS_HIDDEN)) { v->cur_speed = min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed); } if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { /* Perform look-ahead on tunnel exit. */ if (IsFrontEngine(v)) { TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile))); CheckNextTrainTile(v); } } else { 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)) { if (TrainMovedChangeSignals(gp.new_tile, enterdir)) { /* We are entering a block with PBS signals right now, but * not through a PBS signal. This means we don't have a * reservation right now. As a conventional signal will only * ever be green if no other train is in the block, getting * a path should always be possible. If the player built * such a strange network that it is not possible, the train * will be marked as stuck and the player has to deal with * the problem. */ if ((!HasReservedTracks(gp.new_tile, v->u.rail.track) && !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->u.rail.track))) || !TryPathReserve(v)) { MarkTrainAsStuck(v); } } } /* Signals can only change when the first * (above) or the last vehicle moves. */ if (v->Next() == NULL) { TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir)); if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile); } } /* Do not check on every tick to save some computing time. */ if (IsFrontEngine(v) && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v); } 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); } /** Collect trackbits of all crashed train vehicles on a tile * @param v Vehicle passed from VehicleFromPos() * @param data trackdirbits for the result * @return NULL to not abort VehicleFromPos() */ static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data) { TrackBits *trackbits = (TrackBits *)data; if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) { if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) { /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */ *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile)); } else { *trackbits |= v->u.rail.track; } } return NULL; } /** * Deletes/Clears the last wagon of a crashed train. It takes the engine of the * train, then goes to the last wagon and deletes that. Each call to this function * will remove the last wagon of a crashed train. If this wagon was on a crossing, * or inside a tunnel/bridge, recalculate the signals as they might need updating * @param v the Vehicle of which last wagon is to be removed */ static void DeleteLastWagon(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, false); /* 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); } } InvalidateWindowClassesData(WC_TRAINS_LIST, 0); MarkSingleVehicleDirty(v); /* 'v' shouldn't be accessed after it has been deleted */ TrackBits trackbits = v->u.rail.track; TileIndex tile = v->tile; Owner owner = v->owner; delete v; v = NULL; // make sure nobody will try to read 'v' anymore if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) { /* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */ trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile)); } Track track = TrackBitsToTrack(trackbits); if (HasReservedTracks(tile, trackbits)) { UnreserveRailTrack(tile, track); /* If there are still crashed vehicles on the tile, give the track reservation to them */ TrackBits remaining_trackbits = TRACK_BIT_NONE; VehicleFromPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum); /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */ assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1); for (Track t = TRACK_BEGIN; t < TRACK_END; t++) { if (HasBit(remaining_trackbits, t)) { TryReserveRailTrack(tile, t); } } } /* check if the wagon was on a road/rail-crossing */ if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile); /* Update signals */ if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) { UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner); } else { SetSignalsOnBothDir(tile, track, owner); } } static void ChangeTrainDirRandomly(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((_settings_game.game_creation.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.effect.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 (IsRailDepotTile(tile)) { DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile)); if (DiagDirToDir(dir) == v->direction) return false; } return true; } /** * Determines whether train is approaching a rail-road crossing * (thus making it barred) * @param v front engine of train * @return TileIndex of crossing the train is approaching, else INVALID_TILE * @pre v in non-crashed front engine */ static TileIndex TrainApproachingCrossingTile(const 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 || unusable rail (wrong type or owner) */ if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) || !CheckCompatibleRail(v, tile)) { return INVALID_TILE; } return tile; } /** * Checks for line end. Also, bars crossing at next tile if needed * * @param v vehicle we are checking * @return true iff we did NOT have to reverse */ static bool TrainCheckIfLineEnds(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 */ TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir)); TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir); TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs; TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs; /* We are sure the train is not entering a depot, it is detected above */ /* mask unreachable track bits if we are forbidden to do 90deg turns */ TrackBits bits = TrackdirBitsToTrackBits(trackdirbits); if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) { bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track)); } /* no suitable trackbits at all || unusable rail (wrong type or owner) */ if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) { return TrainApproachingLineEnd(v, false); } /* approaching red signal */ if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true); /* approaching a rail/road crossing? then make it red */ if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile); return true; } static 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--; ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } /* train is broken down? */ if (v->breakdown_ctr != 0) { if (v->breakdown_ctr <= 2) { HandleBrokenTrain(v); return; } if (!v->current_order.IsType(OT_LOADING)) 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; bool valid_order = v->current_order.IsValid() && v->current_order.GetType() != OT_CONDITIONAL; if (ProcessOrders(v) && CheckReverseTrain(v)) { v->load_unload_time_rem = 0; v->cur_speed = 0; v->subspeed = 0; ReverseTrainDirection(v); return; } v->HandleLoading(mode); if (v->current_order.IsType(OT_LOADING)) return; if (CheckTrainStayInDepot(v)) return; if (!mode) HandleLocomotiveSmokeCloud(v); /* We had no order but have an order now, do look ahead. */ if (!valid_order && v->current_order.IsValid()) { CheckNextTrainTile(v); } /* Handle stuck trains. */ if (!mode && HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) { ++v->load_unload_time_rem; /* Should we try reversing this tick if still stuck? */ bool turn_around = v->load_unload_time_rem % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255; if (!turn_around && v->load_unload_time_rem % _settings_game.pf.path_backoff_interval != 0 && v->u.rail.force_proceed == 0) return; if (!TryPathReserve(v)) { /* Still stuck. */ if (turn_around) ReverseTrainDirection(v); if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK) && v->load_unload_time_rem > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) { /* Show message to player. */ if (_settings_client.gui.lost_train_warn && v->owner == _local_player) { SetDParam(0, v->unitnumber); AddNewsItem( STR_TRAIN_IS_STUCK, NS_ADVICE, v->index, 0); } v->load_unload_time_rem = 0; } /* Exit if force proceed not pressed, else reset stuck flag anyway. */ if (v->u.rail.force_proceed == 0) return; ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK); v->load_unload_time_rem = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } int j = UpdateTrainSpeed(v); /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */ if (v->cur_speed == 0 && v->u.rail.last_speed == 0 && v->vehstatus & VS_STOPPED) { InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } 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, NULL, 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); if (cost_factor == 0) continue; /* Halve running cost for multiheaded parts */ if (IsMultiheaded(v)) cost_factor /= 2; cost += cost_factor * GetPriceByIndex(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)) { if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++; 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); } } static void CheckIfTrainNeedsService(Vehicle *v) { static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16; if (_settings_game.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) 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.IsType(OT_GOTO_DEPOT)) { /* If we were already heading for a depot but it has * suddenly moved farther away, we continue our normal * schedule? */ v->current_order.MakeDummy(); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } return; } const Depot *depot = GetDepotByTile(tfdd.tile); if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() != depot->index && !Chance16(3, 16)) { return; } v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE); v->dest_tile = tfdd.tile; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } void Train::OnNewDay() { if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this); if (IsFrontEngine(this)) { CheckVehicleBreakdown(this); AgeVehicle(this); CheckIfTrainNeedsService(this); CheckOrders(this); /* update destination */ if (this->current_order.IsType(OT_GOTO_STATION)) { TileIndex tile = GetStation(this->current_order.GetDestination())->train_tile; if (tile != 0) this->dest_tile = tile; } if (this->running_ticks != 0) { /* running costs */ CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (364 * DAY_TICKS)); this->profit_this_year -= cost.GetCost(); this->running_ticks = 0; SubtractMoneyFromPlayerFract(this->owner, cost); InvalidateWindow(WC_VEHICLE_DETAILS, this->index); InvalidateWindowClasses(WC_TRAINS_LIST); } } else if (IsTrainEngine(this)) { /* Also age engines that aren't front engines */ AgeVehicle(this); } } 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 (_settings_client.gui.train_income_warn && v->owner == _local_player && v->age >= 730 && v->GetDisplayProfitThisYear() < 0) { SetDParam(1, v->GetDisplayProfitThisYear()); SetDParam(0, v->unitnumber); AddNewsItem( STR_TRAIN_IS_UNPROFITABLE, NS_ADVICE, 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)) { for (Vehicle *u = v; u != NULL; u = u->Next()) { 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); } } } } } } /** * 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)) { for (Vehicle *u = v; u != NULL; u = u->Next()) { 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; } } } } } }