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|
/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "debug.h"
#include "functions.h"
#include "gui.h"
#include "station_map.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "command.h"
#include "pathfind.h"
#include "npf.h"
#include "station.h"
#include "table/train_cmd.h"
#include "news.h"
#include "engine.h"
#include "player.h"
#include "sound.h"
#include "depot.h"
#include "waypoint.h"
#include "vehicle_gui.h"
#include "train.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "direction.h"
static bool TrainCheckIfLineEnds(Vehicle *v);
static void TrainController(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};
static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 };
/**
* 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)
{
Vehicle *u;
uint16 weight = 0;
for (u = v; u != NULL; u = u->next) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
uint16 vweight = (_cargoc.weights[u->cargo_type] * u->cargo_count) / 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 += rvi->weight;
// powered wagons have extra weight added
if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON))
vweight += RailVehInfo(v->engine_type)->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;
}
/**
* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
* to/removed from the chain, and when the game is loaded.
* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
* @param v First vehicle of the chain.
*/
void TrainConsistChanged(Vehicle* v)
{
const RailVehicleInfo *rvi_v;
Vehicle *u;
uint16 max_speed = 0xFFFF;
uint32 power = 0;
EngineID first_engine;
assert(v->type == VEH_Train);
assert(IsFrontEngine(v) || IsFreeWagon(v));
rvi_v = RailVehInfo(v->engine_type);
first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE;
v->u.rail.cached_total_length = 0;
for (u = v; u != NULL; u = u->next) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
uint16 veh_len;
// Update the v->first cache. This is faster than having to brute force it later.
if (u->first == NULL) u->first = v;
// update the 'first engine'
u->u.rail.first_engine = (v == u) ? INVALID_ENGINE : first_engine;
if (rvi_u->visual_effect != 0) {
u->u.rail.cached_vis_effect = rvi_u->visual_effect;
} else {
if (IsTrainWagon(u) || IsArticulatedPart(u)) {
// Wagons and articulated parts have no effect by default
u->u.rail.cached_vis_effect = 0x40;
} else if (rvi_u->engclass == 0) {
// Steam is offset by -4 units
u->u.rail.cached_vis_effect = 4;
} else {
// Diesel fumes and sparks come from the centre
u->u.rail.cached_vis_effect = 8;
}
}
if (!IsArticulatedPart(u)) {
// power is the sum of the powers of all engines and powered wagons in the consist
power += rvi_u->power;
// check if its a powered wagon
CLRBIT(u->u.rail.flags, VRF_POWEREDWAGON);
if ((rvi_v->pow_wag_power != 0) && (rvi_u->flags & RVI_WAGON) && UsesWagonOverride(u)) {
if (HASBIT(rvi_u->callbackmask, CBM_WAGON_POWER)) {
uint16 callback = GetCallBackResult(CBID_TRAIN_WAGON_POWER, u->engine_type, u);
if (callback != CALLBACK_FAILED)
u->u.rail.cached_vis_effect = callback;
}
if (u->u.rail.cached_vis_effect < 0x40) {
/* wagon is powered */
SETBIT(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
power += rvi_v->pow_wag_power;
}
}
// max speed is the minimum of the speed limits of all vehicles in the consist
if (!(rvi_u->flags & RVI_WAGON) || _patches.wagon_speed_limits)
if (rvi_u->max_speed != 0 && !UsesWagonOverride(u))
max_speed = min(rvi_u->max_speed, max_speed);
}
// check the vehicle length (callback)
veh_len = CALLBACK_FAILED;
if (HASBIT(rvi_u->callbackmask, CBM_VEHICLE_LENGTH))
veh_len = GetCallBackResult(CBID_TRAIN_VEHICLE_LENGTH, u->engine_type, u);
if (veh_len == CALLBACK_FAILED)
veh_len = rvi_u->shorten_factor;
veh_len = clamp(veh_len, 0, u->next == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
u->u.rail.cached_veh_length = 8 - veh_len;
v->u.rail.cached_total_length += u->u.rail.cached_veh_length;
};
// store consist weight/max speed in cache
v->u.rail.cached_max_speed = max_speed;
v->u.rail.cached_power = power;
// recalculate cached weights too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added)
TrainCargoChanged(v);
}
/* These two arrays are used for realistic acceleration. XXX: How should they
* be interpreted? */
static const byte _curve_neighbours45[8][2] = {
{7, 1},
{0, 2},
{1, 3},
{2, 4},
{3, 5},
{4, 6},
{5, 7},
{6, 0},
};
static const byte _curve_neighbours90[8][2] = {
{6, 2},
{7, 3},
{0, 4},
{1, 5},
{2, 6},
{3, 7},
{4, 0},
{5, 1},
};
enum AccelType {
AM_ACCEL,
AM_BRAKE
};
static bool TrainShouldStop(const Vehicle* v, TileIndex tile)
{
const Order* o = &v->current_order;
StationID sid = GetStationIndex(tile);
assert(v->type == VEH_Train);
//When does a train drive through a station
//first we deal with the "new nonstop handling"
if (_patches.new_nonstop && o->flags & OF_NON_STOP && sid == o->station) {
return false;
}
if (v->last_station_visited == sid) return false;
if (sid != o->station && (o->flags & OF_NON_STOP || _patches.new_nonstop)) {
return false;
}
return true;
}
//new acceleration
static int GetTrainAcceleration(Vehicle *v, bool mode)
{
const Vehicle *u;
int num = 0; //number of vehicles, change this into the number of axles later
int power = 0;
int mass = 0;
int max_speed = 2000;
int area = 120;
int friction = 35; //[1e-3]
int drag_coeff = 20; //[1e-4]
int incl = 0;
int resistance;
int speed = v->cur_speed; //[mph]
int force = 0x3FFFFFFF;
int pos = 0;
int lastpos = -1;
int curvecount[2] = {0, 0};
int sum = 0;
int numcurve = 0;
speed *= 10;
speed /= 16;
//first find the curve speed limit
for (u = v; u->next != NULL; u = u->next, pos++) {
Direction dir = u->direction;
Direction ndir = u->next->direction;
int i;
for (i = 0; i < 2; i++) {
if ( _curve_neighbours45[dir][i] == ndir) {
curvecount[i]++;
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 (_curve_neighbours90[dir][0] == ndir ||
_curve_neighbours90[dir][1] == ndir) {
max_speed = 61;
}
}
if (numcurve > 0) sum /= numcurve;
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 = 0xFFFF;
} else if (total > 1) {
max_speed = 232 - (13 - clamp(sum, 1, 12)) * (13 - clamp(sum, 1, 12));
}
}
max_speed += (max_speed / 2) * v->u.rail.railtype;
if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) {
if (TrainShouldStop(v, v->tile)) {
int station_length = 0;
TileIndex tile = v->tile;
int delta_v;
max_speed = 120;
do {
station_length++;
tile = TILE_ADD(tile, TileOffsByDir(v->direction / 2));
} while (IsCompatibleTrainStationTile(tile, v->tile));
delta_v = v->cur_speed / (station_length + 1);
if (v->max_speed > (v->cur_speed - delta_v))
max_speed = v->cur_speed - (delta_v / 10);
max_speed = max(max_speed, 25 * station_length);
}
}
mass = v->u.rail.cached_weight;
power = v->u.rail.cached_power * 746;
max_speed = min(max_speed, v->u.rail.cached_max_speed);
for (u = v; u != NULL; u = u->next) {
num++;
drag_coeff += 3;
if (u->u.rail.track == 0x80) 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;
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]
if (speed > 0) {
switch (v->u.rail.railtype) {
case RAILTYPE_RAIL:
case RAILTYPE_MONO:
force = power / speed; //[N]
force *= 22;
force /= 10;
break;
case RAILTYPE_MAGLEV:
force = power / 25;
break;
}
} else {
//"kickoff" acceleration
force = (mass * 8) + resistance;
}
if (force <= 0) force = 10000;
if (v->u.rail.railtype != RAILTYPE_MAGLEV) force = min(force, mass * 10 * 200);
if (mode == AM_ACCEL) {
return (force - resistance) / (mass * 4);
} else {
return min((-force - resistance) / (mass * 4), 10000 / (mass * 4));
}
}
static void UpdateTrainAcceleration(Vehicle* v)
{
uint power = 0;
uint weight = 0;
assert(IsFrontEngine(v));
weight = v->u.rail.cached_weight;
power = v->u.rail.cached_power;
v->max_speed = v->u.rail.cached_max_speed;
assert(weight != 0);
v->acceleration = clamp(power / weight * 4, 1, 255);
}
int GetTrainImage(const Vehicle* v, Direction direction)
{
int img = v->spritenum;
int base;
if (HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
if (is_custom_sprite(img)) {
base = GetCustomVehicleSprite(v, direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(img));
if (base != 0) return base;
img = orig_rail_vehicle_info[v->engine_type].image_index;
}
base = _engine_sprite_base[img] + ((direction + _engine_sprite_add[img]) & _engine_sprite_and[img]);
if (v->cargo_count >= v->cargo_cap / 2) base += _wagon_full_adder[img];
return base;
}
extern int _traininfo_vehicle_pitch;
void DrawTrainEngine(int x, int y, EngineID engine, uint32 image_ormod)
{
const RailVehicleInfo *rvi = RailVehInfo(engine);
int img = rvi->image_index;
uint32 image = 0;
if (is_custom_sprite(img)) {
image = GetCustomVehicleIcon(engine, DIR_W);
if (image == 0) {
img = orig_rail_vehicle_info[engine].image_index;
} else {
y += _traininfo_vehicle_pitch;
}
}
if (image == 0) {
image = (6 & _engine_sprite_and[img]) + _engine_sprite_base[img];
}
if (rvi->flags & RVI_MULTIHEAD) {
DrawSprite(image | image_ormod, x - 14, y);
x += 15;
image = 0;
if (is_custom_sprite(img)) {
image = GetCustomVehicleIcon(engine, 2);
if (image == 0) img = orig_rail_vehicle_info[engine].image_index;
}
if (image == 0) {
image =
((6 + _engine_sprite_add[img + 1]) & _engine_sprite_and[img + 1]) +
_engine_sprite_base[img + 1];
}
}
DrawSprite(image | image_ormod, x, y);
}
static uint CountArticulatedParts(const RailVehicleInfo *rvi, EngineID engine_type)
{
uint16 callback;
uint i;
if (!HASBIT(rvi->callbackmask, CBM_ARTIC_ENGINE)) return 0;
for (i = 1; i < 10; i++) {
callback = GetCallBackResult(CBID_TRAIN_ARTIC_ENGINE + (i << 8), engine_type, NULL);
if (callback == CALLBACK_FAILED || callback == 0xFF) break;
}
return i - 1;
}
static void AddArticulatedParts(const RailVehicleInfo *rvi, Vehicle **vl)
{
const RailVehicleInfo *rvi_artic;
EngineID engine_type;
Vehicle *v = vl[0];
Vehicle *u = v;
uint16 callback;
bool flip_image;
uint i;
if (!HASBIT(rvi->callbackmask, CBM_ARTIC_ENGINE)) return;
for (i = 1; i < 10; i++) {
callback = GetCallBackResult(CBID_TRAIN_ARTIC_ENGINE + (i << 8), v->engine_type, NULL);
if (callback == CALLBACK_FAILED || callback == 0xFF) return;
u->next = vl[i];
u = u->next;
engine_type = GB(callback, 0, 7);
flip_image = HASBIT(callback, 7);
rvi_artic = RailVehInfo(engine_type);
// get common values from first engine
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->z_height = v->z_height;
u->u.rail.track = v->u.rail.track;
u->u.rail.railtype = v->u.rail.railtype;
u->build_year = v->build_year;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->u.rail.first_engine = v->engine_type;
// get more settings from rail vehicle info
u->spritenum = rvi_artic->image_index;
if (flip_image) u->spritenum++;
u->cargo_type = rvi_artic->cargo_type;
u->cargo_cap = rvi_artic->capacity;
u->max_speed = 0;
u->max_age = 0;
u->engine_type = engine_type;
u->value = 0;
u->type = VEH_Train;
u->subtype = 0;
SetArticulatedPart(u);
u->cur_image = 0xAC2;
u->random_bits = VehicleRandomBits();
VehiclePositionChanged(u);
}
}
static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
{
int32 value;
const RailVehicleInfo *rvi;
uint num_vehicles;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
rvi = RailVehInfo(engine);
value = (rvi->base_cost * _price.build_railwagon) >> 8;
num_vehicles = 1 + CountArticulatedParts(rvi, engine);
if (!(flags & DC_QUERY_COST)) {
Vehicle *vl[11]; // Allow for wagon and upto 10 artic parts.
Vehicle* v;
int x;
int y;
if (!AllocateVehicles(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
Vehicle *u, *w;
DiagDirection dir;
v = vl[0];
v->spritenum = rvi->image_index;
u = NULL;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_Train && w->tile == tile &&
IsFreeWagon(w) && w->engine_type == engine) {
u = GetLastVehicleInChain(w);
break;
}
}
v->engine_type = engine;
dir = GetRailDepotDirection(tile);
v->direction = DiagDirToDir(dir);
v->tile = tile;
x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
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->z_height = 6;
v->u.rail.track = 0x80;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
v->subtype = 0;
SetTrainWagon(v);
if (u != NULL) {
u->next = v;
} else {
SetFreeWagon(v);
}
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
v->value = value;
// v->day_counter = 0;
v->u.rail.railtype = GetEngine(engine)->railtype;
v->build_year = _cur_year;
v->type = VEH_Train;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
AddArticulatedParts(rvi, vl);
_new_wagon_id = v->index;
_new_vehicle_id = v->index;
VehiclePositionChanged(v);
TrainConsistChanged(GetFirstVehicleInChain(v));
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalPlayer()) {
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window
}
}
}
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 == 0x80) {
if (CmdFailed(DoCommandByTile(0, v->index | (u->index << 16), 1, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE)))
break;
}
}
}
static int32 EstimateTrainCost(const RailVehicleInfo* rvi)
{
return rvi->base_cost * (_price.build_railvehicle >> 3) >> 5;
}
static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool building)
{
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->z_height = 6;
u->u.rail.track = 0x80;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->subtype = 0;
SetMultiheaded(u);
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_cap = v->cargo_cap;
u->u.rail.railtype = v->u.rail.railtype;
if (building) v->next = u;
u->engine_type = v->engine_type;
u->build_year = v->build_year;
if (building) v->value >>= 1;
u->value = v->value;
u->type = VEH_Train;
u->cur_image = 0xAC2;
u->random_bits = VehicleRandomBits();
VehiclePositionChanged(u);
}
/** Build a railroad vehicle.
* @param x,y tile coordinates (depot) where rail-vehicle is built
* @param p1 engine type id
* @param p2 bit 0 prevents any free cars from being added to the train
*/
int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
const RailVehicleInfo *rvi;
int value;
Vehicle *v;
UnitID unit_num;
Engine *e;
TileIndex tile = TileVirtXY(x, y);
uint num_vehicles;
/* Check if the engine-type is valid (for the player) */
if (!IsEngineBuildable(p1, VEH_Train)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
/* Check if the train is actually being built in a depot belonging
* to the player. Doesn't matter if only the cost is queried */
if (!(flags & DC_QUERY_COST)) {
if (!IsTileDepotType(tile, TRANSPORT_RAIL)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
}
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
rvi = RailVehInfo(p1);
e = GetEngine(p1);
/* Check if depot and new engine uses the same kind of tracks */
if (!IsCompatibleRail(e->railtype, GetRailType(tile))) return CMD_ERROR;
if (rvi->flags & RVI_WAGON) return CmdBuildRailWagon(p1, tile, flags);
value = EstimateTrainCost(rvi);
num_vehicles = (rvi->flags & RVI_MULTIHEAD) ? 2 : 1;
num_vehicles += CountArticulatedParts(rvi, p1);
if (!(flags & DC_QUERY_COST)) {
Vehicle *vl[12]; // Allow for upto 10 artic parts and dual-heads
if (!AllocateVehicles(vl, num_vehicles) || IsOrderPoolFull())
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
v = vl[0];
unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
DiagDirection dir;
v->unitnumber = unit_num;
dir = GetRailDepotDirection(tile);
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_player;
v->x_pos = (x |= _vehicle_initial_x_fract[dir]);
v->y_pos = (y |= _vehicle_initial_y_fract[dir]);
v->z_pos = GetSlopeZ(x,y);
v->z_height = 6;
v->u.rail.track = 0x80;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value;
v->last_station_visited = INVALID_STATION;
v->dest_tile = 0;
v->engine_type = p1;
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
v->string_id = STR_SV_TRAIN_NAME;
v->u.rail.railtype = e->railtype;
_new_train_id = v->index;
_new_vehicle_id = v->index;
v->service_interval = _patches.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->type = VEH_Train;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
v->subtype = 0;
SetFrontEngine(v);
SetTrainEngine(v);
VehiclePositionChanged(v);
if (rvi->flags & RVI_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(rvi, vl);
}
TrainConsistChanged(v);
UpdateTrainAcceleration(v);
if (!HASBIT(p2, 0)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
InvalidateWindow(WC_VEHICLE_DEPOT, tile);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalPlayer()) {
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window
}
}
}
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 CheckTrainStoppedInDepot(const Vehicle *v)
{
int count;
TileIndex tile = v->tile;
/* check if stopped in a depot */
if (!IsTileDepotType(tile, TRANSPORT_RAIL) || v->cur_speed != 0) return -1;
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 that before works correctly. */
if (!IsArticulatedPart(v)) count++;
if (v->u.rail.track != 0x80 || v->tile != tile ||
(IsFrontEngine(v) && !(v->vehstatus & VS_STOPPED))) {
return -1;
}
}
return count;
}
/**
* 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)
{
Vehicle *u;
// 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;
}
for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
GetLastEnginePart(u)->next = 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) {
// 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, GetFirstVehicleInChain(v));
if (dest == NULL) return;
v->next = dest->next;
dest->next = v;
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)
{
Vehicle *u;
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 */
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 x,y unused
* @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
*/
int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
VehicleID s = GB(p1, 0, 16);
VehicleID d = GB(p1, 16, 16);
Vehicle *src, *dst, *src_head, *dst_head;
if (!IsVehicleIndex(s)) return CMD_ERROR;
src = GetVehicle(s);
if (src->type != VEH_Train) return CMD_ERROR;
// if nothing is selected as destination, try and find a matching vehicle to drag to.
if (d == INVALID_VEHICLE) {
dst = NULL;
if (!IsTrainEngine(src)) dst = FindGoodVehiclePos(src);
} else {
dst = GetVehicle(d);
}
// if an articulated part is being handled, deal with its parent vehicle
while (IsArticulatedPart(src)) src = GetPrevVehicleInChain(src);
if (dst != NULL) {
while (IsArticulatedPart(dst)) dst = GetPrevVehicleInChain(dst);
}
// don't move the same vehicle..
if (src == dst) return 0;
/* the player must be the owner */
if (!CheckOwnership(src->owner) || (dst != NULL && !CheckOwnership(dst->owner)))
return CMD_ERROR;
/* locate the head of the two chains */
src_head = GetFirstVehicleInChain(src);
dst_head = NULL;
if (dst != NULL) {
dst_head = GetFirstVehicleInChain(dst);
// Now deal with articulated part of destination wagon
dst = GetLastEnginePart(dst);
}
if (dst != NULL && IsMultiheaded(dst) && !IsTrainEngine(dst) && IsTrainWagon(src)) {
/* We are moving a wagon to the rear part of a multiheaded engine */
if (dst->next == NULL) {
/* It's the last one, so we will add the wagon just before the rear engine */
dst = GetPrevVehicleInChain(dst);
/* Now if the vehicle we want to link to is the vehicle itself, drop out */
if (dst == src) return CMD_ERROR;
// if dst is NULL, it means that dst got a rear multiheaded engine as first engine. We can't use that
if (dst == NULL) return CMD_ERROR;
} else {
/* there are more units on this train, so we will add the wagon after the next one*/
dst = dst->next;
}
}
if (IsTrainEngine(src) && dst_head != NULL) {
/* we need to make sure that we didn't place it between a pair of multiheaded engines */
Vehicle *u, *engine = NULL;
for (u = dst_head; u != NULL; u = u->next) {
if (IsTrainEngine(u) && IsMultiheaded(u) && u->u.rail.other_multiheaded_part != NULL) {
engine = u;
}
if (engine != NULL && engine->u.rail.other_multiheaded_part == u) {
engine = NULL;
}
if (u == dst) {
if (engine != NULL) dst = engine->u.rail.other_multiheaded_part;
break;
}
}
}
if (IsMultiheaded(src) && !IsTrainEngine(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 0;
{
int src_len = 0;
int max_len = _patches.mammoth_trains ? 100 : 9;
// check if all vehicles in the source train are stopped inside a depot.
src_len = CheckTrainStoppedInDepot(src_head);
if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
// check the destination row if the source and destination aren't the same.
if (src_head != dst_head) {
int dst_len = 0;
if (dst_head != NULL) {
// check if all vehicles in the dest train are stopped.
dst_len = CheckTrainStoppedInDepot(dst_head);
if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
assert(dst_head->tile == src_head->tile);
}
// We are moving between rows, so only count the wagons from the source
// row that are being moved.
if (HASBIT(p2, 0)) {
const Vehicle *u;
for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
src_len--;
} else {
// If moving only one vehicle, just count that.
src_len = 1;
}
if (src_len + dst_len > max_len) {
// Abort if we're adding too many wagons to a train.
if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
// Abort if we're making a train on a new row.
if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
} else {
// Abort if we're creating a new train on an existing row.
if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
}
// moving a loco to a new line?, then we need to assign a unitnumber.
if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
UnitID unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) src->unitnumber = unit_num;
}
/* do it? */
if (flags & DC_EXEC) {
/* clear the ->first cache */
{
Vehicle *u;
for (u = src_head; u != NULL; u = u->next) u->first = NULL;
for (u = dst_head; u != NULL; u = u->next) u->first = NULL;
}
if (HASBIT(p2, 0)) {
// unlink ALL wagons
if (src != src_head) {
Vehicle *v = src_head;
while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
GetLastEnginePart(v)->next = NULL;
} else {
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)->next = NULL;
}
if (dst == NULL) {
// 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;
}
} 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);
}
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)->next = dst->next;
}
dst->next = 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 (HASBIT(p2, 0) && src_head != NULL && src_head != src) {
/* if we stole a rear multiheaded engine, we better give it back to the front end */
Vehicle *engine = NULL, *u;
for (u = src_head; u != NULL; u = u->next) {
if (IsMultiheaded(u)) {
if (IsTrainEngine(u)) {
engine = u;
continue;
}
/* we got the rear engine to match with the front one */
engine = NULL;
}
}
if (engine != NULL && engine->u.rail.other_multiheaded_part != NULL) {
AddWagonToConsist(engine->u.rail.other_multiheaded_part, engine);
// previous line set the front engine to the old front. We need to clear that
engine->u.rail.other_multiheaded_part->first = NULL;
}
}
/* 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)) {
CmdMoveRailVehicle(x, y, flags, src_head->index | (INVALID_VEHICLE << 16), 1);
src_head = NULL; // don't do anything more to this train since the new call will do it
}
if (src_head) {
NormaliseTrainConsist(src_head);
TrainConsistChanged(src_head);
if (IsFrontEngine(src_head)) {
UpdateTrainAcceleration(src_head);
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
/* Update the refit button and window */
InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
};
if (dst_head) {
NormaliseTrainConsist(dst_head);
TrainConsistChanged(dst_head);
if (IsFrontEngine(dst_head)) {
UpdateTrainAcceleration(dst_head);
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
/* Update the refit button and window */
InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
}
RebuildVehicleLists();
}
return 0;
}
/** Start/Stop a train.
* @param x,y unused
* @param p1 train to start/stop
* @param p2 unused
*/
int32 CmdStartStopTrain(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) {
if (v->vehstatus & VS_STOPPED && v->u.rail.track == 0x80) {
DeleteVehicleNews(p1, STR_8814_TRAIN_IS_WAITING_IN_DEPOT);
}
v->u.rail.days_since_order_progr = 0;
v->vehstatus ^= VS_STOPPED;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
return 0;
}
/** Sell a (single) train wagon/engine.
* @param x,y unused
* @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
*/
int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v, *tmp, *first;
Vehicle *new_f = NULL;
int32 cost = 0;
if (!IsVehicleIndex(p1) || p2 > 2) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
while (IsArticulatedPart(v)) v = GetPrevVehicleInChain(v);
first = GetFirstVehicleInChain(v);
// make sure the vehicle is stopped in the depot
if (CheckTrainStoppedInDepot(first) < 0) {
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
if (IsMultiheaded(v) && !IsTrainEngine(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);
}
if (IsLocalPlayer() && (p1 == 1 || !(RailVehInfo(v->engine_type)->flags & RVI_WAGON))) {
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
}
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
RebuildVehicleLists();
}
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 -= rear->value;
if (flags & DC_EXEC) {
UnlinkWagon(rear, first);
DeleteVehicle(rear);
}
}
/* 2. We are selling the first engine, some special action might be required
* here, so take attention */
if ((flags & DC_EXEC) && v == first) {
new_f = GetNextVehicle(first);
/* 2.1 If the first wagon is sold, update the first-> pointers to NULL */
for (tmp = first; tmp != NULL; tmp = tmp->next) tmp->first = NULL;
/* 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) {
if (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;
first->orders = NULL; // XXX - to not to delete the orders */
if (IsLocalPlayer()) ShowTrainViewWindow(new_f);
}
}
}
/* 3. Delete the requested wagon */
cost -= v->value;
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteVehicle(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);
if (IsFrontEngine(first)) {
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
UpdateTrainAcceleration(first);
}
}
/* (6.) Borked AI. If it sells an engine it expects all wagons lined
* up on a new line to be added to the newly built loco. Replace it is.
* Totally braindead cause building a new engine adds all loco-less
* engines to its train anyways */
if (p2 == 2 && HASBIT(ori_subtype, Train_Front)) {
for (v = first; v != NULL; v = tmp) {
tmp = GetNextVehicle(v);
DoCommandByTile(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
}
}
} break;
case 1: { /* Delete wagon and all wagons after it given certain criteria */
/* Start deleting every vehicle after the selected one
* If we encounter a matching rear-engine to a front-engine
* earlier in the chain (before deletion), leave it alone */
for (; v != NULL; v = tmp) {
tmp = GetNextVehicle(v);
if (IsMultiheaded(v)) {
if (IsTrainEngine(v)) {
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
Vehicle *rear = v->u.rail.other_multiheaded_part;
if (rear != NULL) {
cost -= rear->value;
if (flags & DC_EXEC) {
first = UnlinkWagon(rear, first);
DeleteVehicle(rear);
}
}
} else if (v->u.rail.other_multiheaded_part != NULL) {
/* The front to this engine is earlier in this train. Do nothing */
continue;
}
}
cost -= v->value;
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteVehicle(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);
if (IsFrontEngine(first)) UpdateTrainAcceleration(first);
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
}
} break;
}
return cost;
}
static void UpdateTrainDeltaXY(Vehicle *v, 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];
v->x_offs = GB(x, 0, 8);
v->y_offs = GB(x, 8, 8);
v->sprite_width = GB(x, 16, 8);
v->sprite_height = GB(x, 24, 8);
}
static void UpdateVarsAfterSwap(Vehicle *v)
{
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
BeginVehicleMove(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
}
static void SetLastSpeed(Vehicle* v, int spd)
{
int old = v->u.rail.last_speed;
if (spd != old) {
v->u.rail.last_speed = spd;
if (_patches.vehicle_speed || (old == 0) != (spd == 0))
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2)
{
byte flag1, flag2;
flag1 = *swap_flag1;
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 variables */
swap_byte(&a->u.rail.track, &b->u.rail.track);
swap_byte(&a->direction, &b->direction);
/* toggle direction */
if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction);
if (!(b->u.rail.track & 0x80)) b->direction = ReverseDir(b->direction);
/* swap more variables */
swap_int32(&a->x_pos, &b->x_pos);
swap_int32(&a->y_pos, &b->y_pos);
swap_tile(&a->tile, &b->tile);
swap_byte(&a->z_pos, &b->z_pos);
SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction);
UpdateVarsAfterSwap(a);
VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
}
}
/* Check if the vehicle is a train and is on the tile we are testing */
static void *TestTrainOnCrossing(Vehicle *v, void *data)
{
if (v->tile != *(const TileIndex*)data || v->type != VEH_Train) return NULL;
return v;
}
static void DisableTrainCrossing(TileIndex tile)
{
if (IsTileType(tile, MP_STREET) &&
IsLevelCrossing(tile) &&
VehicleFromPos(tile, &tile, TestTrainOnCrossing) == NULL && // empty?
GB(_m[tile].m5, 2, 1) != 0) { // Lights on?
SB(_m[tile].m5, 2, 1, 0); // Switch lights off
MarkTileDirtyByTile(tile);
}
}
/**
* Advances wagons for train reversing, needed for variable length wagons.
* Needs to be called once before the train is reversed, and once after it.
* @param v First vehicle in chain
* @param before Set to true for the call before reversing, false otherwise
*/
static void AdvanceWagons(Vehicle *v, bool before)
{
Vehicle* base;
Vehicle* first;
int length;
base = v;
first = base->next;
length = CountVehiclesInChain(v);
while (length > 2) {
Vehicle* last;
int differential;
int i;
// find pairwise matching wagon
// start<>end, start+1<>end-1, ... */
last = first;
for (i = length - 3; i > 0; i--) last = last->next;
differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length;
if (before) differential *= -1;
if (differential > 0) {
Vehicle* tempnext;
// disconnect last car to make sure only this subset moves
tempnext = last->next;
last->next = NULL;
for (i = 0; i < differential; i++) TrainController(first);
last->next = tempnext;
}
base = first;
first = first->next;
length -= 2;
}
}
static void ReverseTrainDirection(Vehicle *v)
{
int l = 0, r = -1;
Vehicle *u;
if (IsTileDepotType(v->tile, TRANSPORT_RAIL))
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
/* Check if we were approaching a rail/road-crossing */
{
TileIndex tile = v->tile;
DiagDirection dir = DirToDiagDir(v->direction);
/* Determine the diagonal direction in which we will exit this tile */
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[dir]) {
dir = ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT);
}
/* Calculate next tile */
tile += TileOffsByDir(dir);
/* Check if the train left a rail/road-crossing */
DisableTrainCrossing(tile);
}
// count number of vehicles
u = v;
do r++; while ( (u = u->next) != NULL );
AdvanceWagons(v, true);
/* swap start<>end, start+1<>end-1, ... */
do {
ReverseTrainSwapVeh(v, l++, r--);
} while (l <= r);
AdvanceWagons(v, false);
if (IsTileDepotType(v->tile, TRANSPORT_RAIL))
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
CLRBIT(v->u.rail.flags, VRF_REVERSING);
}
/** Reverse train.
* @param x,y unused
* @param p1 train to reverse
* @param p2 if true, reverse a unit in a train (needs to be in a depot)
*/
int32 CmdReverseTrainDirection(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
if (p2) {
// turn a single unit around
Vehicle *front;
if (IsMultiheaded(v) || HASBIT(RailVehInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) {
return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
}
front = GetFirstVehicleInChain(v);
// 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);
}
} else {
//turn the whole train around
if (v->u.rail.crash_anim_pos != 0 || v->breakdown_ctr != 0) return CMD_ERROR;
if (flags & DC_EXEC) {
if (_patches.realistic_acceleration && v->cur_speed != 0) {
TOGGLEBIT(v->u.rail.flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
SetLastSpeed(v, 0);
ReverseTrainDirection(v);
}
}
}
return 0;
}
/** Force a train through a red signal
* @param x,y unused
* @param p1 train to ignore the red signal
* @param p2 unused
*/
int32 CmdForceTrainProceed(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
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 0;
}
/** Refits a train to the specified cargo type.
* @param x,y unused
* @param p1 vehicle ID of the train to refit
* @param p2 the new cargo type to refit to (p2 & 0xFF)
*/
int32 CmdRefitRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
CargoID new_cid = GB(p2, 0, 8);
Vehicle *v;
int32 cost;
uint num;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
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);
/* Check cargo */
if (new_cid > NUM_CARGO) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
cost = 0;
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) {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
uint16 amount = CALLBACK_FAILED;
if (HASBIT(rvi->callbackmask, CBM_REFIT_CAPACITY)) {
/* Check the 'refit capacity' callback */
CargoID temp_cid = v->cargo_type;
v->cargo_type = new_cid;
amount = GetCallBackResult(CBID_VEHICLE_REFIT_CAPACITY, v->engine_type, v);
v->cargo_type = temp_cid;
}
if (amount == CALLBACK_FAILED) { // callback failed or not used, use default
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 += _price.build_railvehicle >> 8;
num += amount;
if (flags & DC_EXEC) {
v->cargo_count = 0;
v->cargo_type = new_cid;
v->cargo_cap = amount;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
}
}
} while ((v = v->next) != NULL);
_returned_refit_capacity = num;
return cost;
}
typedef 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;
} TrainFindDepotData;
static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length)
{
if (IsTileType(tile, MP_RAILWAY) &&
IsTileOwner(tile, tfdd->owner) &&
GetRailTileType(tile) == RAIL_TYPE_DEPOT_WAYPOINT &&
GetRailTileSubtype(tile) == RAIL_SUBTYPE_DEPOT) {
tfdd->best_length = length;
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)
{
TrainFindDepotData tfdd;
TileIndex tile = v->tile;
assert(!(v->vehstatus & VS_CRASHED));
tfdd.owner = v->owner;
tfdd.best_length = (uint)-1;
tfdd.reverse = false;
if (IsTileDepotType(tile, TRANSPORT_RAIL)){
tfdd.tile = tile;
tfdd.best_length = 0;
return tfdd;
}
if (v->u.rail.track == 0x40) tile = GetVehicleOutOfTunnelTile(v);
if (_patches.new_pathfinding_all) {
NPFFoundTargetData ftd;
Vehicle* last = GetLastVehicleInChain(v);
Trackdir trackdir = GetVehicleTrackdir(v);
Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
assert (trackdir != INVALID_TRACKDIR);
ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, last->tile, trackdir_rev, TRANSPORT_RAIL, v->owner, v->u.rail.railtype, NPF_INFINITE_PENALTY);
if (ftd.best_bird_dist == 0) {
/* Found target */
tfdd.tile = ftd.node.tile;
/* Our caller expects a number of tiles, so we just approximate that
* number by this. It might not be completely what we want, but it will
* work for now :-) We can possibly change this when the old pathfinder
* is removed. */
tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
}
} else {
// search in the forward direction first.
DiagDirection i;
i = DirToDiagDir(v->direction);
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) {
i = ChangeDiagDir(i, DIAGDIRDIFF_90LEFT);
}
NewTrainPathfind(tile, 0, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
if (tfdd.best_length == (uint)-1){
tfdd.reverse = true;
// search in backwards direction
i = ReverseDiagDir(DirToDiagDir(v->direction));
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) {
i = ChangeDiagDir(i, DIAGDIRDIFF_90LEFT);
}
NewTrainPathfind(tile, 0, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
}
}
return tfdd;
}
/** Send a train to a depot
* @param x,y unused
* @param p1 train to send to the depot
* @param p2 unused
*/
int32 CmdSendTrainToDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
TrainFindDepotData tfdd;
if (!IsVehicleIndex(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
if (v->vehstatus & VS_CRASHED) return CMD_ERROR;
if (v->current_order.type == OT_GOTO_DEPOT) {
if (flags & DC_EXEC) {
if (HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS)) {
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
}
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
tfdd = FindClosestTrainDepot(v);
if (tfdd.best_length == (uint)-1)
return_cmd_error(STR_883A_UNABLE_TO_FIND_ROUTE_TO);
if (flags & DC_EXEC) {
v->dest_tile = tfdd.tile;
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP | OF_FULL_LOAD;
v->current_order.station = GetDepotByTile(tfdd.tile)->index;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
/* If there is no depot in front, reverse automatically */
if (tfdd.reverse)
DoCommandByTile(v->tile, v->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
}
return 0;
}
void OnTick_Train(void)
{
_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)
{
const Vehicle* u;
if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2)
return;
u = v;
do {
EngineID engtype = 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);
int x, y;
// no smoke?
if ((RailVehInfo(engtype)->flags & RVI_WAGON && effect_type == 0) ||
disable_effect ||
GetEngine(engtype)->railtype > RAILTYPE_RAIL ||
v->vehstatus & VS_HIDDEN ||
v->u.rail.track & 0xC0) {
continue;
}
// No smoke in depots or tunnels
if (IsTileDepotType(v->tile, TRANSPORT_RAIL) || IsTunnelTile(v->tile))
continue;
if (effect_type == 0) {
// Use default effect type for engine class.
effect_type = RailVehInfo(engtype)->engclass;
} else {
effect_type--;
}
x = _vehicle_smoke_pos[v->direction] * effect_offset;
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);
}
break;
case 1:
// diesel smoke
if (u->cur_speed <= 40 && CHANCE16(15, 128)) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
}
break;
case 2:
// blue spark
if (GB(v->tick_counter, 0, 2) == 0 && CHANCE16(1, 45)) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
}
break;
}
} while ((v = v->next) != NULL);
}
static void TrainPlayLeaveStationSound(const Vehicle* v)
{
static const SoundFx sfx[] = {
SND_04_TRAIN,
SND_0A_TRAIN_HORN,
SND_0A_TRAIN_HORN
};
EngineID engtype = v->engine_type;
switch (GetEngine(engtype)->railtype) {
case RAILTYPE_RAIL:
SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v);
break;
case RAILTYPE_MONO: SndPlayVehicleFx(SND_47_MAGLEV_2, v); break;
case RAILTYPE_MAGLEV: SndPlayVehicleFx(SND_41_MAGLEV, v); break;
}
}
static bool CheckTrainStayInDepot(Vehicle *v)
{
Vehicle *u;
// bail out if not all wagons are in the same depot or not in a depot at all
for (u = v; u != NULL; u = u->next) {
if (u->u.rail.track != 0x80 || u->tile != v->tile) return false;
}
if (v->u.rail.force_proceed == 0) {
if (++v->load_unload_time_rem < 37) {
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
v->load_unload_time_rem = 0;
if (UpdateSignalsOnSegment(v->tile, DirToDiagDir(v->direction))) {
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
}
}
VehicleServiceInDepot(v);
InvalidateWindowClasses(WC_TRAINS_LIST);
TrainPlayLeaveStationSound(v);
v->u.rail.track = 1;
if (v->direction & 2) v->u.rail.track = 2;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
VehiclePositionChanged(v);
UpdateSignalsOnSegment(v->tile, DirToDiagDir(v->direction));
UpdateTrainAcceleration(v);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
return false;
}
/* Check for station tiles */
typedef struct TrainTrackFollowerData {
TileIndex dest_coords;
StationID station_index; // station index we're heading for
uint best_bird_dist;
uint best_track_dist;
byte best_track;
} TrainTrackFollowerData;
static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, int 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) &&
IS_BYTE_INSIDE(_m[tile].m5, 0, 8) &&
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;
return true;
} else {
uint dist;
// didn't find station, keep track of the best path so far.
dist = DistanceManhattan(tile, ttfd->dest_coords);
if (dist < ttfd->best_bird_dist) {
ttfd->best_bird_dist = dist;
ttfd->best_track = track;
}
return false;
}
}
static void FillWithStationData(TrainTrackFollowerData* fd, const Vehicle* v)
{
fd->dest_coords = v->dest_tile;
if (v->current_order.type == OT_GOTO_STATION) {
fd->station_index = v->current_order.station;
} else {
fd->station_index = INVALID_STATION;
}
}
static const byte _initial_tile_subcoord[6][4][3] = {
{{ 15, 8, 1 },{ 0, 0, 0 },{ 0, 8, 5 },{ 0, 0, 0 }},
{{ 0, 0, 0 },{ 8, 0, 3 },{ 0, 0, 0 },{ 8,15, 7 }},
{{ 0, 0, 0 },{ 7, 0, 2 },{ 0, 7, 6 },{ 0, 0, 0 }},
{{ 15, 8, 2 },{ 0, 0, 0 },{ 0, 0, 0 },{ 8,15, 6 }},
{{ 15, 7, 0 },{ 8, 0, 4 },{ 0, 0, 0 },{ 0, 0, 0 }},
{{ 0, 0, 0 },{ 0, 0, 0 },{ 0, 8, 4 },{ 7,15, 0 }},
};
static const uint32 _reachable_tracks[4] = {
0x10091009,
0x00160016,
0x05200520,
0x2A002A00,
};
static const byte _search_directions[6][4] = {
{ 0, 9, 2, 9 }, // track 1
{ 9, 1, 9, 3 }, // track 2
{ 9, 0, 3, 9 }, // track upper
{ 1, 9, 9, 2 }, // track lower
{ 3, 2, 9, 9 }, // track left
{ 9, 9, 1, 0 }, // track right
};
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
#ifdef PF_BENCHMARK
#if !defined(_MSC_VER)
unsigned int _rdtsc()
{
unsigned int high, low;
__asm__ __volatile__ ("rdtsc" : "=a" (low), "=d" (high));
return low;
}
#else
#ifndef _M_AMD64
static unsigned int _declspec(naked) _rdtsc(void)
{
_asm {
rdtsc
ret
}
}
#endif
#endif
#endif
/* choose a track */
static byte ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirbits)
{
TrainTrackFollowerData fd;
uint best_track;
#ifdef PF_BENCHMARK
int time = _rdtsc();
static float f;
#endif
assert((trackdirbits & ~0x3F) == 0);
/* quick return in case only one possible track is available */
if (KILL_FIRST_BIT(trackdirbits) == 0) return FIND_FIRST_BIT(trackdirbits);
if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
Trackdir trackdir;
NPFFillWithOrderData(&fstd, v);
/* The enterdir for the new tile, is the exitdir for the old tile */
trackdir = GetVehicleTrackdir(v);
assert(trackdir != 0xff);
ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL, v->owner, v->u.rail.railtype);
if (ftd.best_trackdir == 0xff) {
/* We are already at our target. Just do something */
//TODO: maybe display error?
//TODO: go straight ahead if possible?
best_track = FIND_FIRST_BIT(trackdirbits);
} 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. */
/* Discard enterdir information, making it a normal track */
best_track = TrackdirToTrack(ftd.best_trackdir);
}
} else {
FillWithStationData(&fd, v);
/* New train pathfinding */
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
fd.best_track = 0xFF;
NewTrainPathfind(tile - TileOffsByDir(enterdir), v->dest_tile,
enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
if (fd.best_track == 0xff) {
// blaha
best_track = FIND_FIRST_BIT(trackdirbits);
} else {
best_track = fd.best_track & 7;
}
}
#ifdef PF_BENCHMARK
time = _rdtsc() - time;
f = f * 0.99 + 0.01 * time;
printf("PF time = %d %f\n", time, f);
#endif
return best_track;
}
static bool CheckReverseTrain(Vehicle *v)
{
TrainTrackFollowerData fd;
int i, r;
int best_track;
uint best_bird_dist = 0;
uint best_track_dist = 0;
uint reverse, reverse_best;
if (_opt.diff.line_reverse_mode != 0 ||
v->u.rail.track & 0xC0 ||
!(v->direction & 1))
return false;
FillWithStationData(&fd, v);
best_track = -1;
reverse_best = reverse = 0;
assert(v->u.rail.track);
i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][DirToDiagDir(v->direction)];
if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
NPFFindStationOrTileData fstd;
NPFFoundTargetData ftd;
byte trackdir, trackdir_rev;
Vehicle* last = GetLastVehicleInChain(v);
NPFFillWithOrderData(&fstd, v);
trackdir = GetVehicleTrackdir(v);
trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
assert(trackdir != 0xff);
assert(trackdir_rev != 0xff);
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL, v->owner, v->u.rail.railtype);
if (ftd.best_bird_dist != 0) {
/* We didn't find anything, just keep on going straight ahead */
reverse_best = false;
} else {
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) {
reverse_best = true;
} else {
reverse_best = false;
}
}
} else {
for (;;) {
fd.best_bird_dist = (uint)-1;
fd.best_track_dist = (uint)-1;
NewTrainPathfind(v->tile, v->dest_tile, 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. */
r = GB(Random(), 0, 8);
if (_pick_track_table[i] == (v->direction & 3)) r += 80;
if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
if (r <= 127) goto bad;
}
good:;
best_track = i;
best_bird_dist = fd.best_bird_dist;
best_track_dist = fd.best_track_dist;
reverse_best = reverse;
bad:;
if (reverse != 0) break;
reverse = 2;
}
}
return reverse_best != 0;
}
static bool ProcessTrainOrder(Vehicle *v)
{
const Order *order;
bool result;
switch (v->current_order.type) {
case OT_GOTO_DEPOT:
if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return false;
if ((v->current_order.flags & OF_SERVICE_IF_NEEDED) &&
!VehicleNeedsService(v)) {
v->cur_order_index++;
}
break;
case OT_LOADING:
case OT_LEAVESTATION:
return false;
}
// check if we've reached the waypoint?
if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) {
v->cur_order_index++;
}
// check if we've reached a non-stop station while TTDPatch nonstop is enabled..
if (_patches.new_nonstop &&
v->current_order.flags & OF_NON_STOP &&
IsTileType(v->tile, MP_STATION) &&
v->current_order.station == GetStationIndex(v->tile)) {
v->cur_order_index++;
}
// Get the current order
if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;
order = GetVehicleOrder(v, v->cur_order_index);
// If no order, do nothing.
if (order == NULL) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
v->dest_tile = 0;
return false;
}
// If it is unchanged, keep it.
if (order->type == v->current_order.type &&
order->flags == v->current_order.flags &&
order->station == v->current_order.station)
return false;
// Otherwise set it, and determine the destination tile.
v->current_order = *order;
v->dest_tile = 0;
result = false;
switch (order->type) {
case OT_GOTO_STATION:
if (order->station == v->last_station_visited)
v->last_station_visited = INVALID_STATION;
v->dest_tile = GetStation(order->station)->xy;
result = CheckReverseTrain(v);
break;
case OT_GOTO_DEPOT:
v->dest_tile = GetDepot(order->station)->xy;
result = CheckReverseTrain(v);
break;
case OT_GOTO_WAYPOINT:
v->dest_tile = GetWaypoint(order->station)->xy;
result = CheckReverseTrain(v);
break;
}
InvalidateVehicleOrder(v);
return result;
}
static void MarkTrainDirty(Vehicle *v)
{
do {
v->cur_image = GetTrainImage(v, v->direction);
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
} while ((v = v->next) != NULL);
}
static void HandleTrainLoading(Vehicle *v, bool mode)
{
if (v->current_order.type == OT_NOTHING) return;
if (v->current_order.type != OT_DUMMY) {
if (v->current_order.type != OT_LOADING) return;
if (mode) return;
// don't mark the train as lost if we're loading on the final station.
if (v->current_order.flags & OF_NON_STOP)
v->u.rail.days_since_order_progr = 0;
if (--v->load_unload_time_rem) return;
if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) {
v->u.rail.days_since_order_progr = 0; /* Prevent a train lost message for full loading trains */
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v)) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
MarkTrainDirty(v);
// need to update acceleration and cached values since the goods on the train changed.
TrainCargoChanged(v);
UpdateTrainAcceleration(v);
}
return;
}
TrainPlayLeaveStationSound(v);
{
Order b = v->current_order;
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
// If this was not the final order, don't remove it from the list.
if (!(b.flags & OF_NON_STOP)) return;
}
}
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
InvalidateVehicleOrder(v);
}
static int UpdateTrainSpeed(Vehicle *v)
{
uint spd;
uint accel;
if (v->vehstatus & VS_STOPPED || HASBIT(v->u.rail.flags, VRF_REVERSING)) {
if (_patches.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
} else {
accel = v->acceleration * -2;
}
} else {
if (_patches.realistic_acceleration) {
accel = GetTrainAcceleration(v, AM_ACCEL);
} else {
accel = v->acceleration;
}
}
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)
{
Station *st;
uint32 flags;
v->last_station_visited = station;
/* check if a train ever visited this station before */
st = GetStation(station);
if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
st->had_vehicle_of_type |= HVOT_TRAIN;
SetDParam(0, st->index);
flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
AddNewsItem(
STR_8801_CITIZENS_CELEBRATE_FIRST,
flags,
v->index,
0
);
}
// Did we reach the final destination?
if (v->current_order.type == OT_GOTO_STATION &&
v->current_order.station == station) {
// Yeah, keep the load/unload flags
// Non Stop now means if the order should be increased.
v->current_order.type = OT_LOADING;
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
v->current_order.flags |= OF_NON_STOP;
} else {
// No, just do a simple load
v->current_order.type = OT_LOADING;
v->current_order.flags = 0;
}
v->current_order.station = 0;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v) != 0) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
TrainCargoChanged(v);
UpdateTrainAcceleration(v);
}
MarkTrainDirty(v);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
{
byte new_z, old_z;
// need this hint so it returns the right z coordinate on bridges.
_get_z_hint = v->z_pos;
new_z = GetSlopeZ(v->x_pos, v->y_pos);
_get_z_hint = 0;
old_z = v->z_pos;
v->z_pos = new_z;
if (new_tile) {
CLRBIT(v->u.rail.flags, VRF_GOINGUP);
CLRBIT(v->u.rail.flags, VRF_GOINGDOWN);
if (new_z != old_z) {
TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
// XXX workaround, whole UP/DOWN detection needs overhaul
if (!IsTunnelTile(tile)) {
SETBIT(v->u.rail.flags, (new_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 , 0,
DIR_NE, DIR_N , DIR_SW, 0,
DIR_E , DIR_SE, DIR_S
};
static Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile)
{
uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
TileX(new_tile) - TileX(old_tile) + 1;
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static Direction GetNewVehicleDirection(const Vehicle *v, int x, int y)
{
uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1);
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
static int GetDirectionToVehicle(const Vehicle *v, int x, int y)
{
byte offs;
x -= v->x_pos;
if (x >= 0) {
offs = (x > 2) ? 0 : 1;
} else {
offs = (x < -2) ? 2 : 1;
}
y -= v->y_pos;
if (y >= 0) {
offs += ((y > 2) ? 0 : 1) * 4;
} else {
offs += ((y < -2) ? 2 : 1) * 4;
}
assert(offs < 11);
return _new_vehicle_direction_table[offs];
}
/* Check if the vehicle is compatible with the specified tile */
static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
{
switch (GetTileType(tile)) {
case MP_RAILWAY:
case MP_STATION:
// normal tracks, jump to owner check
break;
case MP_TUNNELBRIDGE:
if (IsBridge(tile) && IsBridgeMiddle(tile)) {
uint height;
uint tileh = GetTileSlope(tile, &height);
// correct Z position of a train going under a bridge on slopes
if (CorrectZ(tileh)) height += 8;
if (v->z_pos != height) return true; // train is going over bridge
}
break;
case MP_STREET:
// tracks over roads, do owner check of tracks
return
IsTileOwner(tile, v->owner) && (
!IsFrontEngine(v) ||
IsCompatibleRail(v->u.rail.railtype, GetRailTypeCrossing(tile))
);
default:
return true;
}
return
IsTileOwner(tile, v->owner) && (
!IsFrontEngine(v) ||
IsCompatibleRail(v->u.rail.railtype, GetRailType(tile))
);
}
typedef struct {
byte small_turn, large_turn;
byte z_up; // fraction to remove when moving up
byte z_down; // fraction to remove when moving down
} RailtypeSlowdownParams;
static const RailtypeSlowdownParams _railtype_slowdown[3] = {
// normal accel
{256/4, 256/2, 256/4, 2}, // normal
{256/4, 256/2, 256/4, 2}, // monorail
{0, 256/2, 256/4, 2}, // maglev
};
/* Modify the speed of the vehicle due to a turn */
static void AffectSpeedByDirChange(Vehicle* v, Direction new_dir)
{
DirDiff diff;
const RailtypeSlowdownParams *rsp;
if (_patches.realistic_acceleration) return;
diff = DirDifference(v->direction, new_dir);
if (diff == DIRDIFF_SAME) return;
rsp = &_railtype_slowdown[v->u.rail.railtype];
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}
/* Modify the speed of the vehicle due to a change in altitude */
static void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
const RailtypeSlowdownParams *rsp;
if (old_z == v->z_pos || _patches.realistic_acceleration) return;
rsp = &_railtype_slowdown[v->u.rail.railtype];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
} else {
uint16 spd = v->cur_speed + rsp->z_down;
if (spd <= v->max_speed) v->cur_speed = spd;
}
}
static const DiagDirection _otherside_signal_directions[] = {
DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, 0, 0,
DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE
};
static void TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
{
if (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TYPE_SIGNALS) {
uint i = FindFirstBit2x64(GetTrackBits(tile) * 0x101 & _reachable_tracks[dir]);
UpdateSignalsOnSegment(tile, _otherside_signal_directions[i]);
}
}
typedef struct TrainCollideChecker {
const Vehicle *v;
const Vehicle *v_skip;
} TrainCollideChecker;
static void *FindTrainCollideEnum(Vehicle *v, void *data)
{
const TrainCollideChecker* tcc = data;
if (v != tcc->v &&
v != tcc->v_skip &&
v->type == VEH_Train &&
v->u.rail.track != 0x80 &&
myabs(v->z_pos - tcc->v->z_pos) <= 6 &&
myabs(v->x_pos - tcc->v->x_pos) < 6 &&
myabs(v->y_pos - tcc->v->y_pos) < 6) {
return v;
} else {
return NULL;
}
}
static void SetVehicleCrashed(Vehicle *v)
{
Vehicle *u;
if (v->u.rail.crash_anim_pos != 0) return;
v->u.rail.crash_anim_pos++;
u = v;
BEGIN_ENUM_WAGONS(v)
v->vehstatus |= VS_CRASHED;
END_ENUM_WAGONS(v)
InvalidateWindowWidget(WC_VEHICLE_VIEW, u->index, STATUS_BAR);
}
static uint CountPassengersInTrain(const Vehicle* v)
{
uint num = 0;
BEGIN_ENUM_WAGONS(v)
if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count;
END_ENUM_WAGONS(v)
return num;
}
/*
* 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)
{
TrainCollideChecker tcc;
Vehicle *coll;
Vehicle *realcoll;
uint num;
/* can't collide in depot */
if (v->u.rail.track == 0x80) return;
assert(v->u.rail.track == 0x40 || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
tcc.v = v;
tcc.v_skip = v->next;
/* find colliding vehicle */
realcoll = VehicleFromPos(TileVirtXY(v->x_pos, v->y_pos), &tcc, FindTrainCollideEnum);
if (realcoll == NULL) return;
coll = GetFirstVehicleInChain(realcoll);
/* it can't collide with its own wagons */
if (v == coll ||
(v->u.rail.track & 0x40 && (v->direction & 2) != (realcoll->direction & 2)))
return;
//two drivers + passangers killed in train v
num = 2 + CountPassengersInTrain(v);
if (!(coll->vehstatus & VS_CRASHED))
//two drivers + passangers killed in train coll (if it was not crashed already)
num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(v);
if (IsFrontEngine(coll)) SetVehicleCrashed(coll);
SetDParam(0, num);
AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0
);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
SndPlayVehicleFx(SND_13_BIG_CRASH, v);
}
typedef struct VehicleAtSignalData {
TileIndex tile;
Direction direction;
} VehicleAtSignalData;
static void *CheckVehicleAtSignal(Vehicle *v, void *data)
{
const VehicleAtSignalData* vasd = data;
if (v->type == VEH_Train && IsFrontEngine(v) && v->tile == vasd->tile) {
DirDiff diff = ChangeDirDiff(DirDifference(v->direction, vasd->direction), DIRDIFF_90RIGHT);
if (diff == DIRDIFF_90RIGHT || (v->cur_speed <= 5 && diff <= DIRDIFF_REVERSE)) return v;
}
return NULL;
}
static void TrainController(Vehicle *v)
{
Vehicle *prev;
GetNewVehiclePosResult gp;
uint32 r, tracks,ts;
int i;
DiagDirection enterdir;
Direction dir;
Direction newdir;
Direction chosen_dir;
byte chosen_track;
byte old_z;
/* For every vehicle after and including the given vehicle */
for (prev = GetPrevVehicleInChain(v); v != NULL; prev = v, v = v->next) {
BeginVehicleMove(v);
if (v->u.rail.track != 0x40) {
/* Not inside tunnel */
if (GetNewVehiclePos(v, &gp)) {
/* Staying in the old tile */
if (v->u.rail.track == 0x80) {
/* inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
} else {
/* is not inside depot */
if (!TrainCheckIfLineEnds(v)) return;
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x8) {
//debug("%x & 0x8", r);
goto invalid_rail;
}
if (r & 0x2) {
TrainEnterStation(v, r >> 8);
return;
}
if (v->current_order.type == OT_LEAVESTATION) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
} else {
/* A new tile is about to be entered. */
byte bits;
/* Determine what direction we're entering the new tile from */
dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
enterdir = DirToDiagDir(dir);
assert(enterdir==0 || enterdir==1 || enterdir==2 || enterdir==3);
/* Get the status of the tracks in the new tile and mask
* away the bits that aren't reachable. */
ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[enterdir];
/* Combine the from & to directions.
* Now, the lower byte contains the track status, and the byte at bit 16 contains
* the signal status. */
tracks = ts | (ts >> 8);
bits = tracks & 0xFF;
if (_patches.new_pathfinding_all && _patches.forbid_90_deg && prev == NULL) {
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~TrackCrossesTracks(FIND_FIRST_BIT(v->u.rail.track));
}
if (bits == 0) {
//debug("%x == 0", bits);
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)) {
//debug("!CheckCompatibleRail(%p, %x)", v, gp.new_tile);
goto invalid_rail;
}
if (prev == NULL) {
/* Currently the locomotive is active. Determine which one of the
* available tracks to choose */
chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, enterdir, bits);
assert(chosen_track & tracks);
/* Check if it's a red signal and that force proceed is not clicked. */
if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light;
} else {
static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2};
/* The wagon is active, simply follow the prev vehicle. */
chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
}
/* make sure chosen track is a valid track */
assert(chosen_track==1 || chosen_track==2 || chosen_track==4 || chosen_track==8 || chosen_track==16 || chosen_track==32);
/* 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];
chosen_dir = b[2];
}
/* Call the landscape function and tell it that the vehicle entered the tile */
r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
if (r & 0x8) {
//debug("%x & 0x8", r);
goto invalid_rail;
}
if (IsFrontEngine(v)) v->load_unload_time_rem = 0;
if (!(r&0x4)) {
v->tile = gp.new_tile;
v->u.rail.track = chosen_track;
assert(v->u.rail.track);
}
if (IsFrontEngine(v)) TrainMovedChangeSignals(gp.new_tile, enterdir);
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->next == NULL)
TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
v->direction = chosen_dir;
}
} else {
/* in tunnel */
GetNewVehiclePos(v, &gp);
// Check if to exit the tunnel...
if (!IsTunnelTile(gp.new_tile) ||
!(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y)&0x4) ) {
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
continue;
}
}
/* update image of train, as well as delta XY */
newdir = GetNewVehicleDirection(v, gp.x, gp.y);
UpdateTrainDeltaXY(v, newdir);
v->cur_image = GetTrainImage(v, newdir);
v->x_pos = gp.x;
v->y_pos = gp.y;
/* update the Z position of the vehicle */
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);
}
}
return;
invalid_rail:
/* We've reached end of line?? */
if (prev != NULL) error("!Disconnecting train");
goto reverse_train_direction;
red_light: {
/* We're in front of a red signal ?? */
/* find the first set bit in ts. need to do it in 2 steps, since
* FIND_FIRST_BIT only handles 6 bits at a time. */
i = FindFirstBit2x64(ts);
if (!(_m[gp.new_tile].m3 & SignalAgainstTrackdir(i))) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 100;
if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20) return;
} else if (_m[gp.new_tile].m3 & SignalAlongTrackdir(i)){
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255-10;
if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) {
TileIndex o_tile = gp.new_tile + TileOffsByDir(enterdir);
VehicleAtSignalData vasd;
vasd.tile = o_tile;
vasd.direction = ReverseDir(dir);
/* check if a train is waiting on the other side */
if (VehicleFromPos(o_tile, &vasd, CheckVehicleAtSignal) == NULL) return;
}
}
}
reverse_train_direction:
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
}
extern TileIndex CheckTunnelBusy(TileIndex tile, uint *length);
/**
* 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, 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 *u = v;
/* 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 */
for (; v->next != NULL; v = v->next) u = v;
u->next = NULL;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
if (!(v->u.rail.track & 0xC0))
SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
/* Check if the wagon was on a road/rail-crossing and disable it if no
* others are on it */
DisableTrainCrossing(v->tile);
if (v->u.rail.track == 0x40) { // inside a tunnel
TileIndex endtile = CheckTunnelBusy(v->tile, NULL);
if (endtile == INVALID_TILE) return; // tunnel is busy (error returned)
switch (v->direction) {
case 1:
case 5:
SetSignalsOnBothDir(v->tile, 0);
SetSignalsOnBothDir(endtile, 0);
break;
case 3:
case 7:
SetSignalsOnBothDir(v->tile, 1);
SetSignalsOnBothDir(endtile, 1);
break;
default:
break;
}
}
}
static void ChangeTrainDirRandomly(Vehicle *v)
{
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
do {
//I need to buffer the train direction
if (!(v->u.rail.track & 0x40)) {
v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
}
if (!(v->vehstatus & VS_HIDDEN)) {
BeginVehicleMove(v);
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
AfterSetTrainPos(v, false);
}
} while ((v = v->next) != NULL);
}
static void HandleCrashedTrain(Vehicle *v)
{
int state = ++v->u.rail.crash_anim_pos;
uint32 r;
Vehicle *u;
if (state == 4 && v->u.rail.track != 0x40) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
}
if (state <= 200 && CHANCE16R(1, 7, r)) {
int index = (r * 10 >> 16);
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, 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);
SndPlayVehicleFx((_opt.landscape != LT_CANDY) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
if (!(v->vehstatus & VS_HIDDEN)) {
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->u.special.unk0 = v->breakdown_delay * 2;
}
}
if (!(v->tick_counter & 3)) {
if (!--v->breakdown_delay) {
v->breakdown_ctr = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
}
}
static const byte _breakdown_speeds[16] = {
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};
static bool TrainCheckIfLineEnds(Vehicle *v)
{
TileIndex tile;
uint x,y;
uint16 break_speed;
DiagDirection dir;
int t;
uint32 ts;
t = v->breakdown_ctr;
if (t > 1) {
v->vehstatus |= VS_TRAIN_SLOWING;
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 (v->u.rail.track & 0x40) return true; // exit if inside a tunnel
if (v->u.rail.track & 0x80) return true; // exit if inside a depot
tile = v->tile;
// tunnel entrance?
if (IsTunnelTile(tile) &&
DiagDirToDir(GetTunnelDirection(tile)) == v->direction) {
return true;
}
// depot?
/* XXX -- When enabled, this makes it possible to crash trains of others
(by building a depot right against a station) */
/* if (IsTileType(tile, MP_RAILWAY) && (_m[tile].m5 & 0xFC) == 0xC0)
return true;*/
/* Determine the non-diagonal direction in which we will exit this tile */
dir = DirToDiagDir(v->direction);
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[dir]) {
dir = ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT);
}
/* Calculate next tile */
tile += TileOffsByDir(dir);
// determine the track status on the next tile.
ts = GetTileTrackStatus(tile, TRANSPORT_RAIL) & _reachable_tracks[dir];
/* Calc position within the current tile ?? */
x = v->x_pos & 0xF;
y = v->y_pos & 0xF;
switch (v->direction) {
case DIR_N : x = ~x + ~y + 24; break;
case DIR_NW: x = y; /* FALLTHROUGH */
case DIR_NE: x = ~x + 16; break;
case DIR_E : x = ~x + y + 8; break;
case DIR_SE: x = y; break;
case DIR_S : x = x + y - 8; break;
case DIR_W : x = ~y + x + 8; break;
}
if (GB(ts, 0, 16) != 0) {
/* If we approach a rail-piece which we can't enter, or the back of a depot, don't enter it! */
if (x + 4 > 15 &&
(!CheckCompatibleRail(v, tile) ||
(IsTileDepotType(tile, TRANSPORT_RAIL) &&
GetRailDepotDirection(tile) == dir))) {
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
if ((ts &= (ts >> 16)) == 0) {
// make a rail/road crossing red
if (IsTileType(tile, MP_STREET) && IsLevelCrossing(tile)) {
if (GB(_m[tile].m5, 2, 1) == 0) {
SB(_m[tile].m5, 2, 1, 1);
SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
MarkTileDirtyByTile(tile);
}
}
return true;
}
} else if (x + 4 > 15) {
v->cur_speed = 0;
ReverseTrainDirection(v);
return false;
}
// slow down
v->vehstatus |= VS_TRAIN_SLOWING;
break_speed = _breakdown_speeds[x & 0xF];
if (!(v->direction & 1)) break_speed >>= 1;
if (break_speed < v->cur_speed) v->cur_speed = break_speed;
return true;
}
static void TrainLocoHandler(Vehicle *v, bool mode)
{
int j;
/* train has crashed? */
if (v->u.rail.crash_anim_pos != 0) {
if (!mode) HandleCrashedTrain(v);
return;
}
if (v->u.rail.force_proceed != 0) v->u.rail.force_proceed--;
/* train is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenTrain(v);
return;
}
v->breakdown_ctr--;
}
if (HASBIT(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
/* exit if train is stopped */
if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return;
if (ProcessTrainOrder(v)) {
v->load_unload_time_rem = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
return;
}
HandleTrainLoading(v, mode);
if (v->current_order.type == OT_LOADING) return;
if (CheckTrainStayInDepot(v)) return;
if (!mode) HandleLocomotiveSmokeCloud(v);
j = UpdateTrainSpeed(v);
if (j == 0) {
// if the vehicle has speed 0, update the last_speed field.
if (v->cur_speed != 0) return;
} else {
TrainCheckIfLineEnds(v);
do {
TrainController(v);
CheckTrainCollision(v);
if (v->cur_speed <= 0x100)
break;
} while (--j != 0);
}
SetLastSpeed(v, v->cur_speed);
}
void Train_Tick(Vehicle *v)
{
if (_age_cargo_skip_counter == 0 && v->cargo_days != 0xff)
v->cargo_days++;
v->tick_counter++;
if (IsFrontEngine(v)) {
TrainLocoHandler(v, false);
// make sure vehicle wasn't deleted.
if (v->type == VEH_Train && IsFrontEngine(v))
TrainLocoHandler(v, true);
} else if (IsFreeWagon(v) && HASBITS(v->vehstatus, VS_CRASHED)) {
// Delete flooded standalone wagon
if (++v->u.rail.crash_anim_pos >= 4400)
DeleteVehicle(v);
}
}
void TrainEnterDepot(Vehicle *v, TileIndex tile)
{
UpdateSignalsOnSegment(tile, GetRailDepotDirection(tile));
if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v);
VehicleServiceInDepot(v);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
v->load_unload_time_rem = 0;
v->cur_speed = 0;
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
if (v->current_order.type == OT_GOTO_DEPOT) {
Order t;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
t = v->current_order;
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) { // Part of the orderlist?
v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) { // User initiated?
v->vehstatus |= VS_STOPPED;
if (v->owner == _local_player) {
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0
);
}
}
}
InvalidateWindowClasses(WC_TRAINS_LIST);
}
static void CheckIfTrainNeedsService(Vehicle *v)
{
const Depot* depot;
TrainFindDepotData tfdd;
if (_patches.servint_trains == 0) return;
if (!VehicleNeedsService(v)) return;
if (v->vehstatus & VS_STOPPED) return;
if (_patches.gotodepot && VehicleHasDepotOrders(v)) return;
// Don't interfere with a depot visit scheduled by the user, or a
// depot visit by the order list.
if (v->current_order.type == OT_GOTO_DEPOT &&
(v->current_order.flags & (OF_HALT_IN_DEPOT | OF_PART_OF_ORDERS)) != 0)
return;
tfdd = FindClosestTrainDepot(v);
/* Only go to the depot if it is not too far out of our way. */
if (tfdd.best_length == (uint)-1 || tfdd.best_length > 16 ) {
if (v->current_order.type == OT_GOTO_DEPOT) {
/* If we were already heading for a depot but it has
* suddenly moved farther away, we continue our normal
* schedule? */
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return;
}
depot = GetDepotByTile(tfdd.tile);
if (v->current_order.type == OT_GOTO_DEPOT &&
v->current_order.station != depot->index &&
!CHANCE16(3, 16)) {
return;
}
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP;
v->current_order.station = depot->index;
v->dest_tile = tfdd.tile;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
int32 GetTrainRunningCost(const Vehicle *v)
{
int32 cost = 0;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
if (rvi->running_cost_base > 0)
cost += rvi->running_cost_base * _price.running_rail[rvi->running_cost_class];
} while ((v = v->next) != NULL);
return cost;
}
void OnNewDay_Train(Vehicle *v)
{
TileIndex tile;
if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v);
if (IsFrontEngine(v)) {
CheckVehicleBreakdown(v);
AgeVehicle(v);
CheckIfTrainNeedsService(v);
// check if train hasn't advanced in its order list for a set number of days
if (_patches.lost_train_days && v->num_orders && !(v->vehstatus & (VS_STOPPED | VS_CRASHED) ) && ++v->u.rail.days_since_order_progr >= _patches.lost_train_days && v->owner == _local_player) {
v->u.rail.days_since_order_progr = 0;
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_LOST,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0);
}
CheckOrders(v);
/* update destination */
if (v->current_order.type == OT_GOTO_STATION &&
(tile = GetStation(v->current_order.station)->train_tile) != 0) {
v->dest_tile = tile;
}
if ((v->vehstatus & VS_STOPPED) == 0) {
/* running costs */
int32 cost = GetTrainRunningCost(v) / 364;
v->profit_this_year -= cost >> 8;
SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
SubtractMoneyFromPlayerFract(v->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindowClasses(WC_TRAINS_LIST);
}
}
}
void TrainsYearlyLoop(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && IsFrontEngine(v)) {
// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
SetDParam(1, v->profit_this_year);
SetDParam(0, v->unitnumber);
AddNewsItem(
STR_TRAIN_IS_UNPROFITABLE,
NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
v->index,
0);
}
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
void InitializeTrains(void)
{
_age_cargo_skip_counter = 1;
}
/*
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/
void ConnectMultiheadedTrains(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
v->u.rail.other_multiheaded_part = NULL;
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && IsFrontEngine(v)) {
Vehicle *u = v;
BEGIN_ENUM_WAGONS(u) {
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
if (!IsTrainEngine(u)) {
/* we got a rear car without a front car. We will convert it to a front one */
SetTrainEngine(u);
u->spritenum--;
}
{
Vehicle *w;
for (w = u->next; w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w));
if (w != NULL) {
/* we found a car to partner with this engine. Now we will make sure it face the right way */
if (IsTrainEngine(w)) {
ClearTrainEngine(w);
w->spritenum++;
}
}
if (w != NULL) {
w->u.rail.other_multiheaded_part = u;
u->u.rail.other_multiheaded_part = w;
} else {
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
ClearMultiheaded(u);
}
}
}
} END_ENUM_WAGONS(u)
}
}
}
/*
* Converts all trains to the new subtype format introduced in savegame 16.2
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
*/
void ConvertOldMultiheadToNew(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
SETBIT(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
if (HASBIT(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
Vehicle *u = v;
BEGIN_ENUM_WAGONS(u) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
CLRBIT(u->subtype, 7);
switch (u->subtype) {
case 0: /* TS_Front_Engine */
if (rvi->flags & RVI_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->flags & RVI_WAGON) {
// normal wagon
SetTrainWagon(u);
break;
}
if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
// rear end of a multiheaded engine
SetMultiheaded(u);
break;
}
if (rvi->flags & RVI_MULTIHEAD) SetMultiheaded(u);
SetTrainEngine(u);
break;
case 4: /* TS_Free_Car */
u->subtype = 0;
SetTrainWagon(u);
SetFreeWagon(u);
break;
default: NOT_REACHED(); break;
}
} END_ENUM_WAGONS(u)
}
}
}
}
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